In this case I think it is an easy thing to implement. Currently the system seems to pick up any moves you do immediately, e.g. a fireball, and then chooses a script based on that + the extra factors.
One could just alter this process and insert a timed delay before this move becomes visible to the AI and it chooses a new yoke response.
You could also increase this time as AI skill goes down, although at e.g. 500ms it will begin to seem to a human as if the AI is dumb, reacting to things 250ms in the past. At this point you'd probably get a more playable and good looking AI by
1. adding more variance per delay, based on the skill level
2. having it fail a vision by inserting random moves into its perceived list (for example it think you're going to jump kick when you're only jumping)
3. by occasionally randomly deleting vision items, which will make it miss things that the player is doing