Quick Draw: Difference between revisions
(Saw the first one on Youtube and verified it myself, and my friend actually did the second one on me. He thought it was hilarious.) |
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Ike can also be killed if he uses this move into [[Snake (SSBB) | Snake's]] [[Remote Missile]]. If using Quickdraw as a recovery, Snake can launch a Remote Missile at him, forcing Ike to attack it. Unlike most projectiles which will damage him, allowing him to use another recovery move, the remote missile cannot be destroyed, so Ike's recovery will stop and he will fall helpless to his death. | Ike can also be killed if he uses this move into [[Snake (SSBB) | Snake's]] [[Remote Missile]]. If using Quickdraw as a recovery, Snake can launch a Remote Missile at him, forcing Ike to attack it. Unlike most projectiles which will damage him, allowing him to use another recovery move, the remote missile cannot be destroyed, so Ike's recovery will stop and he will fall helpless to his death. | ||
Quick Draw is a perfect counter to [[Angel Ring]]. The length of Ike's blade is longer than than the range of Pit's spinning bow. | |||
==Trivia== | ==Trivia== |
Revision as of 22:41, December 29, 2008
The Quick Draw is Ike's side special move that was confirmed at the Smash Bros. DOJO!!. It appears to be inspired by Marth's critical hit animation.
When used in Brawl, Ike lunges forward a short distance 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. This move can also be used while off the stage to give Ike a significant horizontal boost to his recovery. If used on a stage, it should be noted that the move stops at the edges, preventing one from, possibly, preforming suicide. It can also be used to counter an opponent's dashing attack or special-in several cases when Quick Draw clashes with a similar special, Quick Draw wins (such as against Meta Knight's Drill Rush) or results in a draw (such as against Sonic's Spin Dash). If used in mid-air, Ike falls into a special helplessness state, unable to do anything until hitting the ground. Unlike Fox Illusion, if Ike hits an opponent in mid-air, he will automatically become helpless, making it easy for edge-guarders to intercept recovery by this move.
Quick Draw is integral to the Ike 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 neutral combo, or a smash are all great choices to use.
Ike can be killed if he uses this move into King Dedede's Inhale. By using Inhale next to a ledge, Ike will Quickdraw into King Dedede, attacking him, but the inhale effect will cause him to keep going, causing him to fall helpless off the ledge.
Ike can also be killed if he uses this move into Snake's Remote Missile. If using Quickdraw as a recovery, Snake can launch a Remote Missile at him, forcing Ike to attack it. Unlike most projectiles which will damage him, allowing him to use another recovery move, the remote missile cannot be destroyed, so Ike's recovery will stop and he will fall helpless to his death.
Quick Draw is a perfect counter to Angel Ring. The length of Ike's blade is longer than than the range of Pit's spinning bow.
Trivia
In Ike's own games, when Ike happens to use a critical attack (at least before he changes classes as is possible in the Fire Emblem series), he takes up his sword and dashes forward, appearing to disappear and reappear behind the enemy. However, it is simply a matter of extreme speed and is very similar to the animation of the move in Brawl.