I believe this has been around since the beginning, but has always been overlooked because it isn’t a serious bug. Still, I haven’t really seen any previous reports of this particular issue (correct me if I’m wrong and leave a link to the thread, please) and I think it is worth documenting. Essentially the issue is that the charge attack takes its timing from the tap & hold input of the player rather than the moment the fighter is actually ready to perform the charge attack. This means that if you tap and hold while your fighter is still executing another queued action, you may find that by the time they reset to neutral and crouch for the charge they immediately attack even though they were charging for a much shorter duration than if you tapped & held when the character was already neutral and hence the action was synchronised with the input. The simplest example for reproducing this is to use any fighter in training mode where you will not be interrupted, and then spamming charge attacks where they are ‘charged’ for the maximum duration possible, i.e. you don’t lift your fingers from the screen until after the attack has been executed. Observe how long it takes to ‘fully charge’ an attack when you start it from a neutral position, and then how long it takes if you start to tap & hold as soon as that previous charge attack begins executing. The second attack will trigger much sooner.