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This is all on DOSBox on the Well Done difficulty of course. Maybe in BloodGDX or NBlood this behavior is different, in which case it was changed for those source ports.
This basically just reminds me of the countering mechanism in a lot of pro wrestling and MMA games: you need to press the button/whatever sequence at the right moment in a very small window of error to successfully counter the opponent's move or attack.
Just like all the graphics were processed, mainly or fully, by the CPU
In the Q3 engine you have special frame rates that allow for instance to skip reload animation