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Thanks for the feedback!

I will definitely have to look into making the combat snappier, the animation blends seem very strict right now. It's kind of a headache to work with unity's animation event system.

I am reworking the input system to work in a more traditional fashion, where your clicks are queued rather than constantly checked, meaning if you want to combo an attack, you have to click the button less than half a second before the attack ends, rather than having to hold the button down in order to combo.