Help with client-server debounces for combat system

I’m working on creating framework for my fighting game but am running into some issues pertaining to debounces, most movement is handled on the client so it runs smoothly, however there are certain actions that the client should stop doing or be unable to do, I’m confused how I can tell the server accurately each time that the client is running or vice versa, that the client should be stunned and therefor unable to run.

Would remoteevents be useful for this? I’m afraid if I use remoteeventsI will get delays and movement will feel slow?

How do you handle debounces like this?

What you can do is implement a debounce on the client and then run a sanity check on the server which also stores and checks the times between actions. This way you won’t experience any latency on the client but will have an effective way to prevent people from completing actions too early.