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:
Play the GIF videos with sound.
Slow the video speed to slow motion. (PC Only)
Watch my fingers frame-by-frame by pausing the video and clicking 'Step Forward' (PC Only)
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?
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.
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.
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.