As I continue to browse the Akuma boards, I feel that it may be necessary to make this thread.
With the continuous stream of “Demon sucks” or “I found way to combo into ultra!” threads, instead of just repeatedly telling people what does (small list) and doesn’t (very large list), lets just teach everyone WHY.
Keep in mind that the information in this post when regarding “Street Fighter mechanics” is not 100%, but is a basic idea of the mechanics as they apply to Akuma’s Ultra.
Basic Mechanics of Street Fighter:
Attacks > Grab
Grabs > Block
Blocks > Attack
Sound familiar? Paper>Rock>Scissors (>Paper)
Now, there are some other things you can that don’t follow this pattern (Jumps, Focus attacks; attacks losing to throws [due to startup], EX properties, etc.) but this is the basic idea.
Throws can only be performed on someone who is NOT airborne, and CANNOT be combo’d into. This is because you can only grab someone out of a neutral state.
(When I say neutral state, this can include blocking, since the other player won’t actually be blocking unless you attack.)
If they are in block stun, jumping, or *attacking, then you cannot grab them.
*Akuma’s Ultra has invincibility on startup, allowing you to grab through attacks. This is the only aspect of his Ultra that breaks basic grab rules, and it’s only because of these few frames.
The Ultra also has a nifty property unique to Akuma, where you can cancel any normal directly into Demon. This is why c.mk xx ultra works so well as an anti-air. Other uses include baiting punishes with whiffed moves into ultra, or when caught sticking something out in an ultra flash that will kill you, you can mash demon and cross your fingers to go through theirs and connect.
This basic principle applies to supers and ultras as well. Akuma’s super and ultra BOTH are considered grabs. Thus, it is impossible to combo into his super with anything other than a Focus Attack crumple.
Cannot combo into Super or ultra, because they will be in hitstun, not neutral
Cannot Super or Ultra anyone after a FADC shoryu, because they are airborne
Cannot tick throw into Ultra, because they will jump out after the flash
Cannot reset into an Ultra, because they have time to jump out after landing
Cannot air FB into Super or Ultra, because they will be in blockstun
CAN use a properly timed Ultra as an anti air
CAN use a properly timed Ultra to punish pokes
CAN combo a **Super **or **Ultra **off of a Focus Attack
CAN use a Super at point blank range, and it will be inescapable after the flash
CAN use a Super as a tick throw; opponent cannot jump out unless it was a psychic jump
CAN use **Super **or **Ultra **to **punish **various moves (http://forums.shoryuken.com/showthread.php?t=179810 Thanks MuKen)
I hope this is helpful, as well as lightens up some of the false love (or hate) for the SGS.