How to make proper sword animations (R6)?

So I understand the whole animating with the sword itself. My question is how to improve your slash animations and not make them so bulky and more realistic more or less. I notice when I’m animating things (Specifically sword combat) tend to get real tense and it doesn’t seem like that animations run very fluidly. Like if I were to stick my arm out and replicate the animation it just doesn’t feel right. It’s way too robotic. So I’m hoping some expert animators could answer this.

-Side Questions-
1.)What is the extent that I can break the humanoid model before someone can notice.
2.) Are there any videos or picture references that showcase sword combat that personally helped you.
3.) For your basic sword combat should you focus on animating the legs or just work with the upper body.
4.) How should I start my animations, what I’m currently doing is I’ll usually start with the end frame and work backwards. Some punching animations I’ll start right before the humanoid is about to hit. I don’t typically build up to the before hit.

Also just know I have seen the 12 principles of animation > Mentioning this before someone posts saying I should watch it.

R6 is going to be a problem. There just aren’t enough joints to be a proper sword animation. You swing with your shoulder and hips as much as you do your arm and wrist. But here’s how I do it.

  1. use fewer keyframes, let the engine get from point a to point b
  2. put the keyframes close together. This is a sword swing, so it’s fast.
  3. swing with the whole body.
  4. focus on keeping the blade steady. You are damaging your foe with a slice, chop, or stab.

As for reference? I picked up a wooden stick and figured out what parts I was swinging. I make a good swing, then I replicate that.

This is neither R6 nor R15, my 2nd through 4th sword animations as well as my first 2 parries and dodge. It’s not perfect, but I’m far from polishing my game.