diff --git a/Assets/_Scripts/Core/Player/PlayerInputController.cs b/Assets/_Scripts/Core/Player/PlayerInputController.cs
index 7c90c499c2827072c00c2f00286b5772bf82d60b..2f60e5cac0bbaec3757d150cfe1d6f5b8693c125 100644
--- a/Assets/_Scripts/Core/Player/PlayerInputController.cs
+++ b/Assets/_Scripts/Core/Player/PlayerInputController.cs
@@ -10,7 +10,6 @@ public class PlayerInputController
     public float movementInputZ;
     public float movementInputScroll;
     public bool movementInputJump;
-    public float attackWindow = 0f;
     protected Coroutine attackWindowCoroutine;
 
     // Events
@@ -141,7 +140,7 @@ public class PlayerInputController
         {
             player.StopCoroutine(attackWindowCoroutine);
         }
-        attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.attackInterval + attackWindow));
+        attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.attackInterval));
         
         player.animationController.AnimateAttack(player.Weapon.attackType);
         yield return new WaitForSeconds(delay);
@@ -161,7 +160,7 @@ public class PlayerInputController
         {
             player.StopCoroutine(attackWindowCoroutine);
         }
-        attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.alternateAttackInterval + attackWindow));
+        attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.alternateAttackInterval));
 
         player.animationController.AnimateAttack(player.Weapon.alternateAttackType);
         yield return new WaitForSeconds(delay);