Honestly, I was initially confused by them calling it "animation lock" at all. In this game people almost always use that term for skills like Jump, Shoulder Tackle, Assassinate, etc. that prevent you from moving.

So then they called it "animation delay", which is a term I've been using to describe the time between skill activation ("instant" usage) and skill effects--i.e. the delay induced by the animation itself.

In fighting games we typically call it "recovery". Not sure what we should call the lockout on skill spam here....

When I have counted frames for animation delays, they do seem to fall into easily understood numbers, though. I wouldn't be surprised if the skill lockout time is something like 40 frames.