GGML/Zato/Strategy

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 Zato


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 GunflameGGML Sol Badguy Gunflame.pngGuardMidStartup9Recovery31Advantage-17 ✔️ Helpful -
 Sol Tyrant RaveGGML Sol Badguy 632146H.pngGuardMidStartup20Recovery54Advantage-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)GGML Ky Kiske 236 S H lv1.pngGuardAllStartup15Recovery26Advantage-4 ✔️ Helpful -
 Ky Aerial Stun EdgeGGML Ky Kiske j236S.pngGuardAllStartup12Recovery22AdvantageN/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)GGML Millia Rage 236S-lv1.pngGuardAllStartup30RecoveryAdvantage- ✔️ 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 MaidenGGML Millia Rage 236236H.pngGuardUnblockable,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 TopGGML Millia Rage 623S 1.pngGuardAllStartup14Recovery15Advantage-17 - -
 Testament Phantom SoulGGML Testament 236P.pngGuardAllStartup18RecoveryAdvantage+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 BeastGGML Testament 41236H.pngGuardAllStartup31RecoveryAdvantage- - -
 Testament Dimension ScytheGGML Testament 214K.pngGuardAllStartup24RecoveryAdvantage0 - -
 Testament Panzer CentipedeGGML Testament 623S-2.pngGuardUnblockableStartup95RecoveryN/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 CircularGGML Testament 236236H.pngGuardAllStartup26RecoveryAdvantage- - Upper body invuln allows you to go under it still.
 Justice Strike Back TailGGML Justice 421K.pngGuardMidStartup18Recovery19Advantage-22 - -
 Justice Imperial RayGGML Justice 641236S.pngGuardAllStartup3Recovery0AdvantageVaries - -
 Justice Gamma RayGGML Justice 46463214H.pngGuardAllStartup67Recovery9Advantage+1 - Low profiles Gamma Ray, allowing you to block or go into another Drunkard Shade, though the timing is tight.
 Kliff BAKAMON!GGML Kliff Undersn Taunt.pngGuardStartup21Recovery30Advantage- ✔️ Mixed Blocking also reflects BAKAMON!, though you avoid chip damage by reflecting it.
 Kliff Bellowing RoarGGML Kliff Undersn 236P lv2.pngGuardAllStartup16Recovery39Advantage- - -
 May Mr. Dolphin!GGML May 41236H.pngGuardAllStartup16Recoverytotal 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 GaeshiGGML Baiken 236K lv2.pngGuardAllStartup12RecoveryAdvantage-38 [-31] - Neither the falling portion nor kick portion at any charge level work.
 Baiken KamaitachiGGML Baiken 41236H.pngGuardOverheadStartup23Recovery20Advantage-14 - Low profiles Kamaitachi.
 Chipp Gamma BladeGGML Chipp Zanuff 41236H.pngGuardMidStartup19Recovery29Advantage- ✔️ 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)GGML Potemkin 623P lv2.pngGuardAll,UnblockableStartup27Recovery26AdvantageN/A - Neither the unblockable strike nor the projectile are reflectable.
 Potemkin Gigantic PistonGGML Potemkin gigPiston.pngGuardMidStartup26Recovery21Advantage-6 - Avoids Potemkin's arm by low profiling it and immediately hits him to waste his meter. Very funny.
 Axl Rensen GekiGGML Axl Low 46S.pngGuardAllStartup16Recovery42Advantage- - -
 Axl Byakue RenshouGGML Axl Low 23632H.pngGuardAllStartup6Recovery3Advantage- - -
 Zato Invite Hell (All)GGML Zato 22X-2.pngGuardAllStartup17Recovery15Advantage-15 - Includes air versions.
 Zato Climb DarknessGGML Zato 41236H.pngGuardN/AStartup19Recovery3AdvantageN/A - -

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