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 bulkier side of the cast that can 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 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
- Burst Mode Duration: 12 Seconds
- Shield: Weak
- High Stance: Recharges shield health.
- Low Stance: Invincible against Highs on frame 1.
- DP Forward Dash: 13 Frames
- DP Back Dash: 21 Frames (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. |
The speed and cancels Weavile has allows you to mask Grab attempts while the opponent sits fearful
in block. Its small range is a giveaway at times as many other characters are able to space their
Grab, making it obvious when moving too close to the opponent. Players will tend to jump on wakeup
when they don't see Weavile charging anything for an oki, as jumping avoids the Grab as well as 4Y/5Y.
Burst Mode gives off the intimidation of staying grounded while being pressured to avoid getting anti-aired
by the Burst Attack. And since Burst Attack also gives counter armor it can be used as a response to a throw
crush option, making the opponent more accepting of getting grabbed rather than taking a combo.
Be mindful with Grab attempts as you never have to really worry about counter attacks anyways. Getting called out
for grabbing will always lead to 1/3 of your health disappearing as well as losing all the momentum you built up.
Field Phase Grab sets you a good enough distance away from any threat, but with the side swap
it leaves you in an awkward spot if you grabbed an opponent that was close to the wall. There's at
least the plus frames to fall back on to get out of that situation. Duel Phase Grab's knockdown gives
enough time to setup sY traps and j.Y lobs.
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. |
While Its in the tier of one of the slowest CA's in the game, it has the advantage of being
able to absorb more attacks that other CA's wouldn't. This of course gives your opponent more
time to counterplay however so make sure to keep CADC in mind. If CA anti-airs, then you can
follow up with Fury Swipes or Knock Off. CA also deals the most amount of shield damage in
Weavile's moveset, making charged CA oki a good guard break starter that also leaves you plus.
j.R 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. |
The most common usage of j.R is using it in conjunction with Icicle Crash
for safe landings and to keep your combos going on the ground. j.R can also be
used as bait for opponent's to throw out anti-airs. Just make sure to do this at
a safe enough distance where your landing isn't stuffed.
L+R Sonic Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 155 (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. |
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. |
nY usage comes down to what your opponent's fastest projectile is to stop it, as nY has the lowest
projectile priority in the game. Still good for keeping Homing Attacks at bay and pressuring those
surrounded by sY traps. The constant speed on n[Y] allows you to wait out the timer of a speed debuff
while not being a sitting duck.
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. |
Its important to know when Its the right time to throw out sY, as most players at the start of the round
will immediately close the distance on a Weavile so that they don't have to worry about sY. A good time to
throw out sY would be during a knockdown or after a Phase Shift from Duel to Field. Another opportunity would
be when the opponent is going for resource building at the beginning of the round (i.e. Bulk Up, Sunny Day, Force Palm).
When an opponent is pressured to block when next to the traps, Weavile has free reign to do whatever. Lob j.Y's to catch
jump-outs, build support meter from a distance, or go for Grab attempts. Standing in front of a set of traps makes the
opponent hesitant to Homing Attack or do any forward advancing move as they'll most likely land themselves into the traps
behind. Constant sY usage helps against retreating opponents so that you can eventually push them to the wall. This becomes
more prominent in Burst Mode. The sY traps though are projectiles that are also Lows, so an opponent is able to make Its way
out of this situation by throwing out a projectile to destroy the traps. Many moves in Field are able to bypass Lows which
makes sY Grab attempts non-existent to them.
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. |
The nice thing about fY is being able to clash / erase incoming projectiles and
close in on the opponent unexpectedly. fY can special cancel on whiff, so you can
mixup your approach to be less linear. And since the fY projectile crumples on hit,
there's tons of time to hit confirm.
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. |
Commonly used to relieve any sort of pressure and escape into the air. Height invincibility is rare when it comes to Field Phase,
making this a good knowledge check against aerial approaches. Characters such as Darkrai, Sceptile, Decidueye, and Suicune are
able to consistently anti-air whenever bY hits their block, so use it conservatively against them.
j.Y | |||||
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, the opponent, or a projectile. Can be angled to throw to the side. In Burst Mode, three snowball projectiles will be thrown out. |
There's never really a bad time to throw out j.Y. It can be used for approaching, retreating, and to cover
landings. Using Its lingering hitbox allows you to blockstring into Homing Attack when done on an opponent's
knockdown. And with the potential to get 150+ damage off of a j.Y makes it a very rewarding move to land,
guaranteeing at least 3/4 of Weavile's Synergy Gauge upon phase shifting too. Unless thrown to the side,
the move is quite linear, so side Homing Attacks beats it out. And Having one of your best tools as a light
makes Burst Mode opponents more fearful in Field Phase.
j.X | |||||
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. |
j.X gives Weavile a different route to approach opponents that don't have an instant anti-air to throw out.
And with the ability to cancel immediately into the divekick portion, or to fall back to an Icicle Crash cancel
whenever (on hit or whiff) makes the move unpredictable.
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. |
A solid Homing Attack that is up there as one of the best given Its priority and speed. While it clashes / loses
with the more stronger priority Homing Attacks (Decidueye, Garchomp, The Mewtwo's, etc.), Its also a good
defensive tool in response to lesser powerful Homing Attacks. That and with the multihits Homing 1 has allows
Weavile to stuff CA mixups.
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. |
2YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 | 0 | Low | i11 | +4 | -12 |
Special cancelable. |
One of Weavile's more underused moves as it relies on a critical hit to combo off of meaning there's little reward
in landing the move otherwise. The opponent can either block, CA, or jump in between 2Y > 2YY. What really
makes 2Y shine as a throw crush in comparison to 4Y is being able to get more damage when low on PSP.
Throw crushing with 4Y while having low PSP gives you at most 72 damage. Throw crushing with 2Y
and comboing into 2YY > 5AAAA will net you 138 damage even if you have 1 PSP left.
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. Special / 6X cancelable. |
While lacking in range and damage, 4Y allows Weavile to gain momentum from either a Knock Off ender that leads
into a knockdown, or Fury Swipes ender for better corner carry. When the opponent is -12, going for a 4Y instead of
grabbing lets Weavile play out Duel Phase longer instead of going for the immediate shift.
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 10 | 0 | Mid Low | i15 | +4 | 0 |
A jab that advances Weavile forward. Special / 6X cancelable. |
Similar to 4Y, but 4 frames slower. 5Y though is safer on block and has less scaling. It also pushes Weavile forward,
making it a good punish tool.
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. |
j.Y | ||||||
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. * Becomes safe on block if done at 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. |
j.X | ||||||
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. The hitbox lingers, but disappears if Weavile is 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. |
j.A 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. |
j.AB 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. |
j.AR 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. |
j.AY/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. |
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 > 66 > 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)