Quick Draw: Difference between revisions
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[[File:Quickdraw2.jpg|thumb|Ike lunges forwards and slashes his opponent.]] | [[File:Quickdraw2.jpg|thumb|Ike lunges forwards and slashes his opponent.]] | ||
::''This page is about Ike's side special move, Quick Draw. For the Link and Toon Link technique, see [[Quickdraw (technique)]].'' | ::''This page is about Ike's side special move, Quick Draw. For the Link and Toon Link technique, see [[Quickdraw (technique)]].'' | ||
The '''Quick Draw''' ({{ja|居合い斬り}} ''Iai Giri'', '''Quick-Draw Cut''') is | The '''Quick Draw''' ({{ja|居合い斬り}} ''Iai Giri'', '''Quick-Draw Cut''') is [[Ike]]'s [[side special move]]. | ||
When used, Ike lunges forward a short distance across the stage (approximately halfway across {{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 the Special Button to increase the distance Ike travels and the damage and knockback of the slash (9% damage uncharged, can KO at 215%, 16% damage fully charged, can KO at 121%). 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, jab, and grab are decent follow-up options. This move can also be used while off the stage to give Ike significant horizontal recovery. It should be noted that the dash stops at platform edges, preventing one from accidentally [[SD]]'ing. Quick Draw's range and damage allows it to negate or counter many grounded approaches, such as various [[dash attack]]s, {{SSBB|Meta Knight}}'s [[Drill Rush]], or {{SSBB|Sonic}}'s [[Spin Dash]]. If used in midair, Ike becomes [[helpless]] once the move either ends its run or hits something damageable (such as opponents, Pikmin, {{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. It should be noted that when using Quick Draw to recover and aiming for the ledge, be sure to give Ike some vertical spacing, as he is still affected by [[Falling speed|gravity]] during the startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]]. | When used, Ike lunges forward a short distance across the stage (approximately halfway across {{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 the Special Button to increase the distance Ike travels and the damage and knockback of the slash (9% damage uncharged, can KO at 215%, 16% damage fully charged, can KO at 121%). 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, jab, and grab are decent follow-up options. This move can also be used while off the stage to give Ike significant horizontal recovery. It should be noted that the dash stops at platform edges, preventing one from accidentally [[SD]]'ing. Quick Draw's range and damage allows it to negate or counter many grounded approaches, such as various [[dash attack]]s, {{SSBB|Meta Knight}}'s [[Drill Rush]], or {{SSBB|Sonic}}'s [[Spin Dash]]. If used in midair, Ike becomes [[helpless]] once the move either ends its run or hits something damageable (such as opponents, Pikmin, {{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. It should be noted that when using Quick Draw to recover and aiming for the ledge, be sure to give Ike some vertical spacing, as he is still affected by [[Falling speed|gravity]] during the startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]]. | ||
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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. | 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. | ||
==Description from the Instruction Booklet== | ==Description from the ''Brawl'' Instruction Booklet== | ||
''Rush forwards while performing a powerful slash.'' | ''Rush forwards while performing a powerful slash.'' | ||
==Description from the {{for3ds}} Foldout== | |||
''Lunge forward, and slash any foe in your path. Can be charged.'' | |||
==Reverse Quick Draw== | ==Reverse Quick Draw== |
Revision as of 02:08, October 5, 2014
Quick Draw | |
---|---|
Ike's Quick Draw used in the air. | |
User | Ike |
Universe | Fire Emblem |
- This page is about Ike's side special move, Quick Draw. For the Link and Toon Link technique, see Quickdraw (technique).
The Quick Draw (居合い斬り Iai Giri, Quick-Draw Cut) is Ike's side special move.
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 the Special Button to increase the distance Ike travels and the damage and knockback of the slash (9% damage uncharged, can KO at 215%, 16% damage fully charged, can KO at 121%). 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, jab, and grab are decent follow-up options. This move can also be used while off the stage to give Ike significant horizontal recovery. It should be noted that the dash stops at platform edges, preventing one from accidentally SD'ing. Quick Draw's range and damage allows it to negate or counter many grounded approaches, such as various dash attacks, Meta Knight's Drill Rush, or Sonic's Spin Dash. If used in midair, Ike becomes helpless once the move either ends its run or 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. It should be noted that when using Quick Draw to recover and aiming for the ledge, be sure to give Ike some vertical spacing, as he is still affected by gravity during the startup of the dash, unlike moves such as Fox Illusion or Falco Phantasm.
Quick Draw is integral to Ike's 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 tilt, or a smash are all great choices to use. This technique can prove to be difficult to perform offensively, but comes in handy as a Guard Break when Ike is launched from the far edge of a stage.
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.
Description from the Brawl Instruction Booklet
Rush forwards while performing a powerful slash.
Description from the Super Smash Bros. for Nintendo 3DS Foldout
Lunge forward, and slash any foe in your path. Can be charged.
Reverse Quick Draw
In Brawl, Ike's Quick Draw can be reversed by tapping the control stick in the opposite direction a few frames after the side special move has been activated. The reverse Quick Draw has no increase to damage, knockback and has no reverse animation, this makes reversing only useful if it is used to attack behind Ike. It is interesting to note that when in Ike's running animation and activating a reverse Quick Draw, Ike will turn around and slide forward a little while charging or releasing the attack, this is probably because the running momentum has switched direction with Ike since there is no animation for the reverse Quick Draw and pushed him forward as if he didn't turn around at all.
Origin
This is one of Ike's critical hit animations in Fire Emblem: Path of Radiance. The term iai (pronounced "ee-ai") or "iaido" 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. Ironically, Ike does not display a true form of "iaido" for this attack, despite the Japanese name as there is no sheath on his person.