[quote=@MelonHead] I think the problem is how easy it is to be assured that your opponent can't do anything to avoid the attack, provided your working with real physics and what-not (which I suppose most fights tend to let slide for the rule of cool and all that.) which essentially means you've scored the next best thing after a force hit. There aren't many circumstances where I could imagine any of my characters up to mid tier being able to escape the path of a bullet, and any of the fleshy ones are almost certain to take debilitating damage. Although I never would try and dodge a bullet, I tend to interrupt and make my dodge the moment my character sees a gun pointed at them, which sets the reaction/reflex speed limitation against my opponent as well. [/quote] Going off of this, a lot of my issue goes with the follow up. While it is true as Melon said that you can react to the weapon being pointed at you, the subsequent adjustments of the weapon make that less viable as an option since they are much smaller movements and the effort to continue to avoid the weapon is far more significant than the required adjustments to the aim.