What makes it noticeable? Maybe post a GIF? LICEcap makes it easy to record a GIF of your game.
There are a number of things you could do, depending on why it is noticeable. Maybe you can adjust the mix time, use multiple rebound animations and choose the most appropriate one based on the sword's rotation on impact, etc. Maybe you just need to adjust your rebound animation, likely it should start in a pose with the sword already back in the rebounded position, this way when you blend to it, the sword moves (roughly) from wherever it impacted to the rebound position. If you animated the sword moving from a front pointing position to the rebound position, the effect won't be the same.
Doing procedural animation is just manipulating the bones through code. Generally you'll have a state machine that runs the appropriate code based on the state of the skeleton. Eg, you might set the state to "impacted" and then adjust the bones over time to reach the rebounded pose.