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 Kiri'', '''Drawing Cut''') is [[Ike (SSBB)|Ike]]'s [[side special move]] that was confirmed at the [[Smash Bros. DOJO!!]].
The '''Quick Draw''' ({{ja|居合い斬り}} ''Iai Giri'', '''Quick-Draw 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 (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 [[Self-destruct|SDing]]. Quick Draw's range and damage 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 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 startup of 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 (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 [[Self-destruct|SDing]]. Quick Draw's range and damage 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 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 startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]].
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