Continuity only matters in fluid motion. Lets say you're making a game where you shoot when moving and when you shoot you hold your gun out. If you have two different animations for this and the run cycle resets when you start shooting, people will notice and will be bothered by that. There is an illusion of fluidness that is being broken.
In general people are okay when breaks when they hit buttons, as long as the transition is jarring enough. 2d fighting games with chain combos have no in-between between comboed moves. This is surprisingly not weird, because each hit sorta causes a key point where one animation can end and go into another one. There is no lingering transitional weirdness -- that's just removed. If you ATTEMPT to transition, you gotta do it right.
So like, if your character had a turn around animation but when it finished, the girl was reversed, people might notice that. It's a sudden shift in weight that betrays the animation that's just going on. If you just have the animation flip right away, it's too sudden to even notice. The whole composition is changing at ones. The leg example above only happens because you have an expectation of where the legs should be due to implied motion.
Now if you did do a turn-around animation, you could do it simply by having him turn away from the camera, hiding the subject and removing the mental expectations, or have him turn toward the camera in like 3 frames and having her switch sides during it. Even if it seems nonsensical, you're doing it that way more so the shapes of the woman and the colors the eys are tracking don't suddenly jump from one place to another. In fact the reason a sudden flip is okay is because all the shapes are in the right place. Physical logic has been defied, but that's not as important as compositional logic.
This is an extra long answer just to say you're totally okay.