Well it's fight mechanic stuff, ie when an enemy collider detects a players attack collider (punch, kick, jumpkick etc) the enemy fsm enters the appropriate state, plays an animation and performs a 'move to' action for knocked back movements. I have many interactions like this but for some reason one particular state fails the 'move to' 5% of the time.
The states change really fast, normally I can pause and pinpoint the problem but not this one. It's one of the final bugs on a 2 year project. It would be nice if I could just call off/detach any currently applied itweens before a new itween.