Thanks for the coffee!
It may be a difficult task when character has multiple animations and you need to prioritize and delay actions based on which animation is currently playing.
It's hard to speculate without knowing your game, but it may be a good idea to use a state machine here. Assign a state to the character when an action starts, for example, "kick". Wait for the animation to finish (or use Timer behavior to wait a certain time), then reset the state to "idle". Allow new actions to occur only when the state is "idle".