Spear charge attack connections are much more strict than on Bedrock Edition, especially at lower speed connections such as walking speed + husk movement speed. This effects repeated charge attack connections, such as backing out and back in to connect repeatedly.
Note the difference in responsiveness between the Bedrock attached video and the Java attached video. The Bedrock video shows easily connecting a charge attack multiple times against a single entity at walking speed by backing out and moving back in. In the Java Edition video, only the first connects, with successive connections requiring the user to back out much more than on Bedrock.
This is most likely a logical difference between the two codebases that needs to be accounted for on one or the other. It may also suggest that Bedrock’s minimum reach distance is programmed in a more lenient way, as the video demos may have their gameplay difference due to that instead.
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Like I said, the most likely cause is that the minimum attack range is much more strict on Java on the back-end, even if the values for it technically match between Java and Bedrock. Java may also just have issues in general when it comes to calculating its minimum attack range against moving entities.
From my testing, I found that this is mostly an issue if you’re already within attack range of the spear. It seems that if I entered attack range while charging (ie, attack indicator becomes visible), it usually only takes about one block of travel for a hit to land (under speed 1, wooden spear, against a mannequin on a flat world in creative). However, if I started moving towards the target while the attack indicator was already visible, it usually took at least around 2 blocks of travel for the attack to register. This seems to be the issue shown in the video with the husk since most of the missed hits happened when the husk was close and the charge had started within attack range.
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