No, Montages are special animation assets which take care of root motion and branching animations across the same animation state. They’re perfect for melee combos.
When I say “choreographed fight motions” I just mean whenever the player and enemy are meant to play a synchronized set of animations which occur simultaneously, as opposed to stuff like the player just throwing a punch at a trash can or whatever.
Whenever you want to trigger a synchronized sequence of actions, where both the player character and the enemy character are playing animations meant to sync up frame-for-frame, you need to play the appropriate montages on those actors simultaneously. And since synchronized animations will require the actors to always be a known distance apart (to make sure that the actions line up properly), the best way is to measure the exact distance the roots of each skeleton are apart when animating and then in-game, right before triggering the animation sequences, snap the actors to be that distance apart so that both actors’ animations play out the way you designed them (if you don’t do this, you risk situations like the player’s arm missing the enemy’s face because the sequence was triggered with the actors farther apart than in the animation)