Drunkard Shade Reflect Table
Personal notes on if Drunkard Shade reflects a projectile, notes on how it behaves, and a short color coded summary on if it's helpful or not.
Red: Unhelpful, projectile ceases to exist or does nothing for you; or reflect is entirely match impractical
Yellow: Mixed, complex case, ups and downs, not consistent but not useless
Green: Helpful, Either acts as expected or practically assists in the matchup
Any normal that is referred to as a projectile is not reflectable (I.E. Baiken's Dust).
Character | Projectile | Reflectable | Helpfulness | Notes |
---|---|---|---|---|
Sol | GunflameGuardMidStartup9Recovery31Advantage-17 | ✔️ | Helpful | - |
Sol | Tyrant RaveGuardMidStartup20Recovery54Advantage-2 | ✔️ | Unhelpful | Either only reflects the last hit or it maintains the hit stage you reflected it at with no momentum, making it miss Sol. First hit might be a strike. |
Ky | Stun Edge (All)GuardAllStartup15Recovery26Advantage-4 | ✔️ | Helpful | - |
Ky | Aerial Stun EdgeGuardAllStartup12Recovery22AdvantageN/A | ✔️ | Mixed | Projectile switches horizontal direction but usually hits the floor immediately as it's still travelling down. Can practically hit Ky while he pressures you if P drunkard is used. |
Millia | Living Lancer (All)GuardAllStartup30RecoveryAdvantage- | ✔️ | Helpful | Zato cannot redirect Living Lancers as he does not have Hungry Bee. Still useful for avoiding chip and the projectile is very active. |
Millia | Iron MaidenGuardUnblockable,AllStartup4Recovery134Advantage- | ✔️ | Helpful | Interacts incredibly stupidly and oddly. Long & short of it is that the projectile priority of Iron Maiden deletes the other projectiles either as they come in or because they are still technically considered on Millia's "team". Projectiles will rarely home from K Drunkard but never from P Drunkard and will go into the floor behind Zato. Somehow remains useful as it avoids otherwise oppressive and uncontestable chip damage. |
Millia | Tandem TopGuardAllStartup14Recovery15Advantage-17 | ❌ | - | - |
Testament | Phantom SoulGuardAllStartup18RecoveryAdvantage+3 | ✔️ | Helpful | Retains the state it was in when reflected, either the forward-moving part or the stationary vertical bouncing part. Latter state reflect is only potentially valuable with P Drunkard. |
Testament | EXE BeastGuardAllStartup31RecoveryAdvantage- | ❌ | - | - |
Testament | Dimension ScytheGuardAllStartup24RecoveryAdvantage0 | ❌ | - | - |
Testament | Panzer CentipedeGuardUnblockableStartup95RecoveryN/AAdvantageN/A | ✔️ | Mixed | You're probably not going to practically reflect this unless you do it to avoid Panzer combo breaking you. The timer until Panzer resurfaces from the ground resets when you reflect, giving it a considerable delay even with K Drunkard. |
Testament | Nightmare CircularGuardAllStartup26RecoveryAdvantage- | ❌ | - | Upper body invuln allows you to go under it still. |
Justice | Strike Back TailGuardMidStartup18Recovery19Advantage-22 | ❌ | - | - |
Justice | Imperial RayGuardAllStartup3Recovery0AdvantageVaries | ❌ | - | - |
Justice | Gamma RayGuardAllStartup67Recovery9Advantage+1 | ❌ | - | Low profiles Gamma Ray, allowing you to block or go into another Drunkard Shade, though the timing is tight. |
Kliff | BAKAMON!GuardStartup21Recovery30Advantage- | ✔️ | Mixed | Blocking also reflects BAKAMON!, though you avoid chip damage by reflecting it. |
Kliff | Bellowing RoarGuardAllStartup16Recovery39Advantage- | ❌ | - | - |
May | Mr. Dolphin!GuardAllStartup16Recoverytotal 27Advantage-17 | ✔️ | Mixed | Good luck getting someone to do this. You can reflect it at point blank despite looking like a strike at that range. Loses all horizontal momentum but bounces up and then back down regardless of when you reflected it. No, I don't know why. |
Baiken | Tatami GaeshiGuardAllStartup12RecoveryAdvantage-38 [-31] | ❌ | - | Neither the falling portion nor kick portion at any charge level work. |
Baiken | KamaitachiGuardOverheadStartup23Recovery20Advantage-14 | ❌ | - | Low profiles Kamaitachi. |
Chipp | Gamma BladeGuardMidStartup19Recovery29Advantage- | ✔️ | Unhelpful | Gamma Blade coming out of Zato's face allows Chipp to low profile it with the slightly crouched stance he takes during Gamma Blade. After it misses, Chipp is free to block or crouch it as it returns. At fullscreen, Chipp simply recovers before Gamma Blade reaches him, and can block it if he chooses to remain standing. Gamma Blade is incredibly fast and cannot be reflected on reaction, and if done on read Zato is prone to dying to TK Alpha Blade or Chipp simply waiting and punishing with an infinite, making it not matchup-practical. |
Potemkin | Graviton Stamp (All)GuardAll,UnblockableStartup27Recovery26AdvantageN/A | ❌ | - | Neither the unblockable strike nor the projectile are reflectable. |
Potemkin | Gigantic PistonGuardMidStartup26Recovery21Advantage-6 | ❌ | - | Avoids Potemkin's arm by low profiling it and immediately hits him to waste his meter. Very funny. |
Axl | Rensen GekiGuardAllStartup16Recovery42Advantage- | ❌ | - | - |
Axl | Byakue RenshouGuardAllStartup6Recovery3Advantage- | ❌ | - | - |
Zato | Invite Hell (All)GuardAllStartup17Recovery15Advantage-15 | ❌ | - | Includes air versions. |
Zato | Climb DarknessGuardN/AStartup19Recovery3AdvantageN/A | ❌ | - | - |