Smack Studio / Greek Relic

Bread
on
Fire
(they/them)
Greek Relic
Overview
Unique Mechanic
Normal Attacks
Jab
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
Strong Attacks
Side Strong
Up Strong
Down Strong
Aerial Attacks
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Special Attacks
Mode Swap
Elemental Attack
Fire Blast
Guard
Lightning Spin
Water Ball
Elemental Whip
Windflow
Thunderstorm
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
Elemental Ultra
Eruption
Protection
Shock Charge
Trident
Other Things
Taunt
Alternate Colors
Update History
v2.0
v1.0
Concept Art



- Smack Studio: Greek Relic -
GREEK RELIC


Defense Multiplier: Higher = Less knockback taken.
Base Range: 1.3 - 1.9
Base Average: 1.5


Walk Speed: Higher = Faster maximum walk speed.
Base Range: 1.9 - 3.6
Base Average: 2.9


Walk Acceleration: Higher = Faster to reach max walk speed.
Base Range: 30 - 40
Base Average: 34


Run Speed: Higher = Faster run speed.
Base Range: 4.8 - 6.8
Base Average: 5.6


Ground Friction: Higher = Quicker stopping time on the ground.
Base Range: 16 - 24.5
Base Average: 21.9


Air Speed: Higher = Faster maximum air speed.
Base Range: 3.8 - 4.8
Base Average: 4.2


Air Acceleration: Higher = Faster to reach max air speed.
Base Range: 15 - 35
Base Average: 23.3


Air Friction: Higher = Quicker stopping time in the air.
Base Range: 2.0
Base Average: 2.0


Gravity Multiplier: Higher = Quicker time to reach max fall speed.
Base Range: 0.8 - 1.3
Base Average: 1.1


Jump Speed: Higher = Higher jumps.
Base Range: 8 - 10.6
Base Average: 9.9


Air Jumps: Higher = More jumps.
Base Range: 1 - 4
Base Average: 1


1.1

2.0

30.0

5.5

28.0

3.0

27.0

2.3

1.2

10.0

1

OVERVIEW

Greek Relic combines long ranged attacks and combo-friendly moves with a unique mode change mechanic. Mode Swap, its down special, swaps between Fire, Shield, Lightning, and Water. Fire focuses on high damage and knockback. Shield increases defense and survivability. Lightning utilizes a unique combo-enabling status effect. Water generally focuses on projectiles. Using these in the correct situations is vital to playing Greek Relic correctly.

Its normal attacks are generally quite long ranged, though also narrow; precision is needed to hit them (especially its aerials). This comes with the added drawback that they tend to be slow in frame data. Perhaps the best example of this is its Forward Strong: A gigantic, fully disjointed spear stab with a sweetspot on the tip, and also the slowest strong attack in the game. Proper use of the Relic's range can keep opponents out and force them to find new approach methods.

Despite these strengths, it is not limited to a playstyle of keeping the opponent out. Greek Relic also has many good combo tools, with attacks like Up Strong and Forward Air that can be combo-ed both into and out of.with proper use.

Greek Relic's main downsides are its mobility and defense. Its movement is very slow, on par with the slowest base game characters. Its defense multiplier is the worst in the game, and though it can be modified through shield mode or Protection, it is overall quite vulnerable to early kills.

 Greek Relic is a complex character with long range and a unique mode change, allowing for versatile and variable gameplay.

PROS   /   CONS
  • Range and Disjoint: A large majority of the Relic's attacks have long range with high disjoint, easily hitting the opponent from distances other characters can not with relative safety.
  • Versatility: The four different modes allow Greek Relic to access more moves than any other character, letting it adapt to many different situations and needs.
  • Combos: Many of the Relic's attacks lead into each other, with multiple options after attacks to keep opponents guessing.
  • Hitboxes: While Greek Relic's attacks have high range, their hitboxes also tend to be quite narrow. This means they must be used precisely to hit correctly.
  • Defense: Greek Relic has the worst defense in the game, and though Shield Mode can somewhat help with this, it's defense is still quite low.
  • Mobility: Greek Relic has generally below average mobility, being quite slow in most ways. This can make it difficult to get away from the opponent, and to avoid things such as projectiles.
  • Frame Data: In exchange for their range, Greek Relic's attacks are generally below average in speed, especially its strong attacks.
Unique Mechanic: Elements
Greek Relic can use Mode Swap to change between four different modes; Fire, Shield, Lightning, and Water. The current mode completely changes Neutral Special and Ultra, while giving new properties to Side Special. The orbs that surround Greek Relic change colors to show the current mode.
Frame Data Key
Startup Frame The time before an attack's first hitbox comes out.

Active Frame The duration of an attack's hitbox.

Inactive Frame The time between an attack's hitboxes.

Recovery Frame The time after an attack's last hitbox.

Invunerable Frame A frame where the character can not be hit.

Armor Frame A frame where the character can not take knockback.

Movement Frame Frames where an attack has some form of movement.

Cancel Frame Frames where an attack can be canceled into specific other actions.

Special Frame / Special Point The point where specific actions occur, such as counter windows or repeating frames.

 
Charge Point The point where a strong attack can be charged.

 
Projectile Creation Point The point where a projectile is created.


Attacks run at 40 frames per second.
- Normal Attacks -
Jab
Go away
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Jab
2%
7.0
0.02
 50
1
1
8
-
Jab:
 Total: 10
Extremely quick to start attack that is a useful "get off me" tool. Easily combos into dash attack or grab, and can occasionally combo into other attacks after a dash forwards.
Forward Tilt
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Tilt
7%
7.0
0.08
 45
5
5
9
-
Forward Tilt:
 Total: 19
  - Reaches max range on frame 8.

A long ranged and heavily disjointed vine whip. Good for keeping out opponents, or killing them from farther ranges.
Up Tilt
(Not the actual hitbox. This is a combination of all the angles it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Tilt
5%
8.0
0.07
 90
5
6
11
-
Up Tilt:
 Total: 22
  - Hits above Greek Relic on frame 9.

A large sweeping anti-air and combo tool. Hits behind the Relic first, so it is better to change directions if opponents are in front of the Relic.
Down Tilt
Numbers represent the hitbox's range on each hit
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Tilt
1%, 2% x3, 3%
1.0 x3, 9.0
0.00 x3, 0.02
 -90 x3,
 90
5
1 (2) 1 (2) 1 (4) 1
9
-
Down Tilt:
 Total: 27
Large sweeping multihit that gets larger with each hit. Good for area coverage and combos.
Dash Attack
Hit 1 Hit 2 (Not the actual hitbox. This is a combination of all the angles it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
End on Ground
3%, 5%
7.0, 8.0
0.03, 0.07
 50
 40
6
7 (1) 6
9
-
End in Air
3%, 5%
7.0, 8.0
0.03, 0.07
 50,
 40
6
7 (1) 9
4
-
Land on Ground:
 Total: 29
End in Air:       
 Total: 27
  - Forward velocity on 5~12F.
  - Velocity's magnitude can be influenced by holding forward or backward.
  - Frame data varies based on if Relic jumps off the platform or not.

A leaping body hit followed by a large vine flip. Covers a large amount of space quickly. It can easily get opponents offstage, or be used as an edgeguard when combined with a fastfall.
- Strong Attacks -
Side Strong
Small hitbox is the sweetspot. (Not the actual hitbox. This is a combination of all the area it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Strong
10% [17%]
6.0 [7.0]
0.13 [0.175]
 60 [
 50]
19 + Charge
14
11
-
[ ] Values represent the tip sweetspot
Forward Strong:
 Total: 44
  - VERY slight forward velocity on 21~23F.
  - Reaches max range on frame 27.
  - Sweetspot appears on frame 27.

Very slow but MASSIVE spear stab. The tip hitbox is much stronger, but difficult to space correctly.
Up Strong
(Not the actual hitbox. This is a combination of all the areas it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Strong (Miss)
9%
[GRAB]
[GRAB]
[GRAB]
10
9
13
-
Up Strong (Grab)
9%, 6%
[GRAB], 9.0
[GRAB], 0.135
[GRAB],
 90
9 + Charge + 1
9 (22) T
8
-
Up Strong (Miss):
 Total: 32
Up Strong (Grab):
 Total: 49
  - Frame data varies based on if Relic grabs the opponent or not.
  - Charging does not increase knockback or damage, only delaying the attack.
  - Is a HITGRAB, meaning it does not go through shield.
  - Reaches max height on frame 16.

A high reaching anti-air hitgrab with poor horizontal reach, and an excellent combo tool. Combos into Up Tilt at low %'s, and Up Air at mid %'s. It can easily be comboed into from many different attacks, such as Up Tilt, Down Tilt, Up Air, and Down Air.
Down Strong
Pink is the parry. (Not the actual hitbox. This is a combination of all the areas it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Strong
8%, 9%
4.0, 8.0
0.00, 0.14
 180,
 130
6 + Charge + 12
4 (9) 9
11
-
Down Strong:
 Total: 51
  - If the shield is hit by the opponent from 9~46F, Relic will become invincible for the rest of the attack.
       - On 31~34F, the shield fully covers Greek Relic.

A slow, gimmicky move. The invincibility can allow for situational but hard to use counterattacks. Also Greek Relic's strongest normal attack outside of sweetspot forward strong.
- Aerial Attacks -
Neutral Air
(Not the actual hitbox. This is a combination of all the areas it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Neutral Air
3%
5.0
0.03
 45
7
16
4
-
Neutral Air:
 Total: 27

A large, area-controlling combo tool. Combos into most of Greek Relic's grounded attacks. It can cover even more space when combined with a fastfall.
Forward Air
One! Two! Three!
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Air
1%, 2%, 3%
6.0, 8.0, 9.0
0.00, 0.00, 0.04
 80,
 80,
 50
8
3 (4) 3 (4) 4
11
-
Forward Air:
 Total: 37
  - On hit, has upward velocity on 9~14F and 16~21F.

An incredible combo tool. Chains into another forward air after a jump, carrying the opponent far offstage. It is even more strong with Protection active, as the increased jump count lets it chain into even more forward airs. It can occassionally fail to fully combo all the hits at farther ranges.
Back Air
(Not the actual hitbox. This is a combination of all the areas it covers into one.)
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Back Air
6%
7.0
0.12
 -90
6
5
13
-
Back Air:
 Total: 25
  - Does not hit in front of the Relic, despite what the animation shows.

A quick spike with relatively low range. Good after a held down air, or for getting a quick knockdown when the opponent is above the stage.
Up Air

Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Air
7%
6.0
0.07
 90
8
3
13
-
Up Air:
 Total: 24
High reaching juggle tool with very poor horizontal range.
Down Air

Bounce!
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Air
6%
9.0
0.04
 90
11
3
8
-
Down Air:
 Total: 22
  - On hit, has upward velocity on 12~22F, but only if the attack button is held.

An interesting move that has optional upward velocity. When held, it can be followed by any of the Relic's aerials. The unheld version is mainly useful for hitting grounded opponents, as Greek Relic can then follow it up with Up Tilt or Up Strong.
- Special Attacks -
Down Special : Mode Swap
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Special
-
-
-
-
1
-
8
-
Down Special:
 Total: 9
  - Changes mode on frame 1.
  - Swaps from Fire > Shield > Lightning > Water > Fire
  - During Shield Mode, Defense Multiplier buffed from 1.1 to 1.25.

Obscenely quick move that swaps the current element. Vitally necessary to accessing all of Greek Relic's moves.
Neutral Special : Elemental Attack
----- Fire Mode: Fire Blast
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Low Charge
8%
6.0
0.072
 90
8 - 22
5
13
-
Mid Charge
16%
6.5
0.074
 90
23 - 37
5
13
-
High Charge
24%
7.0
0.076
 90
38 - 52
5
13
-
Full Charge
32%
7.5
0.078
 90
53
5
13
-
Fire Blast:
 Total: 26 - 71
Special frames represent the extra frames it can be charged.
  - Raises charge on frames 20, 35, and 50.

A chargeable, low knockback explosion. Good for dealing high damage, especially after something such as a shield break. Charging it increases damage in sections, with each one adding an extra 8%.
----- Shield Mode: Guard
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Counter
-
-
-
-
2
10
12
Counterattack (On Catch)
Attack
6%
1.0
0.00
 0
2
3
7
-
Guard:
 Total: 24
Attack:
 Total: 12
  - Attack has forward velocity on 2~4F.
  - Stuns for 0.75 seconds on hit.

A quick parry. On hit, it will stun the opponent, allowing for followups. The attack part has quite short range, meaning it will often miss when activated by extended hitboxes. It also only hits opponents directly in front of the Relic.
----- Lightning Mode: Lightning Spin
Both hits share the same hitbox.
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Spin
1%, 2%
5.0, 8.0
0.00, 0.02
 45 x2
8
2 (3) 2
13
-
Spin:
 Total: 28
  - Upwards velocity on 3~18F.
  - Gives the opponent the Thunderstorm effect.

A two-hit rising kick that hits on both sides. The fastest and easiest way to inflict the opponent with Thunderstorm, but also the least powerful.
----- Water Mode: Water Ball
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Neutral Special (Water)
-
-
-
-
6
P
14
-
Water
4%
5.0
0.02
 70
-
72
-
-
Neutral Special (Water):
 Total: 20
Water Ball:
 Total: 72
  - The water ball's bounce height changes based on how high it fell from.

An odd projectile that lasts a long time, taking up a large amount of space. It bounces upon hitting the ground, though it loses some speed each time. While it doesn't go far horizontally, it can be used in tandem with a jump to greatly increase its vertical coverage. It can also be used to edgeguard since it falls downward when created.
Side Special : Elemental Whip
(Not the actual hitbox. This is a combination of al- I think you get it by now.
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Whiff
-
-
-
-
17
6
20
-
Fire Grab
15%
9.0
0.15
 65
17
6 (28) 3
10
-
Shield Grab
7%
8.0
0.06
 70
17
6 (28) 3
10
-
Lightning Grab
11%
7.0
0.1
 60
17
6 (28) 3
10
-
Water Grab
9%
15.0
0.01
 90
17
6 (28) 3
10
-
Whiff:
 Total: 43
Grab:
 Total: 64
[All] ----------------------
  - Upwards velocity on hit on 24~34F if used in air.

Slow, long ranged command grab that changes based on the current element. It can be used in the air as well, and can cover a large area when combined with a fastfall.
[Fire] ---------------------
The strongest version in terms of damage and knockback. A good kill move, especially offstage
[Shield] -------------------
  - Heals self for 8% on hit.

The weakest version of the throw, but with an extra healing property.
[Lightning] ----------------
  - Stuns for 0.25 seconds on hit.
  - Gives the opponent the Thunderstorm effect.

Sets up the Thunderstorm status, with much higher damage than Lightning Spin. However, it also has much higher knockback, making followup pressure harder.
[Water] --------------------
Launches the opponent vertically, getting them airborn to allow for followups. Has very low knockback growth, making it consistent at most %'s.
Up Special : Windflow
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Special
-
-
-
-
7
-
20 + Until Landing
-
Up Special:
 Total: 37
  - Stops momentum on frame 1.
  - Vertical velocity on 8~26F.

A quick, high reaching recovery that can be controlled left and right. On the upper end of recoveries.
Status: Thunderstorm

Normal

Ultra
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Normal
5%
5.0
0.01
 90
204
7
-
-
Ultra
10%
6.0
0.01
 90
204
7
-
-
Thunderstorm:
 Total: 211
[Normal] ----------------
  - Given by Lightning Spin and Elemental Whip (Lightning).
  - 6.0 second startup.
  - Stuns opponent for 1.0 second.
  - Effect disappears if Greek Relic is hit or blocks an attack.

A special effect given to the opponent. As long as Greek Relic avoids getting hit, the opponent gets struck with lightning. If the Relic can keep pressure and combos going while waiting for the strike, it can act as a reset to the combo. It leads into just about anything, but is not infallible. The opponent can still shield or dodge the lightning with proper timing.
[Ultra] --------------------
  - Given by Shock Charge.
  - 6.0 second startup.
  - Stuns opponent for 2.0 seconds.

A more powerful version of Thunderstorm that DOES NOT go away when Greek Relic is hit. It has a larger hitbox, making it slightly harder to avoid. It also does more damage, and has a twice the stun time. This can allow for much easier followups, even a fully charged strong attack or fully charged Fire Blast
- Grabs / Throws -
Grab
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Grab
[Grab]
[Grab]
[Grab]
[Grab]
5
3
13
-
Grab:
 Total: 21
A basic grab with average speed and slightly above average range.
Forward Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Throw
7%
9.0
0.14
 10
17
T
8
-
Forward Throw:
 Total: 27
A decent horizontal kill throw at a sharp angle. Also has some combo use at low damage %'s.
Back Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Back Throw
9%
8.0
0.14
 110
24
T
12
-
Back Throw:
 Total: 36
Greek Relic's best kill throw, launching at a vertical angle.
Up Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Up Throw
7%
7.0
0.12
 95
14
T
11
-
Up Throw:
 Total: 25
A combo throw that turns into a kill throw at high damage %'s.
Down Throw
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Down Throw
2% x3, 12%
[Grab] x3, 9.0
[Grab] x3, 0.02
[Grab] x3,
 75
11
2 (6) 2 (7) T
9
-
Down Throw:
 Total: 36
  - Hitboxes re-grab the oppponent.

Greek Relic's highest damage throw, potentially leading to combos.
- Dodges -
Forward Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Forward Dodge
-
-
-
-
-
-
18
-
Forward Dodge:
 Total: 18
  - Forward velocity on 1~17F.

Marginally faster than most dodges, with a bit less invulnerability and less movement.
Back Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Back Dodge
-
-
-
-
-
-
18
-
Back Dodge:
 Total: 18
  - Backwards velocity on 1~17F.

Marginally faster than most dodges, with a bit less invulnerability and less movement.
Spot Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Spot Dodge
-
-
-
-
-
-
15
-
Spot Dodge:
 Total: 15
One frame faster than most spot dodges, with one less invulnerability frame.
Air Dodge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Air Dodge
-
-
-
-
-
-
18
-
Air Dodge:
 Total: 18
  - Directional velocity on 1~18F.

Slightly faster than normal airdodge with slightly less invulnerability.
- Ultra -
Ultra : Elemental Ultra
----- Fire Mode: Eruption
Shoot them out of the sky.
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Ultra (Fire)
10% x3
10.0 x2, 8.0
0.00 x2, 0.04
 90 x3
5 + Superflash + 2
7 (7) 7 (7) 7
9
-
Ultra (Fire):
 Total: 51
  - Stops momentum on frame 2.

ENORMOUS ultra with average damage and lower kill power. On its own, it will rarely kill, but closer to the top blast zone it can carry them off the top.
----- Shield Mode: Protection
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Ultra (Shield)
-
-
-
-
5 + Superflash + 0
-
1
-
Ultra (Shield):
 Total:6
  - Buff lasts for 10.0 seconds.
  - Heals self for 1% every 0.33 seconds while buff is active (30% total).
  - Increases Defense Multiplier from 1.0 > 1.75.
  - Increases Air Jumps from 1 > 7.

An install that greatly improves the Relic's survivability. Its defense multiplier goes from worst in the game to second best, and the increased jump count greatly improves its recovery and combos.
----- Lightning Mode: Shock Charge
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Ultra (Lightning)
10%
9.0
0.02
 110
7 + Superflash + 1
3
8
-
Ultra (Lightning):
 Total: 21
  - Stops momentum on frame 2.
  - Gives the opponent the Thunderstorm (Ultra) effect.
  - Forward velocity on 11~13F.
A dash forwards that sets up the Ultra Thunderstorm effect. Is on the slower side for an ultra, but the dash can catch people trying to escape it. Also has extremely situational use as a recovery tool.
----- Water Mode: Trident
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Ultra (Water)
-
-
-
-
5 + Startup + 2
P
14
-
Trident
25%
7.0
0.16
 50
-
60
-
-
Ultra (Water):
 Total: 23
Trident:
 Total: 60
  - Stops momentum on frame 2.

A fast projectile with high damage and knockback. Can be easy to see coming at far enough distances.
- Other Things -
Taunt
Hitbox The name of the specific hitbox, and it's specific data.
Damage
BKB The base knockback dealt when the opponent is at 0%.
KBS The knockback scaling applied to the opponent, multiplied by their current damage%.
Angle
Startup The time before an attack's first hitbox comes out.
Active The duration of an attack's hitbox. A number in brackets indicates inactive frames between the active frames.
Endlag The time after an attack's last hitbox.
Cancels What an attack can cancel into.
Taunt
-
-
-
-
22
P (1) P
12
-
Taunt:
 Total: 35
  - Note.

A taunt. Spawns 14 hitboxless projectiles that changes based on the current mode. Has no use.
Alternate Colors
Color 01 Default. Created by Bread on Fire.
Color 02 Smack Studio Color 2 Default.
Color 03 Smack Studio Color 3 Default.
Color 04 Smack Studio Color 4 Default.
Color 05 Smack Studio Color 5 Default.
Color 06 Smack Studio Color 6 Default.
Color 07 Smack Studio Color 7 Default.
Color 08 Smack Studio Color 8 Default.
Update History
v2.0 (April 18th, 2024)
AnimationsVISUAL
  • New walk animation.
  • New run animation.
  • New jump animation.
  • New crouch animation.
  • New tech animation.
  • New air dodge animation.
  • New knockdown animation
  • Added entrance animation.
  • Added victory animation.
  • Added taunt.
  • Remade nearly every animation to look significantly better and fit their hitboxes better.
  • Added indicator for the current mode, which circles around the relic.

HurtboxBUFF
  • Decreased horizontal size by
    2.3%Decreased from 4.3 to 4.2.
    .
  • Decreased vertical size by
    16.6%Decreased from 3.9 to 3.3.
    .

Walk SpeedBUFF
  • Increased speed by
    100%Increased from 1 to 2.
    .

Run SpeedBUFF
  • Increased speed by
    10%Increased from 5 to 5.5.
    .

Defense MultiplierBUFF
  • Increased multiplier by
    10%Increased from 1.0 to 1.1.
    .

JabNEW MOVE
  • The swipe and stab has been replaced with a quick pot smack similar to the previous side tilt.

Side TiltNEW MOVE
  • The quick pot smack has been replaced with a long ranged vine swing.

Up TiltREWORK
  • Startup decreased from 7f to 5f.
  • Active time decreased from 7f to 6f.
  • Endlag increased from 6f to 11f.
  • Removed sourspot.
  • Damage increased from 4% to 5%.
  • Knockback scaling increased from 0.04 to 0.07.
  • Hitbox Size:
    • Increased size in all directions and made it follow the visual better.

Down TiltREWORK
  • Startup increased from 2f to 5f.
  • Active time changed from 3 (2) 3 (2) 3 (2) 3 [18f] to 1 (2) 1 (2) 1 (4) 1 [12f].
  • Endlag increased from 6f to 9f.
  • Multihits:
    • Damage increased from 1% x3 to 1%, 2% x2.
    • Hitbox Size:
      • Hit 1:
        • Decreased horizontal size by
          16.2%Decreased from 11.7 to 9.8.
          .
        • Decreased vertical size by
          44.1%Decreased from 3.4 to 1.9.
          .
      • Hit 2:
        • Increased horizontal size by
          2.6%Increased from 11.7 to 12.0.
          .
        • Decreased vertical size by
          44.1%Decreased from 3.4 to 1.9.
          .
      • Hit 3:
        • Increased horizontal size by
          19.6%Increased from 11.7 to 14.0.
          .
        • Decreased vertical size by
          44.1%Decreased from 3.4 to 1.9.
          .
  • Launcher:
    • Damage increased from 2% to 3%.
    • Hitbox Size:
      • Increased horizontal size by
        45.3%Increased from 11.7 to 17.0.
        .
      • Decreased vertical size by
        44.1%Decreased from 3.4 to 1.9.
        .

Dash AttackNEW MOVE
  • The flying kick has been replaced with a full body lunge followed by a large vine swing.

Side StrongREWORK
  • Startup decreased from 29f to 19f.
  • Active time changed from 4 (2) 7 [13f] to 14f.
  • Endlag decreased from 12f to 11f.
  • Charge frame moved from frame 24 to frame 19.
  • Removed sourspots.
  • Replaced all instances of the back link hitbox with the normal hit.
  • Stick Hit:
    • Damage decreased from 18% to 17%.
    • Base knockback increased from 5.0 to 7.0.
    • Knockback scaling decreased from 0.185 to 0.175.
    • Launch angle changed from
       43 to
       50.
    • Hitbox Size:
      • Moved 2.5 "units" forward.
  • Tip Hit / Sweetspot:
    • Damage decreased from 12% to 10%.
    • Base knockback increased from 3.0 to 6.0.
    • Knockback scaling decreased from 0.17 to 0.13.
    • Launch angle changed from
       0 to
       60.
    • Hitbox Size:
      • Moved 2.5 "units" forward.

Up StrongNEW MOVE
  • The sword stab has been replaced with a sword grab into a launch.

Down StrongREWORK (BUFF)
  • Startup decreased from 32f to 18f.
  • Active time changed from 6 (28) 3 [37f] to 4 (9) 9 [22f].
  • Endlag decreased from 13f to 11f.
  • If the shield is hit by an opponent's attacks, the Relic will become invulnerable for the remainder of the attack's duration.
  • Slam:
    • Damage decreased from 11% to 8%.
    • Base knockback decreased from 6.0 to 4.0.
    • Launch angle changed from
       170 to
       180.
    • Extra hitstun decreased by
      66%Decreased from 0.3s to 0.1s.
      .
    • Hitbox Size:
      • Increased horizontal size by
        86.4%Increased from 2.2 to 4.1.
        .
      • Increased vertical size by
        34.1%Increased from 3.8 to 5.1.
        .
  • Drag:
    • Damage increased from 8% to 9%.
    • Base knockback increased from 6.0 to 8.0.
    • Knockback scaling increased from 0.11 to 0.14.
    • Launch angle changed from
       160 to
       130.
    • Hitbox Size:
      • Decreased horizontal size by
        33.8%Decreased from 6.5 to 4.3.
        .
      • Decreased vertical size by
        26.5%__creased from 6.8 to 5.0.
        .

Neutral AirNEW MOVE
  • The quick leg spin has been replaced with a massive vine whip.

Forward AirNEW MOVE
  • The quick leg swipe has been replaced with a long range, three-hit leg spin.

Back AirREWORK /VISUAL
  • The move has recieved a new animation.
  • Active time increased from 3f to 5f.
  • Endlag increased from 9f to 13f.
  • Base knockback increased from 3.0 to 7.0.
  • Knockback scaling decreased from 0.15 to 0.12.
  • Launch angle changed from
     -95 to
     -90.
  • Hitbox Size:
    • Now moves with the animation.
    • Decreased horizontal size by
      21.4%Decreased from 4.2 to 3.3.
      .
    • Decreased vertical size by
      21.9%Decreased from 4.1 to 3.2.
      .

Up AirNEW MOVE
  • The upwards arm flail has been replaced with a long ranged leg flip.

Down AirNEW MOVE
  • The full-body spin has been replaced with a combo enabling downward swipe.

Down Special : Mode SwapBUFF
  • Startup decreased from 15f to 1f.
  • Endlag increased from 1f to 8f.
  • No longer effects air control.

Neutral Special (Fire) : Fire BlastNEW MOVE
  • The multihit fire pillar has been replaced with a chargeable explosion.

Neutral Special (Shield) : GuardNEW MOVE
  • The projectile reflector has been replaced with a quick counter.

Neutral Special (Lightning) : Lightning SpinNEW MOVE
  • The slow stun lightning has been replaced with a quick spin that applies a thunderstorm effect.

Neutral Special (Water) : Water BallNEW MOVE
  • The randomized water fountain has been replaced with a bouncing water ball.

Side Special : Elemental WhipNEW MOVE
  • The arrow shot has been replaced with an element-based, long range command grab.

Up Special : WindflowBUFF
  • Startup decreased from 11f to 7f.
  • Endlag increased from 20 + Until Landing + 6 [~26F] to 20 + Until Landing [~20F].
  • No longer stops momentum on frame 1.
  • No longer limits horizontal movement.
  • Removed horizontal velocity.

GrabREWORK
  • Startup decreased from 11f to 5f.
  • Active time decreased from 14f to 3f.
  • Endlag increased from 9f to 13f.
  • Hitbox Size:
    • Decreased horizontal size by
      44.6%Decreased from 12.1 to 6.7.
      .
    • Decreased vertical size by
      60.9%Decreased from 4.6 to 1.8.
      .

Forward ThrowNEW MOVE
  • The vollyball serve has been replaced with a toss similar to the previous up throw.

Back ThrowNEW MOVE
  • The far drop has been replaced with a backwards slam.

Up ThrowNEW MOVE
  • The diagonal toss has been replaced with an upward toss.

Down ThrowREWORK
  • Active time decreased from 3 (11) 3 (8) 2, T, 1 [28f] to 2 (6) 2 (7) T [17f].
  • Endlag decreased from 9f to 8f.
  • Damage changed from 12%, 2% to 3%, 3%, 4%.
  • Knockback scaling increased from 0.01 to 0.03.
  • Launch angle changed from
     10 to
     70.

Forward DodgeNERF
  • Invincible frames decreased from 10f to 9f
  • Movement frames changed from 1~15F to 1~17F.
  • Distance travelled increased by
    8.33%Decreased from 120 to 110.
    .

Back DodgeNERF
  • Invincible frames decreased from 10f to 9f
  • Movement frames changed from 1~15F to 1~17F.
  • Distance travelled increased by
    8.33%Decreased from 120 to 110.
    .

Spot DodgeBUFF
  • Endlag decreased from 16f to 15f.

Air DodgeREWORK
  • Endlag decreased from 20f to 18f.
  • Invincible frames decreased from 11f to 9f

ShieldbreakBUFF
  • No longer affects Defense Modifier.

Ultra (Fire) : EruptionNERF
  • Startup increased from 1 + Superflash + 3 [4f] to 5 + Superflash + 2 [7f].
  • Active time changed from 7 (2) 7 (2) 7 [25f] to 7 (7) 7 (7) 7 [35f]f.
  • Endlag increased from 3f to 9f.
  • Base knockback changed from 10.0 x3 to 10.0 x2, 8.0.
  • Knockback scaling changed from 0.00 x2, 0.07 to 0.07 x2, 0.04.

Ultra (Shield) : ProtectionREWORK
  • Startup increased from 1 + Superflash + 0 [1f] to 5 + Superflash + 0 [5f].
  • Endlag decreased from 2f to 1f.
  • Duration decreased by
    24.8%Decreased from 13.3s to 10.0s.
    .
  • Self heal increased from 20% to 30%.
  • Heal now occurs over the duration of the buff, at a rate of 1% every 0.33s.
  • Defense Multiplier buff decreased by
    2.77%Decreased from 18.0s to 17.5s.
    .

Ultra (Lightning) : Shock ChargeNEW MOVE
  • The large lightning strike barrage has been replaced with a fast charge forward that applies an upgraded thunderstorm effect.

Ultra (Lightning) : TridentNEW MOVE
  • The short-ranged water burst has been replaced with a fullscreen projectile.

v1.0 (April 18th, 2022)
Initial Release!
Concept Art
Pot Concept