A second trigger on that explod would probably do it.
[State 0, fire ignition 1]
type = Explod
trigger1 = anim = 0 && Time = 0
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
anim = 1
sprpriority = 1
I just grabbed that trigger from the ChangeAnim you posted. It say that anim = 5(turn) is over (AnimTime = 0).
*It would probably be easier to test by having the enemy jump over your player.