I merged @
Metarai
's thread stating how Elwind works into here, as we already have a lot of the data.
The fact your opponent has a reflector is all the more reason to use projectiles. Expect it, and plan around it.
Given we found out Thoron is a projectile and not a particle, this outcome was already clear. Especially after it was made clear that Thoron is variable, being able to elongate the product by holding down the B button.
Also I decided to elaborate on a post I made earlier.
First of all, here is Falco's Blaster from Melee:
When we slow down the frame data, we can see that the laser is gradually generated from the designated entity, positioned of course to emerge from his Blaster. You can see that the laser is a particle effect, a defined self-generating form of graphical asset. The actual hitbox is a distribution of red bumps over the particle effect. There are many terms for how it can generate addition hitboxes part of a master hitbox, but for all intent and purposes they are a "family", and they all function together.
It is likely Thoron functions similarly. Hold b, more of the actual hitbox is generated. Similarly, since they are all a family, you can just reflect one and they must all obey the script.