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Quick Draw: Difference between revisions

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(Redundent. There are lotsa moves that can break through Angel Ring, Ike would just end up taking damage if he does this against it anyways. Haven't tried, but I'm sure. -_-)
m (Undid edit by 152.172.1.179: It can prior to Ultimate)
Tag: Undo
 
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[[Image:Quickdraw1.jpg|thumb|Ike charges his attack.]]
{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
[[Image:Quickdraw2.jpg|thumb|Ike lunges forwards and slashes his opponent.]]
{{Infobox Special Move
The '''Quick Draw''' is [[Ike (SSBB)|Ike]]'s side special move that was confirmed at the [[Smash Bros. DOJO!!]].
|name=Quick Draw
|image=[[File:Ike Side B SSBU.gif|300px]]
|caption=Quick Draw in ''Super Smash Bros. Ultimate''.
|user=[[Ike]]
|universe={{uv|Fire Emblem}}
}}
{{disambig2|Ike's side special move, Quick Draw|the Link and Toon Link technique|Quickdraw (technique)}}
'''Quick Draw''' ({{ja|居合い斬り|Iai Giri}}, ''[[wikipedia:Iaido|Iai]]/Quick-Draw Cutter'') is [[Ike]]'s [[side special move]].


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 B to increase the distance Ike dashes across the stage, and the damage and knockback of the slash relative to the amount of time spent charging. 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 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 [[helpless]] once the move either ends its run or it 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. Beware also to make sure you can reach the ledge or stage when you release it, as it is slightly affected by gravity as Ike lunges forward, unlike the [[Fox Illusion]] or the [[Falco Phantasm]].  
==Overview==
[[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.


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.
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.


Ike can be killed if he uses this move into [[King Dedede (SSBB) | King Dedede's]] [[Inhale (King Dedede) | 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. If King Dedede is using Inhale and the Ike player accidently inputs a Quick Draw command to charge it, this can cause an amusing stalemate where neither player will give up their respective charge.
Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however, the reversed Quick Draw has no special properties over the standard version.
{{clrl}}


==Instructional quotes==
{{InstructionalQuotes
|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==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{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==
[[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 ''{{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.
{{clr}}
==Gallery==
<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==
==Trivia==
*In Path of Radiance, when Ike, or any unpromoted unmounted melee class, happens to use a finishing critical attack, he/she takes up his/her weapon before charging through the enemy at high speed in a similar animation to the one used by Ike in Brawl.
*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}}
=Gallery=
<gallery>Image:Ike_quickdraw_aerial.jpg|Quick Draw aerial attack</gallery>


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

Latest revision as of 13:55, March 6, 2024

Quick Draw
Ike Side B SSBU.gif
Quick Draw in Super Smash Bros. Ultimate.
User Ike
Universe Fire Emblem
This article is about Ike's side special move, Quick Draw. For the Link and Toon Link technique, see Quickdraw (technique).

Quick Draw (居合い斬り, Iai/Quick-Draw Cutter) is Ike's side special move.

Overview[edit]

Ike charges his attack.
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 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 punishable 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-destructs.

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 gimping 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.

Like other special moves, Quick Draw can be reversed; however, the reversed Quick Draw has no special properties over the standard version.

Instructional quotes[edit]

Super Smash Bros. Brawl instruction booklet Ike (SSBB) Rush forwards while performing a powerful slash.
Super Smash Bros. for Nintendo 3DS case foldout Ike (SSB4) Lunge forward, and slash any foe in your path. Can be charged.
Super Smash Bros. Ultimate Move List Ike (SSBU) Lunges forward and slashes at any foe in his path. Can be charged.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Quick Draw 2. Close Combat 3. Unyielding Blade
Quick Draw
Close Combat
Unyielding Blade
NTSC "Lunge forward and slash at any foe in your path. Can be charged."

PAL "A lunge forwards, ending with a slash at any foe in your path. Can be charged up."

NTSC "A faster forward lunge that ends with a body blow that launches foes."

PAL "A fast-paced lunge forwards, dealing a body blow that launches any foe you pass."

NTSC "Grants super armor during the charge and lunge, but the lunge is slower and shorter."

PAL "Grants super armour while lunging and charging, but lunges more slowly and a shorter distance."

  1. Quick Draw: Default.
  2. Close Combat: Moves faster and launches foes upwards while passing through them, but deals less damage.
    In Super Smash Bros. for Nintendo 3DS, this variation is a Challenge unlock, only obtainable by destroying a total of 1000 blocks in Trophy Rush.
  3. Unyielding Blade: Grants super armor and increases damage, but doesn't travel as far or attack as fast.

Origin[edit]

Ike's critical hit animation in Fire Emblem: Path of Radiance.

This is one of Ike's critical hit animations in 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.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese 居合い斬り
UK English Quick Draw
France French Vive lame
Germany German Blitzhieb
Spain Spanish Espadazo
Italy Italian Colpo rapido
China Chinese (Simplified) 居合斩
Taiwan Chinese (Traditional) 居合斬
South Korea Korean 수평베기
Netherlands Dutch Flitsslag
Russia Russian Быстрый выхват

Trivia[edit]

  • Ike can be KOed if he uses this move against an inhaling 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.