D
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If I were to implement Command Seals, I'd do them somewhat like this
Down B - Command Seal
Saber has 3 Command Seals per stock, which only recover after respawning, much like Wonderwing. When the button is pressed, Saber will enter a stance and a red aura will surround her,
There are 3 Commands Saber can be given, determined by how long the button is held.
Simply tapping it will give Saber a Mana Burst effect, which has an initial hitbox similar to Rebel's Guard and will slightly boost her speed in exchange for some defense and weight.
Holding it long enough to use two Seals will heal Saber for a fair amount and temporarily reduce the damage she receives. This will also remove the Mana Burst effect.
Fully charging it to use up all seals will teleport Saber in a red flash right behind the opponent, no matter where they are on the stage.
The idea is to give each command something worthwhile without making them significantly better.
Teleport is a great tool for recovering or approaching your opponent but it can only be used once per stock and prevents you from combining it with the other Commands.
Heal is a simple one but useful to take Saber out of tough spots, but it can only be used once and only allows you to use one other Command before or after it.
Mana Burst would be a sorta pseudo Monado Art except more limited. While useful, it has an inherent weakness and relying on it too much will prevent you from using other options.
Down B - Command Seal
Saber has 3 Command Seals per stock, which only recover after respawning, much like Wonderwing. When the button is pressed, Saber will enter a stance and a red aura will surround her,
There are 3 Commands Saber can be given, determined by how long the button is held.
Simply tapping it will give Saber a Mana Burst effect, which has an initial hitbox similar to Rebel's Guard and will slightly boost her speed in exchange for some defense and weight.
Holding it long enough to use two Seals will heal Saber for a fair amount and temporarily reduce the damage she receives. This will also remove the Mana Burst effect.
Fully charging it to use up all seals will teleport Saber in a red flash right behind the opponent, no matter where they are on the stage.
The idea is to give each command something worthwhile without making them significantly better.
Teleport is a great tool for recovering or approaching your opponent but it can only be used once per stock and prevents you from combining it with the other Commands.
Heal is a simple one but useful to take Saber out of tough spots, but it can only be used once and only allows you to use one other Command before or after it.
Mana Burst would be a sorta pseudo Monado Art except more limited. While useful, it has an inherent weakness and relying on it too much will prevent you from using other options.