Every weapon in Minecraft rewards a different mechanic, sprinting and jumping rewards the sword, velocity rewards the spear, height/falling rewards the mace etc yet, the most simple mechanic of them all doesn't—stopping. Nothing rewards stopping. A katana would rectify this, here's how it would work:
Charging: Hold sneak + use to enter a stance. The katana would take 1.5 seconds to charge (enchantments could shorten this down to 0.85 secs). Damage would scale smoothly as you charge and you could release/attack at anytime just like a bow however, releasing before fully charged would bring about nerfs. The charge would break if you get attacked, move, attack or jump. If fully charged you would get extra reach, damage and a wide sweeping cut that functions similarly to sweeping edge. When the user releases (charged) there would be a dramatic slicing animation similar to macing which would result in a damage count of 13.5 for netherite (can obviously be adjusted).
Enchantments: Stillness - shortens charge time
Composure - lets you move a bit when charging
Circle I-II (the cherry on top) - only triggers on a full charge and quickly arcs your body around your target (doesn't change camera angle) as the cut lands, putting you behind them; allowing for cinematic and cool fights. The enchantment will only be found in a revamped Jungle Temple. The tier changes how quickly the action happens. This enchantment gives a real reward for stillness/patience and reading your opponents commitment.
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