Quick Draw: Difference between revisions

Moved manual descriptions to the top of the page.
(Undid edit by INoMed:)
(Moved manual descriptions to the top of the page.)
Line 10: Line 10:
[[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}}, ''[[wikipedia:Iaido|Iai]]/Quick-Draw Cutter'') is [[Ike]]'s [[side special move]].
 
{{cquote|''Rush forwards while performing a powerful slash.''|cite=''Brawl''{{'}}s instruction manual}}
{{cquote|''Lunge forward, and slash any foe in your path. Can be charged.''|cite=''Smash for 3DS''{{'}}s foldout}}
 
'''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 {{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 move]] button to increase the distance Ike travels, along with 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, even after the move's charging is completed, which means that this move can be an unavoidable [[tech-chase]] option at close range. If the move does not connect, it has very [[punish]]able ending lag, especially if the move 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 the dash stops at platform edges, preventing one from accidentally [[SD]]'ing.
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 move]] button to increase the distance Ike travels, along with 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, even after the move's charging is completed, which means that this move can be an unavoidable [[tech-chase]] option at close range. If the move does not connect, it has very [[punish]]able ending lag, especially if the move 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 the dash stops at platform edges, preventing one from accidentally [[SD]]'ing.


This move can also be used while off the stage to give Ike significant horizontal recovery. In Brawl, opponents were able to interrupt the recovery by standing in Ike's path, which caused him to become [[helpless]] if the attack connects an object other than a wall; this is no longer the case in Smash 4, as Ike has a short timeframe for performig other actions like [[Aether]] or a jump, if he doesn't do an action during this timeframe, he becomes 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. 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 he is still affected by [[Falling speed|gravity]] during the startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]].
This move can also be used while off the stage to give Ike significant horizontal recovery. In Brawl, opponents were able to interrupt the recovery by standing in Ike's path, which caused him to become [[helpless]] if the attack connects an object other than a wall; this is no longer the case in Smash 4, as Ike has a short timeframe for performig other actions like [[Aether]] or a jump, if he doesn't do an action during this timeframe, he becomes 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. 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 he is still affected by [[Falling speed|gravity]] during the startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]].
==Description from the ''Brawl'' Instruction Booklet==
''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==