Smooth mouse movement clamp over time

I have a combat system in my game and I’ve been using a basic hard float clamp to limit the player’s mouse InputAxis while attacking. This is necessary to prevent players from doing full 360 degree swings in one motion when attacking (for unfair tracing). The problem with this is that while testing with people, they rightly don’t like the feeling of their mouse input movement being slowed abruptly at the start of an attack, and then when the attack is done, jarringly resume normal input speed. I have tried two different methods, one using a timeline lerp, and the other using an Finterp. I think I’ve used both of these wrong so I was hoping somebody could provide some insight into how I could go about smoothly slowing the input speed down, and then speeding it back to normal! Thanks!