Quick Draw: Difference between revisions

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[[Image:Quickdraw1.jpg|thumb|Ike charges his attack.]]
[[Image:Quickdraw1.jpg|thumb|Ike charges his attack.]]
[[Image:Quickdraw2.jpg|thumb|Ike lunges forwards and slashes his opponent.]]
[[Image:Quickdraw2.jpg|thumb|Ike lunges forwards and slashes his opponent.]]
The '''Quick Draw''' is [[Ike (SSBB)|Ike]]'s side special move that was confirmed at the [[Smash Bros. DOJO!!]].
The '''Quick Draw'''(居合い斬り) is [[Ike (SSBB)|Ike]]'s side special move that was confirmed at the [[Smash Bros. DOJO!!]].


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]].  
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]].  

Revision as of 16:53, March 9, 2010

Ike charges his attack.
Ike lunges forwards and slashes his opponent.

The Quick Draw(居合い斬り) is Ike's side special move that was confirmed at the Smash Bros. DOJO!!.

When used, Ike lunges forward a short distance across the stage (approximately halfway across 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's Remote Missile, 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.

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. 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.

Gallery

Template:Ike Special Moves