Quick Draw: Difference between revisions

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The '''Quick Draw''' (居合い斬り ''Iai kiri'', lit. "Drawing Cut") is [[Ike (SSBB)|Ike]]'s [[side special move]] that was confirmed at the [[Smash Bros. DOJO!!]].
The '''Quick Draw''' (居合い斬り ''Iai kiri'', lit. "Drawing Cut") is [[Ike (SSBB)|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 (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 Button to increase the distance Ike travels and the damage and knockback of the slash. 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 U-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 [[Self-destruct|SDing]]. Quick Draw's high priority allows it to negate or counter many grounded approaches, such as various [[Dash attack]]s, Meta Knight's [[Drill Rush]], or Sonic's [[Spin Dash]]. If used midair, Ike becomes [[helpless]] once the move either ends its run or it hits something damageable (such as opponents, Pikmin, [[Snake (SSBB)|Snake's]] [[Remote Missile]], [[Waddle Dee Toss|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 [[Falling speed|gravity]] during the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]].
When used, Ike lunges forward a short distance across the stage (approximately halfway across [[Final Destination (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 Button to increase the distance Ike travels and the damage and knockback of the slash. 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 U-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 [[Self-destruct|SDing]]. Quick Draw's high priority allows it to negate or counter many grounded approaches, such as various [[Dash attack]]s, 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 it hits something damageable (such as opponents, Pikmin, [[Snake (SSBB)|Snake's]] [[Remote Missile]], [[Waddle Dee Toss|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 [[Falling speed|gravity]] during 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.
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.
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