character continues to move after the buttons are released.

I am trying to make a simpler version of the fps controller script. I have may character moving and looking around but when i release the keys he walks like a square(the squares on the prototype floor) more before stopping. is there any way to fix this so he stops immediately after the keys are released?

here is my script:

public class move : MonoBehaviour {

    public float walkspeed = 50;
    public float rotspeed = 100;
    public Camera cam;

    public CharacterController cc;
	// Use this for initialization
	void Start ()
        cc = GetComponent<CharacterController>();
	// Update is called once per frame
	void Update ()
          float fwrd = Input.GetAxis("Vertical");
        float strafe = Input.GetAxis("Horizontal");
        float turn = Input.GetAxis("Mouse X") * rotspeed;
        float turn2 = Input.GetAxis("Mouse Y") * -rotspeed;
        var move = transform.TransformDirection(strafe, 0, fwrd).normalized*walkspeed;
        transform.Rotate(0, turn, 0);
        //this lets the camera look up and down
        cam.transform.Rotate(turn2, 0, 0);


I’m guessing your Gravity on the movement input axes is probably set too low, try turning it up to 1000 or so.