I was originally going to say "Yeah, try Script Requests," because that's beyond General Support, but then I remembered that I do something a little bit like this in my games, and you might be able to use my method.
Step one: Creating the animation frames. To do this, take the frames of the battler images that you'd be using for the beam attack.
Now open the images that you'd be using for the beam attack impact.
Merge them.
Step two: Creating the animation for the skill user. I'm going to give you the simple version, although I do have a more complicated approach.
Make an animation that's... oh... 40 frames long. You'll want this to be a bit longer than the longest animation that you'd normally use for that skill, so take that number under advisement, and adjust as needed.
Don't bother selecting graphics. They won't matter.
Now go to the Flash/Sound FX section of the Animation.
Select Hide Target. Make it last as long as the entire animation.
And that's your User Animation for the beam attack. Surprised yet?
Step three: The fun part. Here's where we create the Target Animation.
For that animation, select that newly-chosen animation set that combines the original versions of target and user frames.
Create both ends of the animation. That is, make Normal transparency cells of the character Chargin their Lazor, the beam attack firing, hitting the target, the resulting explosion. Everything. Obviously, assuming a standard right-aligned party, you'll put the Beam Attack User on the far right of the target.
That's your Target Animation.
Result: With no scripting needed, when the skill is used, the user will vanish and reappear aligned to their foe, and fire the beam, which will strike the foe.
Do you have any questions about how to make that work?