Weavile, the Fighter who can "Knock Off" your Synergy Gauge energy. Many of his attacks can do this, and is a huge hassle on fighters who already have a rough time building up their gauge, such as Machamp and Mewtwo, but also a big problem on fighters who don't, but it doesn't last long, such as both Pika's and Shadow Mewtwo. Weavile himself has a relatively short timespan but it builds up so fast it is quite common to get it to full in the first round. Weavile is a Speed fighter, and as such favors quick movements, dashing about on the field, and executing long combos.
In Field Phase, Weavile admittedly doesn't have many reliable options by themselves, but with mix-ups, can very easily approach the opponent. A reliable opening bet is side range, which places Icy Landmines that when touched, literally freezes the enemy solid for several seconds, allowing you to follow-up however you wish, or taunt them by standing still. Forward and Backward ranged attack are the same deal, covering distance from mid- to close-range quickly, but backward is a vertical attack, great for jumpers. R (shield) when used at any time in the air shoots Weavile straight to the ground, great for dodging aerial attacks and for attack mix-ups.
Duel Phase is where Weavile shines the absolute brightest. Your main method of offense should be forward A (Pokémon Move - Pmove) which is Knock Off, which as the name suggests, "Knocks off" the enemy's Synergy Energy. A good damage dealer too. Back Pmove is Night Slash, which can be held to delay the actual attack. This leads into a Y combo ending with any Pmove of your choice, in my opinion Knock Off (keep pressing Y) is your best option. Pmove in the air
becomes Icicle Crash, which can leave you their for a moment or two, but can be followed up with Jump to send the Icicles in the opposite direction, Y to slash it (which you can do twice), or R to drop both Weavile and the Icicle
straight down, which upon landing can immediately go into another attack. Up Pmove is Ice Punch, a vertical attack that has a chargeable follow-up, that when fully charged pierces counter attacks. Without charging, both punches link up with each other well. And finally, down Pmove, Taunt. Both a taunt (duh) and an amazing Counter that goes into a multi-hitting Night Slash, that when successful, actually seals their synergy burst, rendering it unusable.
Overall rating: 8.5/10
Amazing speed, great combo potential, and sealing/stealing synergy energy is an amazing passive ability. Struggles against range spammers, such as Gardevoir and Chandelure, but when played right is a phenomenal fighter.