Quick Draw: Difference between revisions

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The '''Quick Draw''' is [[Ike (SSBB)|Ike]]'s side special move that was confirmed at the [[Smash Bros. DOJO!!]]  A video of him using the move can be found at the external link. It appears to be inspired by Ike's critical hit animation.
The '''Quick Draw''' is [[Ike (SSBB)|Ike]]'s side special move that was confirmed at the [[Smash Bros. DOJO!!]]  A video of him using the move can be found at the external link. It appears to be inspired by Ike's critical hit animation.
When used, Ike lunges forward a short across the stage and slashes at the enemy. The move can be executed very quickly, making it one of Ike's fastest moves. It can also be charged by holding B to increase the distance Ike dashes across the stage, and the damage and knockback of the slash. 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, Neutral A combo, and his grab are decent follow-up options.
When used, Ike lunges forward a short across the stage and slashes at the enemy. The move can be executed very quickly, making it one of Ike's fastest moves. It can also be charged by holding B to increase the distance Ike dashes across the stage, and the damage and knockback of the slash. 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, Neutral A combo, and his grab are decent follow-up options.

Revision as of 01:56, February 16, 2008

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The Quick Draw is Ike's side special move that was confirmed at the Smash Bros. DOJO!! A video of him using the move can be found at the external link. It appears to be inspired by Ike's critical hit animation. When used, Ike lunges forward a short across the stage and slashes at the enemy. The move can be executed very quickly, making it one of Ike's fastest moves. It can also be charged by holding B to increase the distance Ike dashes across the stage, and the damage and knockback of the slash. 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, Neutral A combo, and his grab are decent follow-up options.

External links

Ike's Final Smash (about 2:33) Ike's side special

Template:Ike Special Moves