Hey, for the Rufus one, when he gets Ultra SGS’s, he really couldn’t get out of that set up? That’s good news for me. I’m gonna try it next time I go back to CF.
Yes, he could have. You can ALWAYS jump away from Ultra SGS, unless you’re being grabbed out of startup or recovery. And, to my knowledge, yes, this even means you can jump away at point blank, because the Ultra doesn’t automatically go into the grab.
Note the close MP didn’t combo, otherwise the counter would have shown 28 hits.
No, it was close MP. Look how Akuma’s back is turned towards the player. Still a counter hit, but irrelevant. It would have comboed if there was no way for Rufus to escape, but it didn’t, because it can’t in that situation.
Any extra frames you might get from counter hit wouldn’t mean crap, because unless you’re getting someone in recovery or startup, Akuma still warps on the spot for a good whole second before he grabs, even at point blank.
The only way I’ve seen or managed to get Ultra comboed is off an SA crumple or after stun, to be honest.
Ultra Demon sucks, IMHO, but you’ll almost never get to use the super
Its best use isn’t in that you get to USE it all the time, its in the THREAT of getting to use it. Being able to punish random whiffed (or sometimes blocked) Flash Kicks, Ultras, SRKs, etc puts the fear into your opponent, causing them to play safer than they otherwise would.
Very true. Its a lot like the old school thought of Super Turbo Ryu being a more powerful character with Super Meter just because he has it. He doesnt even have to use it its the threat that he could that ups his game so much and changes how his oppents approach him. The SGS Ultra looks to be similar in practice.
“I don’t need to punish you bitch, just watch the clock”
I guess turtling with Akuma is a good alternative (it’s boring as hell, but gets the job done) to the calssic rushdown playstyle.