

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. 4, as Ike now has a short timeframe after hitting an opponent in midair for performing other actions like Aether or a jump before becoming helpless. 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 Super Smash Bros.


This move can also be used while off the stage to give Ike significant horizontal recovery. It should be noted that, when used on the ground, the dash stops at platform edges, preventing accidental self-destructs. Due to its high range and damage, Quick Draw can negate and/or counter attacking approaches. If the move does not connect, it has very punishable ending lag, especially if it is perfect shielded. The charge can't be held indefinitely in Super Smash Bros. 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. The uncharged version is among Ike's fastest moves. 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. Ike will stop in front of the first character he runs into, regardless if the move deals damage or not if an opponent is intangible (through spot dodging or otherwise), Ike will still end the dash at the opponent's location, dealing no damage. Ike raises his sword, then quickly dashes forwards and attacks any opponent in range with a sword slash. And if you pre-hang them, the extra weight matters even less.Ike lunges forwards and slashes his opponent. They allow a nicer hold as you grab them to get closer to the wall. These burly draws are ideal for projecting overhanging routes. This is the most traditional width of nylon in sling form. More sport oriented since they're stiffer and easier to handle (versus a lightweight trad focus). They're great if you occasionally want to grab a draw, but will feel small if your main goal is projecting. This width covers the thinner side of nylon slings. They're best as multi-purpose draws to switch between sport and trad. This is why you see a bit more color to them (the nylon/polyester is the colored part). Many of these slings have a more equal amount of nylon and Dyneema/Spectra/Dynex. Sport climbers will find them "floppy." 12 - 14 mm (~1/2") If you're willing to pay a bit more for reduced weight, this is a great range to look at. The majority of material in them is Dyneema/Spectra/Dynex with only a small amount of nylon (the colored edge). These slings will still look small, especially compared to nylon.

Less weight however does come at a higher price and with slightly reduced durability. But we're here to report that these skinny slings still pass the same CE / UIAA requirements of 22kN like all the other widths. On first glance many climbers say "these are too thin!" and question the strength. Dogbone Width (mm) Dogbone Width 8 mm and under (~5/16")
