Quote Originally Posted by MPNZ View Post
They could make use of fighting game dashes and hops that would cancel any actions to prioritize their safety over the action.
This game isn't that dynamic. They would have to relinquish SE internal gaming framework, Crystal Tools, and use something along the lines of MT Framework to allow for actual character based impacts.

I do love this idea. I played this f2p game called dragons nest a long time ago. Played with a lot of player based impacts that caused stun locks, which was countered with moves that utilized quick "invincibility" frames that negated damage just long enough to react outside of stun locking and air juggling.

But the tl;dr is SE's internal framework doesn't necessarily support this.