Creation of crazy rotations & poses for intense melee combat attacks

In my experience, Interpolating rotations is not as straightforward as it might look.

I know of atleast 4 ways to represent rotations:

Euler angles:
3 floats: yaw, pitch & roll
can be convenient for specifying a rotation as end-user but
suffers from gimbal lock and i honestly don’t know how to interpolate these when 2 or all 3 are non-zero

Axis-vector + angle:
can be convenient for debug drawing or when making your own rotation modifier and composing transforms, like having 1 rotate the model to set the global rotation and 1 applying extra rotation in local space
an overly simplistic way of interpolating 3599 degrees turn around an axis can be to go back all those 10 turns in reverse opposed to go forward 1 degree

Quaternion
there are usually super convenient, but has the quirk that the quaternion q and -q looks the same but have different internal representation, meaning it takes 2 turns to get back to the same value
is sortof stores the angle around an axis being like -360 to 0 to 360 degrees] around a vector but stores this as a 4-dimensional imaginary number on a unit sphere.
so given 2 quaternions there can be several ways to interpolate them, going the shortest arc or going backward.

Matrices
then there is a 3x3 rotation matrix that actually stores the local X, Y & Z axis for the rotation
these are quite efficient if you want to transform a large number of vectors

So I hope this sheds some light on the subject showing that there are several ways to deal with storing and interpolating rotations, and different Tools might use different ways giving different results.

More specifically how they deal with -359, 1 & 3601 degrees of turn can have an impact on what result you get.