When I was examining them this animation stood out as being for a reduced height target:
Code:
;Axemen do not attack - maybe test on a severe slope?
anim eager_attack_centre_lo_c_stab_fail data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_at_lo_c_stab_fail.cas -fr
anim eager_attack_centre_lo_c_stab_success data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_at_lo_c_stab_success.cas -fr -id:0.158,-0.150,1.774 -if:18 -evt:data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_at_lo_c_stab_success.evt
This one is clearly anticav with it's high ID and name including 'overhead':
Code:
; Anti cav stab + l-r slash vs inf
;anim eager_attack_centre_overhead_c_stab_fail data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_Hi_Stab_Fail.cas -fr
;anim eager_attack_centre_overhead_c_stab_success data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_Hi_Stab_Success.cas -fr -id:0.202,0.839,1.552 -if:17
This is a fatality, note the ID for success.
Code:
; Flipping opponent. starts with a slow L-R downward slash.
;anim eager_attack_centre_mid_b_slashlr_fail data/animations/MTW2_2HSwordsman/MTW2_2HSwordsman_at_mid_c_slashlr_v0_fail.cas -fr
;anim eager_attack_centre_mid_b_slashlr_fatality data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_mid_c_slashlr_v0_fatality.cas -fr -evt:data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_mid_c_slashlr_v0_fatality.evt
;anim eager_attack_centre_mid_b_slashlr_success data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_mid_c_slashlr_v0_success.cas -fr -id:0.368,-0.217,1.700 -if:38 -evt:data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_mid_c_slashlr_v0_success.evt
;anim eager_attack_centre_mid_b_slashlr_victim data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_mid_c_slashlr_v0_victim.cas -fr -evt:data/animations/MTW2_2H_Axe/MTW2_2H_Axe_attack_centre_mid_c_slashlr_v0_victim.evt
By reducing their height so much that no animations are working against them, we can then work out which animation works first (hits lowest) by gradually raising their height...
A better idea!: If your 'eager_attack_centre_lo_c_stab_success' animation is missing for axe, which it should be by default, then take it from 2h sword. It may not be the ID at all but the low hitting move may require a '...lo_c_stab'. Assuming this get's it working you'd have to set up every animation set with this attack and a replacement animation (anything should work).
I hope that last helps!