Ahh, so you're using a fall70 blast afterall and you're making the character do a pose.
Ramond's method will still work. You can have a look at RLF2's Justin's DJA attack  it has exactly the kind of data you need:
DCCode:
#here Justin is using his last grab attack
<frame> 318 suddenkill
pic: 29 state: 9 wait: 1 next: 319 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\006.wav
opoint:
kind: 1 x: 64 y: 43 action: 40 dvx: 0 dvy: 0 oid: 226 facing: 0
opoint_end:
cpoint:
kind: 1 x: 58 y: 38
injury: 72 vaction: 132 throwvz: 842150451 hurtable: 0 throwinjury: 842150451 decrease: 1
cpoint_end:
bdy:
kind: 0 x: 21 y: 10000 w: 43 h: 62
bdy_end:
wpoint:
kind: 1 x: 24 y: 1000 weaponact: 21 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
#here Justin goes into state15, releasing the enemy, but he also opoints an explosion which hits immediately
#you don't notice the enemy fall into frame 212, which would eventually have landed into 215 crouch & then standing if he weren't hit.
<frame> 319 explosion
pic: 96 state: 15 wait: 1 next: 320 dvx: 0 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 57 y: 54 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 40 y: 39 action: 10 dvx: 0 dvy: 0 oid: 322 facing: 0
opoint_end:
bdy:
kind: 0 x: 21 y: 10000 w: 43 h: 62
bdy_end:
<frame_end>

So for your concept, I assume the blast's itr will only hit when character's pose reaches frame 9, so:
7. pose with oid blast @ 9st.
8. pose @ 9st.
9. pose @ 15st (you can also use 3st, anything really)
...
It will work, just play around with the coordinates a bit.
You can even try something like this (this data is for normal Justin):
DCCode:
<frame> 121 catching
pic: 50 state: 9 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_ja: 300
cpoint:
kind: 1 x: 64 y: 35
vaction: 130 aaction: 122 taction: 232 throwvz: 842150451 hurtable: 1 throwinjury: 842150451 decrease: 7
cpoint_end:
wpoint:
kind: 1 x: 47 y: 41 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 300 catchpunch
pic: 51 state: 9 wait: 2 next: 301 dvx: 0 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
sound: data\007.wav
cpoint:
kind: 1 x: 61 y: 35
vaction: 130 throwvz: 842150451 hurtable: 1 throwinjury: 842150451 decrease: 7
cpoint_end:
wpoint:
kind: 1 x: 34 y: 41 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 301 catchpunch
pic: 52 state: 9 wait: 3 next: 302 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\001.wav
cpoint:
kind: 1 x: 52 y: 36
injury: 15 vaction: 132 throwvz: 842150451 hurtable: 1 throwinjury: 842150451 decrease: 3
cpoint_end:
wpoint:
kind: 1 x: 44 y: 46 weaponact: 34 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 302 catching
pic: 90 state: 9 wait: 1 next: 303 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 61 y: 35
vaction: 130 throwvz: 842150451 hurtable: 1 throwinjury: 842150451 decrease: 7
cpoint_end:
wpoint:
kind: 1 x: 38 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 303 push
pic: 91 state: 9 wait: 1 next: 304 dvx: 0 dvy: 0 dvz: 0 centerx: 25 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\015.wav
cpoint:
kind: 1 x: 60 y: 79
vaction: 112 throwvx: 1 cover: 21
cpoint_end:
wpoint:
kind: 1 x: 26 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 304 rest
pic: 91 state: 3 wait: 7 next: 305 dvx: 0 dvy: 0 dvz: 0 centerx: 25 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 26 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 305 ball
pic: 92 state: 3 wait: 2 next: 253 dvx: 0 dvy: 0 dvz: 0 centerx: 25 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\047.wav
opoint:
kind: 1 x: 80 y: 36 action: 0 dvx: 0 dvy: 0 oid: 226 facing: 0
opoint_end:
wpoint:
kind: 1 x: 27 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

Grab punches, then throws enemy into broken_defend (frame 303), frame 304 "resting" so that frame 305 can opoint justin_ball.
If you want to implement this "pushing" thing into your concept as a failsafe against standing:
7. pose with oid blast @ 9st.
8. throw vaction @ 9st. (see frame 303 in my example)
9. pose @ 15st (you can also use 3st, anything really)
...