what are all the death animations and what moves do you need to do to get them? i kinda wanna be able to choose what happens to each enemy to keep it fresh and less repetitive
The first attack of your basic combo and the jumping slash share a death animation.
The third combo attack shares its death animation with the non-focus sword draw attack.
The the focus+block attack and the sprinting slash share a death animation.
The sheathed and unsheathed focus+slash attacks each have unique death animations.
The basic flame attack, and the first and second level focus+flame attacks, all have unique death animations.
Focus+up and focus+down both have unique death animations, and focus+down has a second version of the death animation if you follow it up with a kick.
If there are more than those 10, I haven't found them yet.
Other than the focus+down>kick animation, kicks don't have any death animations, which makes sense because they're clearly non-lethal attacks. Weirdly, though, the second combo attack isn't capable of landing a killing blow either (but does damage enemy block). Taunts obviously also don't kill. Especially not the one with your weapon sheathed, but it's nice to do this anyway. You can't attack while ducking, and jumping onto enemies doesn't kill unless you do the jumping slash attack (but jump+kick has surprisingly good knockback).
Focus Down- Splitting the enemy in half. You can then kick the skeleton out of the enemy
Focus Up- Beheading. You can kick the head as well
Focus Attack- You gut the enemy
Focus Sheathe- You cut the enemy in half
First Attack of combo is disarming the enemy
Second Attack of the combo slashes the enemy diagonally
Third attack is a throat slit
Divine Flame - You thrust your hand into the enemy's heart
Focus + Divine Flame hold- Burning the enemy with a phoenix or disintegrating them with a dragon slashes
There are a few more I'm forgetting right now. In the future there will be more variations and you'll be able to dismember the enemies to keep things less repetitive.
I've tested it multiple times in the training area and the survival mode. Can't get the second combo hit to land on an opponent who's vulnerable. It doesn't help that the first hit being the one to break an enemy's guard will interrupt your combo to knock them back, but even so, following up by whiffing the first swing means the second attack can pass all the way through the opponent's body without registering as a hit. With the right positioning, a parry into a combo has the same result. Opponent is knocked back by the parry, out of reach for the first swing of the combo, but the second attack passes through them without killing, and it's always the third hit which kills.
And when I say "passing through" it can be anything from the tip slicing through the front of the body where it should be catching the front few pixels of the torso, to the blade being visible sticking out behind the opponent, and nothing works.
Might be a hit detection problem in the current build? It registers for enemies blocking it, though.