I feel this is somewhat untrue. I've killed a husk charging his cannon at another person, and after he falls down, the cannon fires the shot off to the side while he's dead sometimes, suggesting there's a cut-off point in the animation before it fires regardless of the husk being dead or not.
This happens due to the Mplay code, if you blow him up solo with a kill while charging the fireball will NOT fire 99% of the time
In mplay, because the anim started pre-it's-death it will fire 99% of the time before it actually "dies"
Same thing happens with the gorefast, the ground-aimed U-swing anim it does during a "rush", there is seriously a coded pause there when it happens to prevent it's animations from breaking, which gives you a short window to decap it with utter impunity, clots have the same deal on the "Miss" animation for their grabs, Husks have this with their melee, Fleshpounds have it on their 2-hit combo, scrakes have it on their "Slash", Etc.
Every single mob has some animation combo that cant lead into an attack, only another idle animation, knowing them and knowing the duration of them is a really good way to just dance through them like a bloody, demented, Katana-wielding ballerina
Yes, it's a "glitch" in the cut-off and cancel points of various animations, the only mob this DOESN'T hold true for is the patriarch in Melee mode, because he doesn't have the same "Idle" animations as every other mob, just "Moans" and his cloaking setup, you can break his post-fire animation on the minigun, but that's literally it
I should take a break from KF for a while, All the coding is getting to me