Quick answer: Define cancel windows with animation events (or a frame range) that open and close on the correct frames, and buffer the next input within that window.
If combos drop on perfect timing or chain when you do not want them to, the cancel window is not aligned to the animation. Frame-based windows fix it. Here is how.
How to fix it
1. Open the window with animation events
Add AnimationEvents on the attack clip to set canCancel = true at the start of the cancel window and false at its end.
2. Buffer input inside the window
When the player presses attack, store it; if canCancel is true now or becomes true before the buffer expires, transition to the next attack.
3. Distinguish cancel types
Separate flags for cancel-into-attack versus cancel-into-dodge so the window for each opens on the frames you intend, not a single shared timer.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.