Depends entirely on how you implemented your controls and the needs of your game.
For instance:
* if your controls accumulate over time, consider changing the rate of accumulation at the start.
* if your event response is implemented with animations, consider changing the animations.
* if your simulation runs several frames in the past, you might consider inserting the event into prior simulation steps and resimulating. (In a modern shooter often it makes sense to roll the simulation back and insert the event back in the correct location in time.)
* if your simulation queues events or has a response delay due to technical requirements, consider using audio or another feedback ("yes, sir") to let the player know the action is queued.
* if your game requires a time delay, such as allowing time for the player to input a multi-button combo, perhaps introduce an action that lets both the active player and the opponents know that a heavy action is being entered.