Quick Draw: Difference between revisions
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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 moves. The charge stance can be held indefinitely - even after the move's charging is completed | 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 moves. 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't be held indefinitely in ''[[Super Smash Bros. Ultimate]]'', however. If the move does not connect, it has very [[punish]]able ending lag, especially if it is [[perfect shield]]ed. Due to its high range and damage, Quick Draw can negate and/or counter attacking [[approach]]es. It should be noted that, when used on the ground, the dash stops at platform edges, preventing accidental [[self-destruct]]s. | ||
- which means that this move can be an unavoidable [[tech-chase]] option at close range. The charge can't be held indefinitely in ''Ultimate'', however. If the move does not connect, it has very [[punish]]able ending lag, especially if it is [[perfect shield]]ed. Due to its high range and damage, Quick Draw can negate and/or counter attacking [[approach]]es. 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 ''Brawl'' contact with an opponent makes Ike immediately [[helpless]], thus making standing in his path and taking the hit a viable [[gimp]]ing strategy; this is no longer the case in ''[[ | 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]], thus 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 makes it impossible for Ike to use both Quick Draw and [[Aether]] in the same recovery, making his overall recovery extremely predictable and polarized, as both of his recovery moves feature high but one-directional movement. 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 in similar moves such as [[Fox Illusion]] or [[Falco Phantasm]] - Ike is still affected by [[gravity]] during the startup of the dash. | ||
in midair for performing other actions like [[Aether]] or a jump before becoming helpless. As a downside, Quick Draw's trajectory makes it impossible for Ike to use both Quick Draw and [[Aether]] in the same recovery, making his overall recovery extremely predictable and polarized, as both of his recovery moves feature high but one-directional movement. 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 in similar moves such as [[Fox Illusion]] or [[Falco Phantasm]] - Ike is still affected by [[ | |||
Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however, the reversed Quick Draw has no special properties over the standard version. | Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however, the reversed Quick Draw has no special properties over the standard version. |
Revision as of 15:26, October 5, 2022
Quick Draw | |
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Quick Draw in Super Smash Bros. Ultimate. | |
User | Ike |
Universe | Fire Emblem |
Quick Draw (居合い斬り, Iai/Quick-Draw Cutter) is Ike's side special move.
Overview
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 moves. 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't be held indefinitely in Super Smash Bros. Ultimate, however. If the move does not connect, it has very punishable ending lag, especially if it is perfect shielded. Due to its high range and damage, Quick Draw can negate and/or counter attacking approaches. 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, thus 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 makes it impossible for Ike to use both Quick Draw and Aether in the same recovery, making his overall recovery extremely predictable and polarized, as both of his recovery moves feature high but one-directional movement. 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 in 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
instruction booklet | Rush forwards while performing a powerful slash. | |
case foldout | Lunge forward, and slash any foe in your path. Can be charged. | |
Move List | 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:
- Quick Draw: Default.
- 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.
- Unyielding Blade: Grants super armor and increases damage, but doesn't travel as far or attack as fast.
Origin
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 re-sheathing.
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
Charging Quick Draw in Super Smash Bros. for Wii U.
Quick Draw in Super Smash Bros. for Wii U.
Quick Draw as shown by the Move List in Ultimate.
Names in other languages
Trivia
- 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.