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{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
{{ArticleIcons|brawl=yes}}
{{Infobox Special Move
{{Infobox Special Move
|name=Quick Draw
|name=Quick Draw
|image=[[File:Ike Side B SSBU.gif|300px]]
|image=[[File:Ike quickdraw aerial.jpg|200px]]
|caption=Quick Draw in ''Super Smash Bros. Ultimate''.
|caption=Ike's Quick Draw in the air.
|user=[[Ike]]
|user=[[Ike]]
|universe={{uv|Fire Emblem}}
|universe=[[Fire Emblem universe|Fire Emblem]]
}}
}}
{{disambig2|Ike's side special move, Quick Draw|the Link and Toon Link technique|Quickdraw (technique)}}
[[File:Quickdraw1.jpg|thumb|Ike charges his attack.]]
'''Quick Draw''' ({{ja|居合い斬り|Iai Giri}}, ''[[wikipedia:Iaido|Iai]]/Quick-Draw Cutter'') is [[Ike]]'s [[side special move]].
[[File:Quickdraw2.jpg|thumb|Ike lunges forwards and slashes his opponent.]]
::''This page is about Ike's side special move, Quick Draw.  For the Link and Toon Link technique, see [[Quickdraw (technique)]].''
The '''Quick Draw''' ({{ja|居合い斬り}} ''Iai Giri'', '''Quick-Draw Cut''') is [[Ike (SSBB)|Ike]]'s [[side special move]] that was confirmed at the [[Smash Bros. DOJO!!]].


==Overview==
When used, Ike lunges forward a short distance across the stage (approximately halfway across [[Final Destination (SSBB)|Final Destination]] uncharged, or three-quarters to nearly the entire length of the stage when fully charged) and slashes at any enemy which is within range of the dash. The move can be executed very quickly, making it one of Ike's fastest moves. It can be charged by holding the Special Button to increase the distance Ike travels and the damage and knockback of the slash (9% damage uncharged, can KO at 215%, 16% damage fully charged, can KO at 121%). The charge stance can be held indefinitely. If the move does not connect, it has very low ending lag, giving Ike a chance to follow up with a different attack. His up tilt, jab, and grab are decent follow-up options. This move can also be used while off the stage to give Ike significant horizontal recovery. It should be noted that the dash stops at platform edges, preventing one from accidentally [[Self-destruct|SDing]]. Quick Draw's range and damage allows it to negate or counter many grounded approaches, such as various [[Dash attack]]s, Meta Knight's [[Drill Rush]], or Sonic's [[Spin Dash]]. If used in midair, Ike becomes [[helpless]] once the move either ends its run or hits something damageable (such as opponents, Pikmin, [[Snake (SSBB)|Snake's]] [[Remote Missile]], [[Waddle Dee Toss|Waddle Dees]], stage elements, etc.).  This makes it easy for edge-guarders to intercept, and it also makes it impossible for Ike to use both Quick Draw and [[Aether]] in the same recovery, making his overall recovery extremely predictable. It should be noted that when using Quick Draw to recover and aiming for the ledge, be sure to give Ike some vertical spacing, as he is still affected by [[Falling speed|gravity]] during the startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]].
[[File:Quickdraw1.jpg|thumb|left|Ike charges his attack.]]
[[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 be held indefinitely, even after the move's charging is completed, which means that this move can be an unavoidable [[tech-chase]] option at close range. The charge can no longer be held indefinitely in ''[[Super Smash Bros. Ultimate]]'', now releasing automatically after about two seconds of being fully charged, but a patch would later grant it increased damage and knockback on the ground, turning it into a committal but dangerous ground coverage tool. 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.
Quick Draw is integral to Ike's Charge Tackle technique. When executed aerially from an altitude slightly higher than the stage platform he is to land on, it makes Ike slide a decent distance. During this slide, Ike can execute any number of attacks. Aether, a tilt, or a smash are all great choices to use. This technique can prove to be difficult to perform offensively, but comes in handy as a [[Guard Break]] when Ike is launched from the far edge of a stage.


Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however, the reversed Quick Draw has no special properties over the standard version.
Ike can be KOed if he uses this move against an [[Inhale (King Dedede)|inhaling]] [[King Dedede (SSBB)|King Dedede]] near a ledge. When Ike dashes forward, he will attack Dedede with Quick Draw's slash but then continue flying past him, usually falling helplessly to the KO line. If a King Dedede player is using Inhale on a ledge and an Ike player accidentally inputs a Quick Draw while facing him, this can cause a stalemate where neither player will give up their respective charge.
{{clrl}}


==Instructional quotes==
==Description from the Instruction Booklet==
{{InstructionalQuotes
''Rush forwards while performing a powerful slash.''
|ssbbchar=Ike
|ssbbdesc=Rush forwards while performing a powerful slash.
|ssb4-3char=Ike
|ssb4-3desc=Lunge forward, and slash any foe in your path. Can be charged.
|ssbuchar=Ike
|ssbudesc=Lunges forward and slashes at any foe in his path. Can be charged.
}}


==Customization==
==Reverse Quick Draw==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
In Brawl, Ike's Quick Draw can be reversed by tapping the control stick in the opposite direction a few frames after the side special move has been activated. The reverse Quick Draw has no increase to damage, knockback and has no reverse animation, this makes reversing only useful if it is used to attack behind Ike. It is interesting to note that when in Ike's running animation and activating a reverse Quick Draw, Ike will turn around and slide forward a little while charging or releasing the attack, this is probably because the running momentum has switched direction with Ike since there is no animation for the reverse Quick Draw and pushed him forward as if he didn't turn around at all.  
{{CustomSet|Ike|Side|name1=Quick Draw|desc1-ntsc=Lunge forward and slash at any foe in your path. Can be charged.|desc1-pal=A lunge forwards, ending with a slash at any foe in your path. Can be charged up.|name2=Close Combat|desc2-ntsc=A faster forward lunge that ends with a body blow that launches foes.|desc2-pal=A fast-paced lunge forwards, dealing a body blow that launches any foe you pass.|name3=Unyielding Blade|desc3-ntsc=Grants super armor during the charge and lunge, but the lunge is slower and shorter.|desc3-pal=Grants super armour while lunging and charging, but lunges more slowly and a shorter distance.}}
# '''Quick Draw''': Default.
# '''Close Combat''': Moves faster and launches foes upwards while passing through them, but deals less damage.
#: In {{for3ds}}, this variation is a [[List of challenges (SSB4-3DS)|Challenge]] unlock, only obtainable by destroying a total of 1000 blocks in [[Trophy Rush]].
# '''Unyielding Blade''': Grants [[super armor]] and increases damage, but doesn't travel as far or attack as fast.
<gallery>
SSB4-3DS challenge image P2R1C5.png|Challenge board unlock image for Close Combat.
</gallery>


==Origin==
==Origin==
[[File:QuickDrawOrigin.gif|thumb|Ike's critical hit animation in ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}''.]]
This is one of Ike's critical hit animations in fire emblem: path of radiance.
This is one of Ike's critical hit animations in ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}''. The term ''iai'' (pronounced "ee-ai") or "iaidō" (lit. quick-draw path) is a Japanese sword technique involving a quick-draw strike followed with a quick re-sheathing of the blade, not to be confused with the battōjutsu which works almost the same, but does not involve quick re-sheathing. The concept is to be active and ready to respond to any attack, including any subsequent ones.


Despite its Japanese name, Quick Draw and the animation it's based on is not a true "iaidō" since it does not involve any sort of re-sheathing. Thus, it is more like battōjutsu than iaidō. The English name likely revolves around the terms "quick draw", "fast draw" or "quick on the draw", nodding to the speed at which Ike travels upon unleashing it.
{{Special Moves|char=Ike}}
{{clr}}


==Gallery==
[[Category:Fire Emblem universe]]
<gallery>
ike quickdraw aerial.jpg|Quick Draw used in the air in Brawl.
Quick Draw Charge SSB4.jpeg|Charging Quick Draw in {{forwiiu}}.
Quick Draw SSB4.jpeg|Quick Draw in {{forwiiu}}.
Ike SSBU Skill Preview Side Special.png|Quick Draw as shown by the [[Move List]] in ''Ultimate''.
</gallery>
 
==Names in other languages==
{{langtable
|ja={{ja|居合い斬り|Iai Giri}}
|en=Quick Draw
|fr=Vive lame
|es=Espadazo
|de=Blitzhieb
|it=Colpo rapido
|nl=Flitsslag
|ru={{rollover|Быстрый выхват|Bystry vykhvat|?}}
|ko={{rollover|수평베기|Supyeongbegi|?}}
|zh_cn={{rollover|居合斩|Jūhé Zhǎn|?}}
|zh_tw={{rollover|居合斬|Jūhé Zhǎn|?}}
}}
 
==Trivia==
*Ike can be KOed if he uses this move against an [[Inhale (King Dedede)|inhaling]] {{SSBB|King Dedede}} near a ledge. When Ike dashes forward, he will attack Dedede with Quick Draw's slash but then continue flying past him, usually falling helplessly to the KO line. If a King Dedede player is using Inhale on a ledge and an Ike player accidentally inputs a Quick Draw while facing him, this can cause a stalemate where neither player will give up their respective charge. That said, such stalemates are no longer in possible in ''Ultimate'', owing to the fact that moves like Quick Draw can no longer have their charge held indefinitely.
{{clr}}


{{Special Moves|char=Ike}}
[[Category:Fire Emblem universe]]
[[Category:Side special moves]]
[[Category:Side special moves]]
[[Category:Ike]]
[[Category:Ike]]
[[Category:Ike (SSBB)]]
[[Category:Ike (SSB4)]]
[[Category:Ike (SSBU)]]

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