The default character controller has a jump, falling, landing cycle / process that it passes.
So jump is passed and animates the upward motion of the jump.
After it's peak or end the falling animation plays.
Once the player collides with something below them, a command to play the landing animation is made.
This gives you a wide range of flexibility.
You could make it all one animation and void out the falling or landing, but you need them anyways.
So for example the player is on a wall and walks off it, that will trigger the falling animation to loop till they hit some / land on something, at which you want a landing effect to happen.
So falling and landing can happen without starting off with a jump.
Also a jump might not mean a falling or landing.
The player jumps up to a new platform, chances are falling might not happen. Landing would still happen, but could be overridden to be more robust with taking into account duration of fall. If under x amount then don't play landing, if over Y amount play crushed to death instead of landing.
The HE animation system is extremely super powerful for letting you have total flexibility in animations. Need to think about breaking animations down to really small chunks of animation and then linking, and streaming them together.
For example a 3 hit combo attack could be made with just a single animation, or you could make each swing of the attack it's own animation and then use the scripts to make it into a single animation and can even make it randomly select the orders. Now that 3 hit combo attack has a bit of random effect to it.
Just like the walk run and walkrun combos. Add on the animation masks / layers, and you get total control over the player via scripts vs set animations.