Charge Motions on Hit Box


We're going old school again in Street Fighter II Super Turbo!  This time focusing on everybody's favorite turtle with a flat top Guile (and guest starring Balrog in the end).  Here's a breakdown of your quintessential charge motions on Hit Box:

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Flash Kick

Down + Back (hold)
Up + Kick (tap) (Down + Back + Up + Kick)*

 

Notice how I'm never letting go of Down-Back?  Once again we're utilizing the power of SOCD (Simultaneous Opposing Cardinal Directions; a fancy way of saying Left + Right / Down + Up).  Hit Box is set so that Up always beats Down.  In other words Jump always wins.

Simply hold Down-Back, and press Jump + Kick to override it into a Flash Kick.

You'll also notice that I'm using my Right Thumb.  This makes it extremely easy to hit Jump + Kick together, and you'll always get the timing right!  You can still use your Left Thumb, but I'm always an advocate for using my Right.  Give it a try! 

*Note: In Super Turbo you need to press the Jump input first, so I'm actually plinking Jump into Kick, but if you're a SFV player you can hit them simultaneously no problem.  Who knew?

Sonic Boom

Down + Back (charge)
Forward + Punch (release Down-Back)

With Sonic Boom I'm not using the SOCD technique since Left + Right = Neutral.  I am letting go of Down-Back before I sling my Sonic Boom.

Alternate Sonic Boom (Reaching)

If you want to go for the perfect Sonic Boom, try reaching your Index Finger over to hit Forward + Punch.  You'll always throw your Boom right away and you can go back to charging near-instantly!  This only works on Player 1 side, but boy is it hilarious.

Flash Kick Super

Down + Back (charge)
Down + Forward
Down + Back
Jump + Kick (tap) (Back + Down + Up)

This is the classic triangle motion.  Luckily it's super easy!  We can use the same SOCD technique to finish the motion from Down-Back to Up-Back by simply adding the Jump button in the end.

Back-Forward-Back-Forward

Down-Back (charge)
Forward
Back
Forward + Punch
 

In Street Fighter V this is the Sonic Hurricane Critical Art super, but Balrog is going to be demonstrating the motion for us here.

Two Sonic Booms in a row give you a super.

Alternative (Reaching)

Let's see how fast we can go!

That's it!  You just need to remember to be very concise about letting go of your Down-Back so you don't accidentally cancel your move with a Left + Right.  This isn't a problem, because there are many positive benefits to Left + Right in SFV, such as the Instant Dash technique, among others.  As you can see, it doesn't really slow you down any.

Happy Training
HBDustin