Alright it's fixed! You'll see that I reorganised the event a bit differently, so the Fall animation can trigger corretly but the character can also walljump when close to a wall and not necessarly falling;
mega.nz
Also this is a little bonus but I added two extra frames to the jump animation, so it was easier to check the walljump feedback ^^
Something I can recommend tho is to use a mask sprite that will act as the hitbox and pin the sprite to it, to avoid any hitbox and origin inconsistencies, for example the origin of fall animation was making the sprite a little jumpy because not well placed compared to jump origin, with a single box sprite you can avoid this easily ~