Editing Quick Draw
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[[File:Quickdraw1.jpg|thumb|left|Ike charges his attack.]] | [[File:Quickdraw1.jpg|thumb|left|Ike charges his attack.]] | ||
[[File:Quickdraw2.jpg|thumb|left|Ike lunges forwards and slashes his opponent.]] | [[File:Quickdraw2.jpg|thumb|left|Ike lunges forwards and slashes his opponent.]] | ||
Ike raises his sword, then quickly dashes forwards and attacks any opponent in range with a sword slash. Ike will stop in front of the first character he runs into, regardless if the move deals damage or not; if an opponent is [[intangible]] (through [[spot dodging]] or otherwise), Ike will still end the dash at the opponent's location, dealing no damage. Quick Draw can be charged by holding the [[special move]] button to increase the distance Ike travels (approximately halfway across {{SSBB|Final Destination}} uncharged, or three-quarters to nearly the entire length of the stage when fully charged), along with the damage and knockback of the slash. The uncharged version is among Ike's fastest ways to attack from outside of his normal threat range and is an important mobility tool due to its ability to [[autocancel]] from a full jump. The charge stance can | Ike raises his sword, then quickly dashes forwards and attacks any opponent in range with a sword slash. Ike will stop in front of the first character he runs into, regardless if the move deals damage or not; if an opponent is [[intangible]] (through [[spot dodging]] or otherwise), Ike will still end the dash at the opponent's location, dealing no damage. Quick Draw can be charged by holding the [[special move]] button to increase the distance Ike travels (approximately halfway across {{SSBB|Final Destination}} uncharged, or three-quarters to nearly the entire length of the stage when fully charged), along with the damage and knockback of the slash. The uncharged version is among Ike's fastest ways to attack from outside of his normal threat range and is an important mobility tool due to its ability to [[autocancel]] from a full jump. The charge stance can't be held indefinitely. If the move does not connect, it has [[punish]]able ending lag, but its speed, travel distance, and ability to hold its charge forever in its first two appearances make it extremely difficult to challenge. It should be noted that, when used on the ground, the dash stops at platform edges, preventing accidental [[self-destruct]]s. | ||
This move can also be used while off the stage to give Ike significant horizontal recovery. In ''[[Super Smash Bros. Brawl]]'' contact with an opponent makes Ike immediately [[helpless]], making standing in his path and taking the hit a viable [[gimp]]ing strategy; this is no longer the case in ''[[Super Smash Bros. 4]]'', as Ike now has a short timeframe after hitting an opponent in midair for performing other actions like [[Aether]] or a jump before becoming helpless. As a downside, Quick Draw's trajectory pairs with [[Aether]] to make his overall recovery somewhat predictable and polarized, as both of his recovery moves feature high but one-directional movement, but unlike Aether, Ike may choose to release Quick Draw at varying heights to recover low and high, as he can travel a very long distance after the move has already ended if he is not intercepted. It should be noted that when using Quick Draw to recover and aiming for the ledge, the move should be aimed slightly above the edge, as unlike similar moves such as [[Fox Illusion]] or [[Falco Phantasm]], Ike is still affected by [[gravity]] during the startup of the dash. | This move can also be used while off the stage to give Ike significant horizontal recovery. In ''[[Super Smash Bros. Brawl]]'' contact with an opponent makes Ike immediately [[helpless]], making standing in his path and taking the hit a viable [[gimp]]ing strategy; this is no longer the case in ''[[Super Smash Bros. 4]]'', as Ike now has a short timeframe after hitting an opponent in midair for performing other actions like [[Aether]] or a jump before becoming helpless. As a downside, Quick Draw's trajectory pairs with [[Aether]] to make his overall recovery somewhat predictable and polarized, as both of his recovery moves feature high but one-directional movement, but unlike Aether, Ike may choose to release Quick Draw at varying heights to recover low and high, as he can travel a very long distance after the move has already ended if he is not intercepted. It should be noted that when using Quick Draw to recover and aiming for the ledge, the move should be aimed slightly above the edge, as unlike similar moves such as [[Fox Illusion]] or [[Falco Phantasm]], Ike is still affected by [[gravity]] during the startup of the dash. |