Well, it's a start of something different. Originally, I wanted to do an animation for Vivid that showed her attacking. Each animation would be different for each attack. However, that didn't work as planned, but also made things simpler. Instead, the Butterfly character (I like it call it "Ribbon", since it was originally going to be a Bow)summons the weapon in front of Vivid. The problems I ran in were that I'd have to make not one attack animation for each weapon, but many since Vivid is in a lot of states (Standing still idling, running around, jumping up or down). While I could tone down her other animations, that's not the point. She's suppose to be more loose and wild in her animations. Additionally, I wanted the player to move and do other things such as wall jump while still being able to pull off an attack at the same time. So you never have to stop n your tracks to attack like in various games nor does the attack make vulnerable other than she has to wait a second to pull another attack off.
And lastly, it's Ribbon whose doing the attacking. The relationship between the two is that the Butterfly has the magic while Vivid is immune to the "Color Absorption" effect going on in the game since she is colorless to begin with. So Vivid is is protecting the Butterfly, whose also protecting her at the same time. Same goes for Spirit (the Wolf character for the uninformed), except Spirit's attacks are more involved(being that she can do a Fire Dash and the likes). Now it's just a matter of making sure it all feels right, and making the animations look better. I want it to feel like the Butterfly is the one whom is summoning the attacks, I may even have an animation/sprite where Vivid briefly reacts to it when still or something. It's still in progress.
Regardless, this is the new BLUE attack, which was originally an Ax. It's now a Pick-Ax, since I felt it made more sense in the fact that you using that in digging or to nail into something incredibly hard. That's because you can use this weapon to climb walls. It stills acts exactly how it did before, but I did make its rise and fall faster and arch extend a bit.