Ike raises his sword, then quickly dashes forwards and attacks any opponent in range with a sword slash. Ike will stop in front of the first character he runs into, regardless if the move deals damage or not; if an opponent is intangible (through spot dodging or otherwise), Ike will still end the dash at the opponent's location, dealing no damage. Quick Draw can be charged by holding the special move button to increase the distance Ike travels (approximately halfway across Final Destination uncharged, or three-quarters to nearly the entire length of the stage when fully charged), along with the damage and knockback of the slash. The uncharged version is among Ike's fastest moves. 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. The charge can't be held indefinitely in Ultimate, however. If the move does not connect, it has very punishable ending lag, especially if it is perfect shielded. Due to its high range and damage, Quick Draw can negate and/or counter attacking approaches. It should be noted that, when used on the ground, the dash stops at platform edges, preventing accidental self-destructs.
This move can also be used while off the stage to give Ike significant horizontal recovery. In Brawl contact with an opponent makes Ike immediately helpless, thus making standing in his path and taking the hit a viable gimping strategy; this is no longer the case in SSB4, as Ike now has a short timeframe after hitting an opponent in midair for performing other actions like Aether or a jump before becoming 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 and polarized, as both of his recovery moves feature high but one-directional movement. 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 - unlike in similar moves such as Fox Illusion or Falco Phantasm - Ike is still affected by gravity during the startup of the dash.
Like other special moves, Quick Draw can be reversed; however, the reversed Quick Draw has no special properties over the standard version.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
This is one of Ike's critical hit animations in Fire Emblem: Path of Radiance. The term iai (pronounced "ee-ai") or "iaidō" (lit. quick draw path) 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 (which does not involve re-sheathing).
Despite its Japanese name, Quick Draw is not a true "iaidō" since it does not involve any sort of re-sheathing. The naming most likely via the English version revolves around the terms "quick draw", "fast draw" or "quick on the draw", nodding to the speed at which Ike travels upon unleashing it.