Game design question - stop to shoot behavior

Looking for some second opinions on this:

Third person action game in which you use a bow and arrow. Player must stop moving in order to shoot. (this is core part of the gameplay strategy)

Which behavior would you expect?

A - If character moving, aiming input overrides the movement and cancels it.
You are holding down joystick to run, if you press and hold shoot, movement stops and you begin aim, even if you are still holding joystick.

B - If moving and we press the shoot button, nothing happens because movement state overrides shoot state.
Player must actually stop moving manually before shoot state can engage.

C - A two way override behavior
If we are moving and press shoot, movement stops automatically. But if we are aiming and we have disengaged and then re-engaged movement input, the movement state would override aiming.

I would probably expect C – whatever input I started the latest, is the one that takes priority.

I could live with either of the others, too, I think? It depends on how important it is to be able to aim and shoot quickly. If it’s reaction-based, shooting should have preference. If it’s stealth based and you typically set down and take aim, movement could have preference.

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Thanks @jwatte , that makes sense to me as well about how it relates to larger design.

In this case it is a fast paced action game where you need to get close to the enemies to have a good shot at hitting them, but that’s also high risk. So quick reflexes are the most important thing.

I am playing around with it a bit more and it does seem simplest mentally with option C. The enhanced input nodes made it pretty easy to code as well.