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Oldseph Custom Combo s.214A Explanation and Applications

Feb 17th, 2024 (edited)
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  1. Explanation:
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  3. Oldseph's s.214A within CC has the property of being extended up to 58 hits by inputting buttons other than S in rapid succession. Ideally you will be inputting a button every single frame if you want to get the most amount of hits possible. Contrary to what was previously thought, any A, B, and C inputs are valid in whatever order, that includes multiple button inputs on the same frame such as ABC if you have it mapped. This doesn't change much, as the most effective way to input as many buttons as possible is sliding across your buttons as fast as you can, as opposed to doing them cleanly and repetitively. If you don't input anything, CC s.214A automatically does 13 hits, but if you want to optimally extend it, you must start mashing AS SOON as you input s.214A. interestingly, it seems your inputs chain together in a way, because if you start with optimal mashing and slow down to where it would drop, it doesn't end right away. From what I can tell, it just needs a certain number of inputs to be performed fast enough, and isn't based off of how fast you're mashing at each moment. I don't have an exact number pinpointed of how close your inputs need to be, but a frequency of 1 input every other frame is only enough to get to 24, which is exactly halfway, and a different input every single frame is enough to reach 58. These are when performed by inputting buttons the moment CC s.214A is inputted. Inputs are accepted before s.214A even begins hitting, and even when buffered into from normals such as s.5b/c. Other than this there are no tricks, it is very straightforward yet extremely difficult nonetheless. Mash A, B, and C as fast as possible. I can only perform up to 53 hits, so much of the following will be based off of getting sub optimal damage from it, instead of assuming most people (anyone) can perform 58
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  6. Applications:
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  8. While not game breaking, the uses for this are very useful for Oldseph. When extended to 17 (hits done before it in a combo do not count, only the amount of hits from CC s.214A itself count) or less hits, it sends the opponent flying away, which they can easily tech from. Due to this and it naturally doing less hits, you never want to do less than 18 hits. When extended to at least 18 hits it gives a close hkd on grounded opponents that gives enough time for basic strike throw oki on all characters, but it's generally worse than oki off of a 360. When done on an airborne opponent, no matter the number of hits, they can almost always tech before they hit the ground, though you're never punishable. As an anti air, as long as you can mash to around 38 hits, it becomes a better option than 236AA in most cases, since that's the amount of damage it does on average defense characters. CC s.214A is air unblockable compared to 236AA, however it is slightly slower and not as vertical. It also doesn't give a guranteed hkd like 236AA does. I would still way that it's a better option than 236AA unless you're hitting a stand separated from the opponent (Ebony Devil, remote mode stands, etc.) or a really outstretched hurtbox, especially if you can mash above 38 hits, since CC s.214A effectively ignores defense because every hit does 1 point of damage. As for use in combos, if you can mash to around 50 or more hits, it is generally your highest damage combo ender excluding impractical loops or combos into 720. However I wouldn't recommend it if you are able to combo into grabs, since CC s.214A as an ender doesn't grant you any additional meter, and the oki you get afterwards will have CC disabled, which means the opponent will only have to worry about getting grabbed, since your meaties aren't really a threat otherwise. The times you would really want to combo into it are when you meaty your opponents wakeup or landing recovery for huge damage. Also while small, it doesn't build any meter for your opponent either since it's done within CC. A less practical application of it is you can combo multiple of these together on an airborne opponent, assuming they are close enough and at the right height that when it ends, you can input a normal the frame s.214A ends and cancel into it again. This is extremely hard and you'd be better off focusing on getting the max number of hits from doing it a single time.
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  11. Conclusion and Closing Thoughts:
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  13. With all this taken into consideration, I think it's best used as an anti air in matchups where Oldseph struggles to do so, such as against Chaka, Devo, and Rubber, or against jumpy players you're having a hard time catching on the ground, and as a combo tool when you're hitting from a meaty/can't combo into grabs. I think it's very strong at doing both of these things, to the point where I'd argue getting good at performing as many hits as possible, or at least get to where you can consistently do above 30 hits to make it worthwhile in general. Otojo is mostly to thank for all this, as he's one of the only Oldsephs I've seen consistently utilize CC s.214A, and at a high level. He's what inspired me to get good at it and it's been a great addition to my Oldseph play, and I can only hope this benefits other people as well.
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