A method executed on an attacking client device platform configured to operate on a network, for hiding latency during an interaction between a first avatar controlled by the attacking client device platform and a second avatar controlled by a defending client device platform in a multiplayer game played over the network, comprising: a) predicting that one or more attack animations performed by the first avatar will likely result in a successful attack on the second avatar by determining whether at any frame after the initiation of the animation, there will be a collision between the first avatar and the second avatar, wherein the one or more attack animations comprise at least a pre-hit period; b) once a likely successful attack is predicted, generating a hit event that corresponds to the one or more attack animations, wherein the hit event comprises a hit identifier that is unique to the hit event; c) delivering the hit event to at least the defending client device platform over the network connection; d) initiating an altered animation mode during the display of the one or more attack animations on the attacking client device platform, wherein the altered animation mode comprises at least an extended pre-hit period that replaces the pre-hit period; e) receiving a hit reply from the defending client device platform over the network connection wherein the hit reply is identified with the same hit ID as the hit event; wherein the hit reply determines whether a successful attack was made on the second avatar; and wherein the hit reply further comprises information identifying one or more reply animations to be displayed once a reply animation period is initiated; and f) initiating the reply animation period after the attacking client device platform determines that the first avatar has finished displaying the one or more attack animations in the altered animation mode and the attacking client device platform has received a signal from the defending client device platform that indicates that the second avatar has initiated the reply animation period. a) predicting that one or more attack animations performed by the first avatar will likely result in a successful attack on the second avatar by determining whether at any frame after the initiation of the animation, there will be a collision between the first avatar and the second avatar, wherein the one or more attack animations comprise at least a pre-hit period; b) once a likely successful attack is predicted, generating a hit event that corresponds to the one or more attack animations, wherein the hit event comprises a hit identifier that is unique to the hit event; c) delivering the hit event to at least the defending client device platform over the network connection; d) initiating an altered animation mode during the display of the one or more attack animations on the attacking client device platform, wherein the altered animation mode comprises at least an extended pre-hit period that replaces the pre-hit period; e) receiving a hit reply from the defending client device platform over the network connection wherein the hit reply is identified with the same hit ID as the hit event; wherein the hit reply determines whether a successful attack was made on the second avatar; and wherein the hit reply further comprises information identifying one or more reply animations to be displayed once a reply animation period is initiated; and f) initiating the reply animation period after the attacking client device platform determines that the first avatar has finished displaying the one or more attack animations in the altered animation mode and the attacking client device platform has received a signal from the defending client device platform that indicates that the second avatar has initiated the reply animation period.