>>35011130Onto Wind moves and their coverage.
Wind moves would usually focus on causing storms, using them as a means to turn other things into projectiles (hence the plethora of dual type moves from combining wind with different elements), or using the same power to build unexpected momentum on themselves, enabling them to execute direct hits faster than opponents can react. As with any types offensive side, it of course depends on the individual PKMN how they use the type for offense.
With that in mind..
In addition to Flying types, Wind moves are bad choices against heavy, firm, rooted types like Rock/Ground/Grass (fuck it, I'll add Steel to the image as well)
On top of those, Dragons resist them as well, simply to fit with their gimmick of resisting all the basic elemental types of Water/Fire/Grass/Electric.
Even worse than that, Wind moves do nothing to Ice types, as "harsh conditions" are essentially their lifestyle.
At this point Wind sounds like the worst type for coverage moves ever, so it's time to mention some strengths:
Fire normally feeds on oxygen, hence while "blowing it out" can be a really bad idea. But this is the motherfucking Wind type, so we're not talking about gentle stream of air, we're talking about abruptly separating the flame from the fuel to interrupt the process.
Electric PKMN have on defense: charge.
The obvious way to neutralize it? Contact with the ground.
So while Ground moves bring the ground to Electric opponents, in soviet pkmn, Wind brings the Electric opponent to the ground for the same effect... mostly it'd just be fun for Electric to have a second weakness though, and there's nothing else in sight anyway.
Ghost types, while not literal ghosts, are rather weird creatures which, once you get past the spooky image, have some things in common with wind types. They're not just often lightweight, but even made gaseous material. Hence the same weakness to Wind as Wind itself.