After a bit of testing I can conclude that these animations have been well thought of.
There are no random things in it:
1. Animation ends where it starts, so everything is very fluid and natural
2. Combat is always "hanging in the air", since blocking, visually, is similar to readied attack
3. Chamber block animations (on end of video) are also very natural since attack starts as block almost
4. Feinting looks very fluid and circular, and there is also much wrist joint action with 2h swords, as it is supposed to be.
5. Whole combat is based on fast and short-timed strikes, again just like in real life
Demonstration video
I was talking bout this few weeks ago and asked somewhere if there was any way to see if this animation mod would work with CRPG...
i read that you could test it out on crpg but might get script errors because the hit box partly uses the collision of animation pieces (??).
So you have tested it on crpg mod?
What would be cool is if we had the option by pressing X to cycle through many different forms of animation.
PS, get in touch with the original modded and ad this to his example videos to earn some favor.
Also you can notice around 2:36 how you swing left and are still using old animation style attempts to "speed" up the swing. So there would be a whole new class of mouse movement paths made to increase animation speed, for the arcs are totally different.
That is why we should look at expanding the "alternate mode" key to make it so that we might be able to cycle through a lot of different animation types.
Right now some weapons like 2 handed swords have pole arm and regular 2 handed, well what if we have like 2handed_alt_1, 2handed_alt_2... as an example.
This would definitely add "variety" to some fighting because people could use many different animation types and manually select between them, allowing a whole new domain of visual recognition and stuff.
and those who are good with the current system can keep using it and see how they fair.