That’s for free actually. You retain control of your character until the opponent falls on the ground or until the timer runs out. Or until you get owned up by a glitch (as in the case of the combo against Vega).
In SFTM, the main combo deterrent is that the higher the combo counter gets, the more pushback each hit creates. So if you’re midscreen and you’re midway into a 60-hit combo, the next hit will knock them clear across the screen. The 62nd hit will knock them even further, and so on. Each of these are instant combo enders.
The rules change a little bit when you’re dealing with a dead character, but a lot of the same stuff applies. The rules also change randomly, but maybe it has something to do with a hidden counter looping or resetting. Whatever.
So you have to use the corner to stop this pushback madness from happening. Problem is, once they touch the corner, hitting them pushes you back and the same rule applies. So every one of those combos is designed to circumvent that whole system by knocking the opponent into the corner, out of the corner, into the corner, and so on and on. Every time i do Handcuffs against a cornered opponent fairly deep into a combo, the game tries to push Guile clear off the screen. Sometimes the pushback lasts so long that Guile barely moves forward while walking, for a good 3-5 seconds.
Anyway the second combo starts with Akuma teleport into the corner while Guile is cornered, so of course they get stuck in the same spot cuz it would take some kind of programming GENIUS to anticipate this happening and push Guile out of the corner. So of course this leads to an infinite combo setup which i use to do random links without fear of pushback, until i get bored. After the opponent dies, you get to keep juggling them until either they hit the ground or until the timer runs out. Akuma tries to recover from handcuffs a bunch of times but he’s dead so it doesn’t quite work out for him. If he’s closer to the ground when he breaks out, he can actually recover and keep fighting after he’s dead! But i prevent that from happening by making sure that he’s high in the air whenever Handcuffs expires.
Btw, the SFTM combo against Akuma is actually 113 hits, but the calculator freaks out once the combo counter maxes out. It’ll randomly change the numbers like … 95, 96, 97, 98, 99, 93, 97, 91, 96, 94, 98, etc.