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Super Smash Bros. 4

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}}, ''[[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==

Revision as of 12:27, November 28, 2015

Quick Draw
Ike quickdraw aerial.jpg
Ike's Quick Draw used in the air.
User Ike
Universe Fire Emblem
Ike charges his attack.
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).
Rush forwards while performing a powerful slash.
Brawl's instruction manual
Lunge forward, and slash any foe in your path. Can be charged.
Smash for 3DS's foldout

Quick Draw (居合い斬り, 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 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 punishable ending lag, especially if the move is perfect shielded. Due to its high range and damage, Quick Draw can negate and/or counter attacking approaches. 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 gravity during the startup of the dash, unlike moves such as Fox Illusion or Falco Phantasm.

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 it practically useless, as the player may opt to tap "backwards", relative to the direction Ike is facing. 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 most likely because the running momentum has switched direction with Ike, as there is no animation for the reverse Quick Draw, and this 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, nor does he do a re-sheathing motion of some sort.

Customization

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

1. Quick Draw 2. Close Combat 3. Unyielding Blade
Quick Draw
Close Combat
Unyielding Blade
"Lunge forward and slash at any foe in your path. Can be charged." "A faster forward lunge that ends with a body blow that launches foes." "Grants super armor during the charge and lunge, but the lunge is slower and shorter."
  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.

Gallery

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.