Quick Draw
Ike quickdraw aerial.jpg
Ike's Quick Draw 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).

The Quick Draw (居合い斬り Iai Giri, Quick-Draw Cut) 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 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 SDing. 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 Instruction Booklet

Rush forwards while performing a powerful slash.

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.