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Combat is not turn based, despite how it may feel sometimes. When it looks like they're taking turns, that's just them choosing to defend themselves instead of attacking, they're not being forced to not attack by the slot being used up.
You can also micro your movements in combat, it's kinda cheesy, but it works. If an attack is incoming, you can move your character away from it to avoid it, if your reactions are fast enough and they have good enough athletics to get away in time.
Classic "Beak Thing" strategy.
Though it may be kind of cheesy, it's actually a pretty amazing thing.
In a big fight situation, you just don't really have the opportunity to micromanage to that level. There's just too much going on and you're going to miss some. There's also going to be some combination of enemy and defender that just can't benefit, there. But, in a desperate micromanagement situation, you can use that strategy to tell... an epic tale of heroism and survival.
It's game mechanics like that long attack animation coupled with effective movement techniques, effected by stats and armor, that become value-added gameplay mechanics - They bring possibly unintended, extra, value.
There's a pretty decent number of beak-thing and other encounters where these mechanics came together to form unforgettable moments in my Kenshi memory. :)