Note: I tried to limit candidate frames to ones that featured the axe, so that other players would still know that weapon #1 was selected. I also eliminated the death frames where the player is lying down, because I thought it would probably be impossible to work with.
Anyhow, after fiddling with the extremely frustrating QME for a while, her's what I came up with:
Making a normal face-height punch seems impossible. You could jab an enemy player with the blunt end of the axe, but that's about it.
The next best thing is a body blow, which you can do with one of the following:
Underhanded gut punch:
axattd2
axrun3
axrun4
overhand gut punch:
axattd2
axattb4
the same, but rearing back (but a bit silly) for a more dramatic effect:
axpain4 (or axpain6)
axattb4
Others:
axattb4
axattd2
axattd2
axattd1
More frames could be added, but I was trying to make a quick punch. QME kept renaming my frames, too, so I finally gave up on getting it just right.
BTW, the DOOM marine doesn't have a fist for his "fist" weapon viewmodel. Not that anyone uses the DOOM fist, but it might be something to add, since the animations and model can just be borrowed from the Monk's ogre feet lunge punch .
Sorry if this is completely stupid, but I haven't slept yet
