Thank you all for the answers.
I've read them all, and now I'll go see where I went wrong.
Curious thing is, the way I handled it did work before in another project, only difference is, the direction variable was not used then, and it worked.
I want to explain some of my decisions here. Even though I've been using C2 for a while, I'm still so very new, so please bear with me.
Anyway:
#1 Direction variable.
Maybe I'm overcomplicating things, but the logic behind my decision, was that because the character in this example is using a sword, I want him to keep it in the same hand no matter what direction he's facing.
Thus why I didn't settle for a [Set Mirror] event, but I still need to have a variable to tell me where this character is facing.
I've set this variable whenever I press "Q" and "E" which simulate Left and Right.
Am I wrong to assume that the Player (Platform) Object won't automatically Set Mirror itself when I Simulate Keyboard: LEFT? Because if I am, then I could totally ditch the Direction variable, unless there was another way...?
I think I used to have problems when making a player object jump and stuff without these variables.
#2 Way I'm handling the player character:
My player character consists of an invisible sprite (so it's ... collision box, for a lack of the appropiate word, is a rectangle, 128 wide, 255 high). This is an object called, say... P1.
And I've pinned the character's graphic, approximately same size, but not a solid object, to the P1.
I've had a lot of collision issues in the past, when instead of havng an invisible player object with a pinned character object, I set a player object with its appropiate graphic (and collision boxes), so I wanted to save myself from some problems along the way.
(If you must know, these are some of the problems I remember having, when the player object had its own graphic and collissions).
Having only a full jump whenever I press jump.
If I hold on to the jump button, it keeps jumping once it touches the ground.
Collision glitches causing the character to fall when he's standing or walking, thus messing up the animation)
#3 The use of Wait.
Ok, normally, if animations had worked for me, I would've probably gone with [wait until animation ends], but since I only get 1st frame out of my attack animations, I went with [Wait], to generate a (forced) sense of delay when a character hits. This character is supposed to be on the heavy-hitter side, so I gave him a bit more wait time than the others (but still, they use a [wait] event as well).
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Again, thank you all so much for your replies, I will get on on this, and see how it goes. I'll go back to watch the tutorials again to see where I went wrong.