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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. 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. |
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− | [[Image:Quickdraw1.jpg|thumb|Ike charges his attack.]] |
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+ | ==Overview== |
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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. It was confirmed at the [[Smash Bros. DOJO!!]]. |
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+ | The move can be executed very quickly, making it one of Ike's fastest moves. 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. 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]]. |
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− | + | Quick Draw's high priority allows it to negate or counter many grounded approaches, such as various [[Dash attack]]s, [[Meta Knight (SSBB)|Meta Knight's]] [[Drill Rush]], or [[Sonic (SSBB)|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]]. |
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⚫ | 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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+ | Quickdraw1.jpg|Ike charging Quick Draw. |
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⚫ | Ike can be killed if he uses this move against an [[Inhale |
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==Origin== |
==Origin== |
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The Quick Draw move is most likely based on Ike's critical hit animation from ''Path of Radiance.'' The move is however, just like [[Aether]], severely toned down from it's original incarnation, which would usually one-hit KO virtually anything. |
The Quick Draw move is most likely based on Ike's critical hit animation from ''Path of Radiance.'' The move is however, just like [[Aether]], severely toned down from it's original incarnation, which would usually one-hit KO virtually anything. |
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− | == |
+ | ==Vs. Inhale== |
⚫ | Ike can be killed if he uses this move against an [[Inhale#King Dedede|inhaling]] [[King Dedede (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 his death. 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. |
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+ | ==Charge Tackle== |
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⚫ | 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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[[Category:Fire Emblem universe]] |
[[Category:Fire Emblem universe]] |
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[[Category:Attacks]] |
[[Category:Attacks]] |
Revision as of 13:42, 27 January 2012
The Quick Draw (居合い斬り Iai kiri, lit. "Drawing Cut") is Ike's Side Special move. When used, Ike lunges forward a short distance across the stage (approximately halfway across 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.
Overview
The move can be executed very quickly, making it one of Ike's fastest moves. 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. 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 SDing.
Quick Draw's high priority allows it to negate or counter many grounded approaches, such as various Dash attacks, 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's Remote Missile, 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 gravity during the dash, unlike moves such as Fox Illusion or Falco Phantasm.
Ike's Special Moves | |||
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Brawl | 3DS/Wii U | Ultimate | |
Standard Special | Eruption | ||
Side Special | Quick Draw | ||
Up Special | Aether | ||
Down Special | Counter | ||
Final Smash | Great Aether |
Origin
The Quick Draw move is most likely based on Ike's critical hit animation from Path of Radiance. The move is however, just like Aether, severely toned down from it's original incarnation, which would usually one-hit KO virtually anything.
Vs. Inhale
Ike can be killed 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 his death. 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.
Charge Tackle
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.