diff --git a/src/p_mobj.c b/src/p_mobj.c
index 90d21859b4e88d8a42ea2fc77ee70b742c171ba7..8901622cee5a417af65caaa63faa35e313a0c9c7 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -164,7 +164,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 #endif
 
 	// Catch falling for nojumpspin
-	if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0 || player->pflags & PF_THOKKED))
+	if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0))
 		return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
 
 	// Catch swimming versus flying
diff --git a/src/p_user.c b/src/p_user.c
index 3ddbf3c3f845e8d645f2f07a8e8b91eb61a1a986..abe6816f7d8edeb079e3c7463e86ce20aaf144f3 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -6532,7 +6532,7 @@ static void P_MovePlayer(player_t *player)
 	// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
 	if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
 		|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
-			&& (P_MobjFlip(player->mo)*player->mo->momz < 0 || player->pflags & PF_THOKKED)))
+			&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
 		P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
 	// If doing an air animation but on the ground, change back!
 	else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)