ooo, and if you mean akuma’s Ultra’s as finishers… think about this… Akuma’s U1 has a 3f invincibility so the opponent can not Jump In or else that is Anti Air raging demon. and akuma’s U2 is cancel-able out of a teleport… which means 2 things. he can combo into it from Cl.Fierce -> Teleport -> U2. ANDDDD you have to respect his teleport on wake up, which means you can not option select ANYTHING on his wake up, because he can just teleport and U2 on reaction, so it forces you as the opponent to change your strategy and be less offensive because you don’t want to get ultra’d.
think about it, it changes up match ups drastically. for instance, in the akuma v. ken match up. one of ken’s main strategies for pressure against akuma is Jump in O.S. EX tatsu. that way, if the jump in hits, ken is still on akuma and can continue his block string… if akuma teleports, ken will follow him with his EX tatsu and hit akuma with the last couple of hits and still apply pressure. BUT when akuma gets U2, Ken can NOT do that OS, or any OS for that matter because if the Akuma player see’s the EX Tatsu come out during his teleport, he can cancel into his U2 on reaction, and Ken will get caught. And this strategy can be applied to ALOT of Akuma’s matchups and alters it drastically. And you might say “who really Option Selects all the time”… well, my friend, in mid or high level play, they option select damn near ALLL of the time to apply pressure, score a knockdown among other things… having this threat of having a U2 come out during any given teleport eliminates a pivotal aspect of an opponents offense, and forces them to make an adjustment on the fly, which some players can not do.
so both of akuma’s ultra’s are better than evil ryu’s ultra’s in many ways. Many Matchup changing ways.