Weavile is a character that's all about speed and momentum. Having a dominant walk speed as well as mobility options both on the ground and in the air allows Weavile to approach and dance around the opponent with ease. Signature moves such as Agility giving projectile invincibility makes zoners re-evaluate their gameplan. And Icicle Crash which can be used for air stall, as an angled double jump, or something to chuck at the opponent while also creating space. Weavile's got a ton of counter pierces. Many leaving Weavile in an advantageous state when blocked, giving the character a solid oki game. Adding onto all of this with instances such as jab pressure and an active Burst Mode, Weavile really tests the opponent's defense.
In comparison though to those that have similar health, Weavile lacks long-ranged options. There's always Icicle Crash, but 9 chip damage won't be able to cut it. This forces Weavile to get up close to be able to deal relevant damage. This becomes more of problem when Weavile is faced against the bulkier side of the cast that can withstand multiple exchanges, and be able to balance it all out with one correct play. With the use of knockback and spacing, the opponent never has to worry about retaliation because of the short range Weavile's normals have.
To be able to excel with Weavile, one must fully commit to the tools the character has to offer. Hesitation leads to "Should've, Would've, Could've" thoughts. With the potential to maneuver around Counter Attacks and Agility through Burst Attacks, Its alot about having confident play and keeping up with the pace Weavile brings.
High Stance: Recharges shield health.
Field Phase Grab: Increases Support Gauge.
Weavile is put into a counter armor state from frame 1-32 (52 if charged).
Weavile fastfalls to the ground.
Duel Phase Nosedive recovers faster than Field Phase Nosedive.
Weavile conjures a tornado and spins upwards into the air.
Counter armor on frame 1, and becomes invincible on frame 9.
Reduces the opponent's Synergy Gauge by 12.5CC on hit.
The hitbox increases in size horizontally over time.
Hitbox is no longer active when Weavile starts to descend.
Throws out three snowballs in a horizontal range.
Holding Y allows Weavile to move before throwing.
Movement is not affected by Speed buffs / debuffs.
Holding Y for the full duration launches seven snowballs.
Lays down three icicle traps on the ground.
Freezes the opponent if they come in contact.
Holding sY throws the traps further.
In Burst Mode, sY throws out five icicle traps.
Throws out a shadow projectile that follows up into a claw strike.
Can be angled left or right.
Similar to fY, but instead the shadow projectile and claw strike go upwards.
Lobs a snowball projectile that explodes on contact with the ground, the opponent, or a projectile.
Can be angled to throw to the side.
In Burst Mode, three snowball projectiles will be thrown out.
Weavile homes in on the opponent by skating in the air.
Can press X again to follow up immediately with the divekick portion.
Weavile homes in on the opponent and does three swipes.
Following up from Homing Attack 1, Weavile strikes upwards with Its claw.
A low claw swipe to the ground.
Only combos into 2YY from a critical hit.
A quick claw jab that has two variations.
4Y comes out faster and throw crushes, but has more scaling.
5Y advances Weavile forward while being more advantageous on hit and block.
* Can cancel both hits with Night Slash.
Weavile lunges forward with Its claw.
Weavile hops in the air with an upwards claw swipe.
Weavile slides on the ground straightforward.
Weavile crouches, then throws out a vertical claw attack that has two hits.
Can be charged to counter pierce as well as launch.
Charging 5X also extends the High invincibility duration.
Weavile advances forward with a blast of ice.
Can be charged to counter pierce as well as making it safer on block.
* A charged 6X from 5Y / 5YY / 5YYY deals 70 damage and has less scaling.
Weavile jumps forward and strikes with both claws.
Inputting 7X decreases the distance of the jump.
Inputting 9X increases the distance of the jump.
If blocked, Weavile bounces off the opponent's shield.
Weavile goes into a counter armor state from frame 1-41.
Coming in contact with an opponent's attack causes Weavile to lunge backwards, prepping to attack.
During this state, Weavile is invincible. The invincibility time can be extended by holding the input.
Letting go of the input causes Weavile to lunge forward with a launching claw attack.
Counter pierces and reduces the opponent's Synergy Gauge by 20CC on hit.
The attack is similar to Night Slash (launches forwards instead of backwards).
Can be canceled with R (invincible when canceled).
Weavile lunges backwards and preps to attack.
Can hold the input to stay in this backed position for a set amount of time.
Weavile dashes forward and becomes invincible against projectiles on frame 1.
In Field Phase, Weavile can also Agility left or right.
Can only be used from Agility.
Weavile does a multitude of claw swipes.
Can cancel into 5AY Fake Out.
Weavile hops and claps on the opponent.
Charging Fake Out causes it to counter pierce.
Weavile leaps ahead with an arc-shaped claw strike.
Invincible against Lows on frame 1, and Mid Lows on frame 9.
An uppercut motion that spawns an ice pillar.
The hitbox lingers, but disappears if Weavile is hit.
Weavile fires an advancing forward punch of ice.
Charging Ice Punch causes it to counter pierce.
The charged version has five hits instead of one. Also has a larger hitbox.
Weavile spawns an icicle to stand on in the air.
Can only be hit by the icicle once, afterwards the hitbox is no longer active.
In Burst Mode, Icicle Crash can be used twice.
Able to jump off of the Icicle in multiple directions.
Able to cancel into any aerial move afterwards.
Weavile slashes the icicle, charging Its Support Gauge.
Can be done a second time to gain half the charge of the first charge.
The icicle's hitbox disappears once the input is pressed.
Weavile lands on the ground once complete.
Sends the icicle downwards, exploding in a radius.
* -22 against Aegislash, Decidueye, Gardevoir, and Suicune, -8 for everyone else.
Any character not listed requires a Speed buff.
This page was last modified on 25 January 2019, at 22:50.