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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.
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. Also, after using it in the air, Ike is left in a Helpless state.
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.
Quick Draw has very little offensive use. If the opponent isn't watching out for it and is at close range to Ike, he could get off a partly-charged Quick Draw. Most of the time the opponent will be smart enough to jump over Ike as he uses the move or simply move out of range of the attack. The attack will probably cover between one-half and two-thirds of Final Destination if Ike starts at the edge of the stage. Not all that impressive all things considered. It should also never be used offensively in the air. The move leaves Ike helpless and he will SD off the stage if this is used in the air. Only use it in the air for horizontal recovery. The move will have great horizontal movement in the air even when not fully charged. Charge it up as much as possible before Ike falls too far down and then release it to send him towards the stage. If Ike falls too low, he'll just go under or hit the bottom of the stage. Only use this move if he is above the ledge when recovering. Sometimes he might even hit an edge-guarding opponent with the attack as he snags the ledge. Even if the attack doesn't make it to the edge, the momentum from the move will often move Ike to the edge.
|Ike's Special Moves|
|Side Special||Quick Draw|
|Final Smash||Great Aether|
With customizations, Quick Draw can become Close Combat or Unyielding Blade.
Close Combat makes a faster forward lunge that ends with a body blow that launches foes.
- Fast on the ground
- Good distance on the ground
- Launches into the air, can start combos
- Less horizontal distance in the air
- Slower in the air
- Few moves can combo out of it or into it
The Close Combat custom variation is poor for recovery; it travels fast and far on the ground but moves slowly and covers little distance when used in the air. It launches opponents upwards, allowing for potential combos, but there aren't too many moves that can combo out of it as the move's ending lag gives opponents opportunities to DI or jump out of danger. The move doesn't combo out of anything and the few moves that can combo out of it are up aerial, neutral aerial, up tilt, and up smash.
Unyielding Blade grants super armor during the charge and lunge, but the lunge is slower and shorter.
- Possesses super armor while charging and while attacking
- Super armor goes away if charged for too long
- Slow movement
- Covers short distance both on the ground and in the air
The Unyielding Blade variation can not be interrupted during the attack because it has Super Armor frames; it also has Super Armor while Ike is charging up the move, but if charged for too long the Super Armor will go away. It moves slowly and doesn't go very far on the ground or in the air, which makes it a poor recovery option as well, although if close enough to the stage the move can be used for recovery and the Super Armor used to prevent Ike from being gimped by opponents.
|Ike's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Tempest||Furious Eruption|
|Side Special||Close Combat||Unyielding Blade|
|Up Special||Aether Drive||Aether Wave|
|Down Special||Paralyzing Counter||Smash Counter|
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 its original incarnation, which would usually One-hit KO virtually anything.
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.
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.