Not really understand the events you've written but with animations you have to be careful that several things are not true at the same time or it'll cancel out one of them and you'll never see the animation. If you have an event that says on crouch button pressed, play crouch animation then it'll always play it when crouched regardless of any other buttons pressed.
You can filter it out with variables/states for the player. When you are crouching you say player isCrouching=true. Then you have logic isCrouching then play crouch animation. If you also press attack then you have logic isAttacking=true. Then you can have an event if isCrouching and isAttacking play crouch attack animation. The previous event for isCrouching=true then becomes if isCrouching and not isAttacking which would just play the idle crouching animation. It's just about making sure more than one condition is not true when you are playing the animations.