This type of game states isn’t something I’m experienced with. Your events though can be optimized.
Unless you use an OR condition, all of the conditions in an event need to be true. So, if the animation is one direction it’s naturally going to be not “dead”. The inverted “dead” condition isn’t needed.
The issue will be because there is a set animation event that you haven’t captured in your screen shots with conditions that are met when the player is idle (not moving), regardless of whether it’s attacking or not.