Quick answer: On taking damage above a poise/flinch threshold, force a transition into a hitstun state that cancels the current action and locks input for the stun duration.

If hitting an enemy mid-swing does not stop the swing, damage is not interrupting their state machine. Forcing a flinch transition gives hits real impact. Here is how.

How to fix it

1. Transition to a hitstun state

In the damage handler, call state_machine.transition_to("Hitstun") so the current attack or move state is exited immediately.

2. Cancel the in-progress action

On entering hitstun, stop the active animation and clear any pending attack so the interrupted action does not resume when stun ends.

3. Gate by a poise threshold

Only flinch when the hit's poise damage exceeds the target's poise, so light hits do not stagger a heavy enemy while big hits reliably interrupt it.

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 Godot 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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.