Character Slide Issue

Hi, first of all I have to mention that I’m new to unity and programming.
I have started working on a Unity 2D platform game by the help of tutorials. My problem is, after player stops pressing the run button(left/right arrow), character keeps moving for a little bit more. I tried to decrease the speed and increase the rubbing but it is not working as I want it to be.
I want it to stop moving instantly when player stops pressing run buttons.
Hope someone can help me with it.
Here is my character controller script;

using UnityEngine;
using System.Collections;

public class HeroControllerScript : MonoBehaviour
{
	
	public float maxSpeed = 5f;
	
	bool facingRight = true;

	Animator anim;

	
	bool grounded = false;
	
	public Transform groundCheck;
	
	float groundRadius = 0.2f;
	
	public LayerMask whatIsGround;
	
	public float JumpForce = 500f;

	
	void Start ()
	{
		anim = GetComponent<Animator>();
	}
	
	
	void FixedUpdate ()
	{
		
		grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
		anim.SetBool ("Ground", grounded);
		
		anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);

		
		float move = Input.GetAxis ("Horizontal");
		
		anim.SetFloat ("Speed", Mathf.Abs (move));

		
		rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);

		if (move > 0  !facingRight)
						Flip ();
				else if (move < 0  facingRight)
						Flip ();
	}

	void Update()
	{
		
		if (grounded  Input.GetKeyDown (KeyCode.Space))
		{
			
			anim.SetBool ("Ground", false);
			
			rigidbody2D.AddForce(new Vector2(0, JumpForce));
		}
	}

	
	void Flip()
	{
		
		facingRight = !facingRight;
		
		Vector3 theScale = transform.localScale;
		
		theScale.x *= -1;
		
		transform.localScale = theScale;
	}
}

Since your method is in fixed update, my bet is you are releasing the btn to control move but the frame rate of fixed update is slow enough for there to be a big enough difference between the release of your btn and the next fixed update frame that your player appears to slide.