I know you're not planning on learning setup velocity or animations but you can do these or paste them:
- Determine if player is moving ( speed > 5 and animlayer[6].weight isnt zero ).
- If player is moving try using animlayers or freestand ( public animlayer resolver does the excellent job if you set it up propperly, freestand is outdated but better than nothing ).
- If player is standing, use freestand or compare angles ( comparing angles can be done with simple calculations - all of them public and you can find in some public sources ).
- If you miss, rotate angles to opposite side ( if ( miss != old_misses ) { create a switch statement } - one of the ways, there are a bit more advanced ways to brute that I wont get into)
- If you dont find solution to detecting low delta include it in bruteforce ( setup velocity and animlayers can help you with detection ).
- Try to go for safepoints. If you setup matrixes at correct max desync delta you will be able to find the safepoint on the thin edge of matrix.
- Dont be bothered with resolving roll, leave it for the last step ( when player is rolling desync seems like greater than max desync value due to lean ).