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To cancel the animation, you just need to power off the timeline. If I remember correctly, there's a few settings in timeline's properties that set how it works. Set it to mode when it plays only when it's powered up, and stops as soon as it loses power (if it isn't the default mode, haha). For example, this works with custom puppet walking animations, they play only when puppet is walking.
For many combos, you can still use a selector if every combo would be emtered in a completely different way (just powering up a selector if you enter a specific combo, so the 1st animation would be standalone).
Or, if you want to have complete freedom and many overlapping attack patterns, you have to program the animations to never overlap. Nodes wired to timelines' power up first would make it possible to turn animations off and on on will.
Or, you can wire the animations only to a selector, assingn a number to every attack combination, and power up whichever should be playing at the time. Just wire the attack-number-wire to the "current option" slot (from the left!) In the selector. This would work only with 0-9 numbers, however (0=A=1st slot, 1=B=2nd slot, 9=J=10th slot). So if you have more than 10 animations, you need to combine two selectors or do something else. If you have more than 10 attack combinations but, let's say, 8 animations, you'll be fine.
As you see, there's many ways of doing that. Feel free to ask if something is unclear :)