PixelMonkey but the problem with the simulate control is when you hold the key with the simulate control, the character keep jumping instead of stopping
I use a workaround myself involving custom controls. I have an <Input>Pressed boolean that turns false at the end of each tick after all other events have run in that tick (so it only registers true once) and an <Input>Held variable that adds 1*dt to itself depending upon how long the control is held. Then I use the "on floor" and "is jumping" conditionals of the Sonic Physics in the Player object for further control.
Works really well, not a whole ton of set up.
This behavior is really great, but if you want to use it you're going to have to find some creative workarounds, and possibly modify the behavior's runtime javascript to get it to work how you want.