Editing User:Yo'ster/Desyncing updates

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===Forward-throw-forward-air===
===Forward-throw-forward-air===
'''Forward-throw-forward-air''', abbreviated as "fthrow fair", and also known as "the dunk", is a tech which has each of the duo acting differently while reading the push of the jump and attack buttons, along with the left stick being angled forward, resulting in one climber forward throwing an opponent, while the other performs a short-hop forward air. This can be used as a combo starter onstage, or a way to take stocks at early percentages near the edge. The timing of the partner's foward air is fairly lenient, and can be adjusted to adapt to different matchups and positions. For example, a large opponent may have a hurtbox close enough to connect with the aerial's sourspot, so a slightly later forward air that doesn't land until the target has begun to take knockback from the throw allows it to connect with the sweetspot. This also comes in handy if the duo isn't very close to the ledge. Knocking the enemy away slightly right before spiking them ensures that they'll be positioned far enough forward to be KO'd once they are spiked.  
'''Forward-throw-forward-air, abbreviated as "fthrow fair", and also known as "the dunk", is a tech which has each of the duo acting differently while reading the push of the jump and attack buttons, along with the left stick being angled forward, resulting in one climber forward throwing an opponent, while the other performs a short-hop forward air. This can be used as a combo starter onstage, or a way to take stocks at early percentages near the edge. The timing of the partner's foward air is fairly lenient, and can be adjusted to adapt to different matchups and positions. For example, a large opponent may have a hurtbox close enough to connect with the aerial's sourspot, so a slightly later forward air that doesn't land until the target has begun to take knockback from the throw allows it to connect with the sweetspot. This also comes in handy if the duo isn't very close to the ledge. Knocking the enemy away slightly right before spiking them ensures that they'll be positioned far enough forward to be KO'd once they are spiked.  


The tech's name is made very simple and self-explanatory in spite of its importance to high-level usage of the Ice Climbers, with it simply being the names of the moves strung together.
The tech's name is made very simple and self-explanatory in spite of its importance to high-level usage of the Ice Climbers, with it simply being the names of the moves strung together.

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