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Quick Draw: Difference between revisions

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(some cleanup. reduced section on reversing (common property of specials, no changes to QD). removed damage data (Brawl-specific and more fit for subpages))
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|universe={{uv|Fire Emblem}}
|universe={{uv|Fire Emblem}}
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[[File:Quickdraw1.jpg|thumb|Ike charges his attack.]]
[[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)]].''
{{cquote|''Rush forwards while performing a powerful slash.''|cite=''Brawl''{{'}}s instruction manual}}
{{cquote|''Rush forwards while performing a powerful slash.''|cite=''Brawl''{{'}}s instruction manual}}
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'''Quick Draw''' ({{ja|居合い斬り|Iai Giri}}, ''[[wikipedia:Iaido|Iai]]/Quick-Draw Cutter'') is [[Ike]]'s [[side special move]].
'''Quick Draw''' ({{ja|居合い斬り|Iai Giri}}, ''[[wikipedia:Iaido|Iai]]/Quick-Draw Cutter'') is [[Ike]]'s [[side special move]].


When used, Ike lunges forward a short distance across the stage (approximately halfway across {{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 move]] button to increase the distance Ike travels, along with 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, 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 the move 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 the dash stops at platform edges, preventing one from accidentally [[SD]]'ing.
==Overview==
[[File:Quickdraw1.jpg|thumb|left|Ike charges his attack.]]
[[File:Quickdraw2.jpg|thumb|left|Ike lunges forwards and slashes his opponent.]]
Ike raises his sword, then quickly dashes forwards and attacks any opponent in range with a sword slash. 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, opponents were able to interrupt the recovery by standing in Ike's path, which caused him to become [[helpless]] if the attack connects an object other than a wall; this is no longer the case in Smash 4, as Ike has a short timeframe for performing other actions like [[Aether]] or a jump. If he doesn't do an action during this timeframe, he becomes 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 only go in a strong, singular direction. 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 he is still affected by [[Falling speed|gravity]] during the startup of the dash, unlike moves such as [[Fox Illusion]] or [[Falco Phantasm]].
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.
 
==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 or knockback and has no reverse animation; this makes it practically useless, as the player may opt to tap "backwards", relative to the direction Ike is facing. 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 most likely because the running momentum has switched direction with Ike, as there is no animation for the reverse Quick Draw, and this pushed him forward as if he didn't turn around at all.
 
==Origin==
This is one of Ike's critical hit animations in ''{{s|fireemblemwiki|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).
 
Ironically, Ike does not display a true form of "iaidō" for this attack, despite the Japanese name as there is no sheath on his person, nor does he do a re-sheathing motion of some sort. 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.


Like other special moves, Quick Draw can be [[B-reversing|reversed]]; however the reversed Quick Draw has no special properties over the standard version.
{{clrl}}
==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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SSB4-3DS challenge image P2R1C5.png|Challenge board unlock image for Close Combat.
SSB4-3DS challenge image P2R1C5.png|Challenge board unlock image for Close Combat.
</gallery>
</gallery>
==Origin==
This is one of Ike's critical hit animations in ''{{s|fireemblemwiki|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.


==Gallery==
==Gallery==
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==Trivia==
==Trivia==
*Ike can be KOed if he uses this move against an [[Inhale (King Dedede)|inhaling]] {{SSBB|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.
*Ike can be KOed if he uses this move against an [[Inhale (King Dedede)|inhaling]] {{SSBB|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.


{{Special Moves|char=Ike}}
{{Special Moves|char=Ike}}
[[Category:Fire Emblem universe]]
[[Category:Fire Emblem universe]]
[[Category:Side special moves]]
[[Category:Side special moves]]
[[Category:Ike]]
[[Category:Ike]]

Revision as of 07:02, January 20, 2017

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Quick Draw
Aerial use of Quick Draw, shown immediately after hitting opponent.
Ike's Quick Draw used in the air.
User Ike
Universe Fire Emblem
This page is about Ike's side special move, Quick Draw. For the Link and Toon Link technique, see Quickdraw (technique).
Rush forwards while performing a powerful slash.
Brawl's instruction manual
Lunge forward, and slash any foe in your path. Can be charged.
Smash for 3DS's foldout

Quick Draw (居合い斬り, Iai/Quick-Draw Cutter) is Ike's side special move.

Overview

Ike charges his attack.
Ike lunges forwards and slashes his opponent.

Ike raises his sword, then quickly dashes forwards and attacks any opponent in range with a sword slash. 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. 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 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.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Quick Draw 2. Close Combat 3. Unyielding Blade
IkeSide1-SSB4.png
Close Combat in Super Smash Bros. for Wii U.
IkeSide3-SSB4.png
"Lunge forward and slash at any foe in your path. Can be charged." "A faster forward lunge that ends with a body blow that launches foes." "Grants super armor during the charge and lunge, but the lunge is slower and shorter."
  1. Quick Draw: Default.
  2. Close Combat: Moves faster and launches foes upwards while passing through them, but deals less damage.
    In Super Smash Bros. for Nintendo 3DS, this variation is a Challenge unlock, only obtainable by destroying a total of 1000 blocks in Trophy Rush.
  3. Unyielding Blade: Grants super armor and increases damage, but doesn't travel as far or attack as fast.

Origin

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.

Gallery

Trivia

  • 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.