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[[File:Pokken_Weavile.png|right]] | [[File:Pokken_Weavile.png|right]] | ||
==Introduction== | ==Introduction== | ||
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 making 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 an opponent while also creating space. Weavile's got a ton of counter pierces, many leaving Weavile in an advantageous state (even if blocked), giving the character a solid oki game. Adding onto all of this with instances such as jab pressure and a Synergy Gauge that requires little to build 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. Forcing the character to get up close to be able to deal relevant damage. This becomes more of problem when Weavile is faced against the bulky side of the cast that is able to withstand multiple exchanges, and be able to balance it all out with one correct play. The short range of Weavile's fastest moves can also be exploited with knockback and proper spacing. | |||
To be able to excel with Weavile, one must fully commit to the options the character has to offer. Hesitation often to leads to "Should've, Would've, Could've" thoughts. With the potential to option select counter attacks with jab cancels and Agility through burst attacks, Its alot about having confident play and keeping up with the pace Weavile brings. | |||
*540 HP | *540 HP | ||
*100 CC Synergy Gauge | *100 CC Synergy Gauge |
Revision as of 07:36, 6 March 2018
Introduction
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 making 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 an opponent while also creating space. Weavile's got a ton of counter pierces, many leaving Weavile in an advantageous state (even if blocked), giving the character a solid oki game. Adding onto all of this with instances such as jab pressure and a Synergy Gauge that requires little to build 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. Forcing the character to get up close to be able to deal relevant damage. This becomes more of problem when Weavile is faced against the bulky side of the cast that is able to withstand multiple exchanges, and be able to balance it all out with one correct play. The short range of Weavile's fastest moves can also be exploited with knockback and proper spacing.
To be able to excel with Weavile, one must fully commit to the options the character has to offer. Hesitation often to leads to "Should've, Would've, Could've" thoughts. With the potential to option select counter attacks with jab cancels and Agility through burst attacks, Its alot about having confident play and keeping up with the pace Weavile brings.
- 540 HP
- 100 CC Synergy Gauge
- Shield: Weak
- High Stance: Recharges shield health.
- Low Stance: Invincible against Highs on frame 1.
- DP Forward Dash: i13
- DP Back Dash: i21 (Invincible from frame 1-8)
General Moves
Y+B Grab | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 60 / DP 90 | 12 | N/A | i11 | FP Shift (+10) / DP Shift | N/A |
Field Phase: Swaps sides with the opponent while also increasing Support Gauge. |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 90 / 120 | 3 | M | i39 / i59 | Launch | -4 / +8 |
Weavile is put into a counter armor state from frame 1-34 (54 if charged). Creates an ice pillar that is able to anti-air. Is considered a projectile. |
jR Nosedive | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Weavile fastfalls to the ground. Duel Phase Nosedive recovers faster than Field Phase Nosedive. |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 10 | Special Mid | i17 | -5 | -8 |
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. Can cancel into fY. |
sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 10 | Low | i53 | Stun | N/A |
Lays down three icicle traps on the ground. Freezes the opponent if they come in contact. Holding sY throws the traps further. Can cancel into fY. In Burst Mode, sY throws out five icicle traps. |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 68 | Mid Low | i19 | Shift (+8) | -16 |
Throws out a shadow projectile that follows up into a claw strike. Special cancelable. |
bY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 | High | i19 | Shift (Launch) | -4 |
Similar to fY, but instead the shadow projectile and claw strike go upwards. A reliable anti-air as it has High and Mid High invincible starting on frame 5. Special cancelable. |
jY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 32 | Mid High | i18 | Launch | -4 |
Lobs a snowball projectile that explodes on contact with the ground or the opponent. In Burst Mode, three snowball projectiles will be thrown out. |
jX | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 108 | Mid High | i22 | Shift (Knockdown) | -8 |
Weavile homes in on the opponent by air-skating. Can press X in the air to follow up immediately with the divekick portion. Special cancelable. |
X (Homing Attack 1) | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 | Mid | i17 | +5 | -4 |
Weavile homes in on the opponent and does three swipes. Throw crush. Can be canceled with block or jump. |
XX/X[X] (Homing Attack 2) | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 60 / 90 | Mid | i17 | Shift (+8) | -8 / Guard Break |
Following up from Homing Attack 1, Weavile shoots Its claw upwards and catches jumps. Can be charged to guard break/counter pierce. If Homing Attack 1 was blocked, there is a 24 frame window to punish a charged Homing Attack 2. |
Weak Moves
2Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 10 | 0 | Low | i11 | 0 | -4 |
A low swipe that is able to throw crush. Only combos into 2YY from a critical hit. Special cancelable. |
4Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 10 | 0 | Mid Low | i11 | 0 | -4 |
A quick jab that is able to throw crush. Good for relieving pressure. Special / 6X cancelable. Goes into 4YY. |
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 10 | 0 | Mid Low | i15 | +4 | 0 |
Advances Weavile forward. Similar to 4Y, but 4 frames slower. Is safer on block, and has less scaling. Special / 6X cancelable. Goes into 5YY. |
8Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 | 3 | Mid High | i19 | Launch | -4 |
An upward swipe that has High and Mid High invincibility starting on frame 5. Special cancelable. |
jY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 10 | 0 | MH | i11 | +16 | -4* |
Multihit aerial claw scratches. The move's "Block" data varies depending on the height as well as which hit hits the block. *From -4 to +4. |
Strong Moves
2X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 3 | Low | i15 | Knockdown | -16 |
Weavile slides on the ground, avoiding Highs and Mid Highs starting on frame 1. Typically unsafe on block, but can be safe if done from a distance. |
5X/5[X] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 / 80 | 4 | Mid Low, Mid | i19 / i35 | +12 / Launch | -8 |
A vertical claw attack that has two hits. Puts you in a crouching state on frame 1, giving high invincibility. Charging the attack will make it counter pierce (stays in a low stance when charging). Special cancelable. |
6X/6[X] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 50 / 70 | 3 | Mid Low | i23 / i39 | Launch | -12 / +4 |
An ice blast that has good horizontal range. Charging this move will cause it to counter pierce, as well as making it plus on block. Special cancelable. |
8X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 3 | Mid High | i27 | +16 | 0 |
An even on block throw crush that avoids Lows on frame 1. |
jX | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 10 | 0 | MH | i22 | +20 | -33 |
A multihit drill-like divekick. Weavile bounces off the opponent's block if blocked, able to cancel into any aerial move afterwards. |
Pokemon Moves
2A Taunt | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 110 (30) | 0 | Mid Low | i35 | Launch | +12 |
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 the attack portion of Taunt. The opponent also receives a "Synergy Burst Weakened" debuff. During this state, Weavile is invincible. The invincibility time can be extended by holding A. Letting go of A makes Weavile do the attack portion of Taunt which counter pierces and reduces the opponent's Synergy Gauge on hit. The attack is similar to Night Slash (launches forwards instead of backwards). Can be canceled with R to immediately block. |
bA / 4A Night Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 92 (25) | 3 | Mid Low | i35 | Launch | -8 |
Weavile lunges backwards, prepping the attack portion of Night Slash Can hold A to stay in this backed position for a set amount of time. Letting go of A makes Weavile do the attack portion of Night Slash. Can be canceled with R. |
5A Agility | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Weavile dashes forward and becomes invincible to projectiles starting on frame 1. Special cancelable. |
5AA / 5AAA / 5AAAA Fury Swipes | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 (6) / 38 (10) / 64 (25) | 0 / 0 / 5 | Mid | i15 | -4 / -4 / +4 | -20 / -20 / -16 |
Weavile does a multitude of claw swipes. 5AA / 5AAA has two hits, while 5AAAA has one hit. Can only be used from an Agility cancel. Can cancel into 5AY Fake Out instead of going into another rep of Fury Swipes. |
5AY / 5A[Y] Fake Out | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 (5) / 40 (10) | 0 | Special Mid | i23 / i33 | +12 / Launch | +8 |
Weavile does a lil' clap, which leads into either big hitstun or big blockstun. Can only be used from an Agility cancel or Fury Swipes (5AA / 5AAA). Able to charge Fake Out, allowing it to counter pierce. |
fA / 6A Knock Off | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 (20) | 3 | M | i23 | +4 | -12 |
An arcing claw strike that reduces the opponent's Synergy Gauge on hit. Invincible against Lows on frame 1, and Mid Lows on frame 9. Can be canceled with R. |
8A Ice Punch | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 (15) | 3 | Mid | i23 | 0 | -16 |
An uppercut motion that spawns an ice pillar that lingers for awhile (or until Weavile gets hit). |
8AA / 8A[A] Ice Punch: Follow-up | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 (15) / 120 (32) | 2 / 12 | Mid Low | i74 / i94 | Knockdown / Shift | -8 / +8 |
Weavile fires an advancing forward punch of ice. Can be charged to counter pierce. The charged version has five hits instead of one. Also has a larger hitbox. |
jA Icicle Crash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 (5) | 0 | M | i19 | +12 | -71 |
Weavile spawns an icicle to stand on in the air. Can only be physically hit by the icicle once, afterwards opponent's can walk through it. In Burst Mode, Icicle Crash can be used twice. |
jAB Icicle Crash: Jump | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 (9) | 1 per hit | Mid | i11 | +23 | -41 |
Able to jump off of the Icicle in multiple directions. 1B = Backwards horizontally 3B = Forwards horizontally 4B = Backward diagonal 5B = Straight upward 6B = Forward diagonal Able to cancel into any aerial move afterwards. |
jAR Icicle Crash: Nosedive | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 104 (35) | 3 | M | i11 | 0 | -8 / -22* |
Sends the icicle downwards, exploding in a radius. Can change the trajectory of the landing. * -22 against Aegislash, Decidueye, Gardevoir, and Suicune, -8 for everyone else. |
jAY/X Icicle Crash: Signal Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Charges the Support Gauge. Can be used a second time to gain half the charge of the first charge. The icicle's hitbox disappears once the Y/X input is pressed. Weavile lands on the ground once complete. |
L+R Sonic Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 171 (20) | 12 | Mid | i11 | Shift | -4 |
A tornado with great vertical height. Counter armor on frame 1, and becomes invincible on frame 9. Reduces the opponent's Synergy Gauge on hit. The hitbox increases in size horizontally over time. Hitbox is no longer active when Weavile starts to descend. Counter pierces. |
Combos
Field Phase
sY
- sY > j.Y > fA (88 Damage)
- sY > j.Y > j.X (104 Damage)
- sY > j.Y > 5AAAA (122 Damage)
fY
- fY > fA (68 Damage)
- fY > 5AAAY (62 Damage)
- fY > 5AAAA (94 Damage)
bY
- bY > fA (70 Damage)
- bY > 5AAAA (88 Damage)
j.Y
- j.Y > j.Y > j.Y > XX (172 Damage)
- j.Y > j.Y > j.Y > j.X (178 Damage)
- j.Y > j.Y > j.Y > j.X > j.A > bB (157 Damage)
- j.Y > j.Y > j.Y > 5AAAA (204 Damage)
j.X
- (Opponent near the wall) j.X > j.A > bB > j.X (168 Damage)
- (Burst Mode) j.X > j.A > bB > j.X > j.A > bB > j.X (240 Damage) Only works on:
-Darkrai
-Pikachu/Pikachu Libre
-Aegislash
-Croagunk
-Gengar
-Decidueye
-Empoleon
-Chandelure
-Charizard
Any character not listed requires a speed buff.
Duel Phase
2Y
- (Critical Hit) 2Y > 2YY > 5AAAA (138 Damage)
- (Critical Hit) 2Y > 2YY > 8A > 8AA (132 Damage)
4Y
- 4Y > 4YY > 4YYY > 4YYYX > 6A (86 Damage)
- 4Y > 4YY > 4YYX > 5AAAA (95 Damage)
- 4Y > 4YY > 4YYX > 5A > L+R (147 Damage)
5Y
- 5Y > 5YY > 5YYY > 5YYYX > 6A (118 Damage)
- 5Y > 5YY > 5YYX > 5AAAA (139 Damage)
- 5Y > 5YY > 5YYX > 5A > L+R (193 Damage)
8Y
- 8Y > j.A > 1B > 5AAAA (132 Damage)
- 8Y > j.A > 1B > j.R > j.A > 1B > j.R > 5AAAY > 8Y > j.AY/X x2 (122 Damage)
- 8Y > j.A > 1B (Delay) > j.R > 5YYY > 6A (112 Damage)
- 8Y > j.A > 1B > j.R > j.A > 1B > j.R > j.Y > 5Y > 5YY > 5YYY > 6A (136 Damage)
- 8Y > j.A > 1B > j.R > 5A > 8A > 8A[A] (154 Damage)
- (Burst Mode) 8Y > j.A > 1B > j.R > j.A > 1B > j.R > j.Y > 5Y > 5YY > 5YYY > L+R (213 Damage)
- (Corner) 8Y > j.A > 3B > j.Y > j.A > 1B > j.R > 5[X] > 6A (228 Damage)
- (Corner) 8Y > j.A > 1B > j.R > j.Y > W! > j.Y > 5AAAA (270 Damage)
- (In the corner) 8Y > j.A > 1B > j.R > 5AAAA > W! > 5Y > 5AAAA (240 Damage)
5X
- 5X > 4A > 2X (150 Damage)
- 5X > 4A > 5Y > 5YY > 5YYY > 5YYYX > 6A (155 Damage)
- 5X > 4A > 5X > 4A (160 Damage) Only works on Braixen
- 5X > 5A > 8A > 8AA (156 Damage)
- 5X > 5AAAA (166 Damage)
- 5X > 5A > L+R (203 Damage)
5[X]
- 5[X] > 8A > 8A[A] (192 Damage)
- 5[X] > 5AAAA (170 Damage)
- 5[X] > 5AAAY > 5Y > 5YY > 5YYY > 6A (144 Damage)
- 5[X] > L+R (224 Damage)
- (Corner) 5[X] > j.A > 1B > j.R > j.A > 1B > j.R > j.Y > 5Y > 6A (270 Damage)
- (Corner) 5[X] > j.A > 1B > j.R > j.Y > W! > j.A > 1B > j.R > 5Y > 5AAAA (304 Damage)
6X / 6[X]
- 6X / 6[X] > 5AAAA (140 / 150 Damage)
- 6X / 6[X] > 5AAAY > 2X (112 / 122 Damage) Only works on Gardevoir, Scizor, and Suicune
- 6X / 6[X] > 5AAAA > W! > 5Y > 5AAAA (265 / 273 Damage)
- (Corner) 6X 6[X] > j.A > 1B > j.R > j.Y > W! > j.A > 1B > j.R > j.Y > W! > 5Y > 6A (278 Damage)
- (Corner) 6X 6[X] > j.A > 1B > j.R > j.A > 1B > j.R > j.Y > 5Y > 5AAAA (285 Damage)
4A
- 4A > 5X > 8A > 8A[A] (170 Damage) Only works on Lucario and Braixen
- 4A > 5Y > 5YY > 5YYY > 5YYYX > 5AAAY > 5X > 5AAAA (153 Damage)
- 4A > 5Y > 5YY > 5YYY > 5YYYX > 5AAAY > 8Y > j.AY/X x2 (147 Damage)
8A
- (Corner) 8A > 8AA > W! > 5Y > 6A (211 Damage)
- (Corner) 8A > 8AA > W! > 6X > 5AAAA (273 Damage)
- (Corner) 8A > 8AA > W! > 6X > L+R (274 Damage)