New KeepCombo setting (off by default): your combo carries on if your next swing starts within ComboKeepSeconds (1 second by default), also after a dodge or block. Vanilla resets it after 0.2 seconds. Cancelling a swing before it hits still resets the combo. A kept combo's next swing turns toward your aim by up to 90°, like a combo's first swing does in vanilla (which turns all the way).
0.2.1
DodgeAfterHit now works for attacks in NonCancellableAttacks too, such as the knife's jump attack. That setting only stops cancels before the hit.
A dodge after the hit pressed in the air starts when you land.
0.2.0
New DodgeAfterHit setting (off by default): dodge after a swing has hit to skip the rest of it.
New DodgeAfterHitPenalty setting (on by default): charge extra stamina for that dodge, scaled like other cancels.
0.1.0
Initial release.
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