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Field Phase: Swaps sides with the opponent while also increasing Support Gauge.
Weavile is put into a counter armor state from frame 1-32 (52 if charged).
Creates an ice pillar that is able to anti-air.
Is considered a projectile.
Weavile fastfalls to the ground.
Duel Phase Nosedive recovers faster than Field Phase Nosedive.
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Hitbox is no longer active when Weavile starts to descend.
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.
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.
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.
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 air-skating.
Can press X in the air to follow up immediately with the divekick portion.
Weavile homes in on the opponent and does three swipes.
Can be canceled with block or jump.
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 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.
Special / 6X cancelable.
* Can cancel both hits with Night Slash.
Weavile hops in the air with an upwards claw swipe.
Invincible against Highs and Mid Highs on frame 5.
Multihit aerial claw scratches.
Weavile slides on the ground, avoiding Highs and Mid Highs starting on frame 1.
* Becomes safe on block if done at a distance.
Weavile crouches, then throws out a vertical claw attack that has two hits.
Invincible against Highs on frame 1.
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.
Weavile jumps forward and strikes with both claws.
Invincible against Lows on frame 1.
Inputting 7X decreases the distance of the jump.
Inputting 9X increases the distance of the jump.
A multihit drill-like divekick.
If blocked, Weavile bounces off the opponent's shield.
Can cancel into aerials afterwards.
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.
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.
Weavile dashes forward and becomes invincible against projectiles on frame 1.
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.
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.
A two-hit arcing claw strike that reduces the opponent's Synergy Gauge on hit.
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.
Can be charged 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 physically hit by the icicle once, afterwards opponent's can walk through it.
In Burst Mode, Icicle Crash can be used twice.
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.
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.
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.
Return to Pokken Tournament DX/Weavile.