Quick Draw: Difference between revisions

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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 {{SSBB|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. If the move does not connect, it has very [[punish]]able ending lag, especially if it 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, when used on the ground, the dash stops at platform edges, preventing accidental [[self-destruct]]s.
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 {{SSBB|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. If the move does not connect, it has very [[punish]]able ending lag, especially if it 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, when used on the ground, the dash stops at platform edges, preventing accidental [[self-destruct]]s.


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 [[gimp]]ing strategy; this is no longer the case in ''[[SSB4]]'', as Ike now has a short timeframe 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 [[Falling speed|gravity]] during the startup of the dash.
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 [[gimp]]ing strategy; this is no longer the case in ''[[SSB4]]'', as Ike now has a short timeframe for performing other actions like [[Aether]] or a jump before becoming helpless. However, if Ike hits an aerial opponent while using Quick Draw in the air, it will not leave him 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 [[Falling speed|gravity]] during the startup of the dash.


Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however the reversed Quick Draw has no special properties over the standard version.
Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however the reversed Quick Draw has no special properties over the standard version.
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==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
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