The way fighting games work is with attack and collision boxes per frame. This way there is not a high/mid/low hit per se, a high-kick could for example hit a jumping character.
In Street Fighter this looks like this:
The hit is scored if a red box hits a opponents blue box. Red being the attack box and blue hit boxes
In your example each frame of animation would define the red boxes, where a hit should be scored. In the 2nd animation- the flaming circle, you could remove hit boxes from that character rendering him invulnerable during that attack.
Sometimes there are additional block boxes, those nullify a hit. A character could for example be hit from the back but have a block up when hit from the front.
So: add hit and collision boxes to your anination information and check against those.