I'd wondered about that myself, but I'm not sure if it would result in problems with the following animations, for example if the player is knocked down, then stands up again, the following animations may start before the previous ones have finished - so you get a correctly timed punch and knockdown, but halfway through the knockdown, the player "magically" appears on the floor getting up again, then halfway through getting up suddenly jumps to the start of a punch animation etc. Not certain it would work like this though. It might be worth someone testing and seeing if this was possible.
Ideally of course, we need the ability to set this "action frame" to whichever point in the animation is appropriate. i.e. raises gun, shot is fired <this point is where the engine considers the shot to have been fired>, the gun is lowered.