Thanks for playing! It's been a minute since I looked at the code but I'm pretty sure almost every state is dodge-cancellable, though attacks will only buffer into aim state, so you can line up an aimstate but you can't cancel into it (otherwise attacks would probably be too easy to infinite combo by using aim-cancelling). The attacks are too sticky, it's true, mainly because instead of proper analogue aiming I started with digital inputs and had to basically carry that through the whole project. I will probably do otherwise next time I revisit top-down action. I do think the crystal guys are a bit overboard and might need a bit of fine adjustment for the damage frames. Cheers!