Stages and Attacks
To create attacks, I took advantage of the Unity physics engine and casted circles with a specified size and location, relative to the player. For debugging purposes, I created Gizmos for where the hitbox was placed and how big it was. Moreover, I created the mana system that goes with most of the attacks to prevent spamming attacks and give more incentive for the player to use the weaker form. To decide which attack to throw out, I kept a boolean of what form the blade is in, and chose an attack depending on the blade's stage and what button was pushed.