The player is never controlled by the move AI, as its movement is determined by the player controls.
I think the best solution would be using the battle event that animates your attack. Similar to the game tutorials, you'd have a move to target battle event that handles this - but instead of just waiting for the move to finish, you'd do a loop in the event until the target is reached or it was cancelled due to player input.
The loop uses a Wait node with 0 second wait (i.e. waiting for 1 frame), which is connected to your checks (e.g. checking distance to target or some player input that would cancel the attack). Failing checks are connected back to the Wait node.
You can cancel the action using an End Battle Action node.