Right now I'm going to go try to eliminate as much redundant code as possible. For example, I have to check for the player performing an air attack in the falling, jumping, and tumbling code. Things like that need to be fixed. I also want to change a few other ways the game does certain things, and tweak a few little behavioral quirks for preference's sake. By the end of the day, I think this code will be pretty friggin' solid.
And then it's back to modeling animations for the player. I had hoped I'd be done that by vacation's end (Tuesday), but there's way more animations than I thought there'd be (obviously) and at least the tough parts are done. Now I just need to make the smaller animations and slowly replace the placeholders with them. And as long as the combat system is implemented, I can keep building the rest of the game around that. Which is something else I've been playing with over the holidays.