A common scenario during the playtest: Player A would block, player B would spam the attack button. Player A would block all the hits, and then try to follow up with their own attack. Unfortunately, due to latency shenanigans, player B could simply keep spamming attack and the server would always get their attack message before player A's, and as such would always "win out" in this combat scenario.
Today I spent some time thinking about this and have come up with a solution: Player B's final attack will get a small frame pause, if blocked. This frame pause is long enough that player A will have an opportunity to react, even in the cases of either player having ping (designed around both players having sub 200ms ping). You can see how it plays out in this clip: