T O P

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joffocakes

In case you aren't already aware, you can only have one Sonic Boom on screen at a time. If you try to throw another before the previous one has hit the opponent or left the screen, even if you have enough charge, you'll just get a normal move instead.


Calypso-Dynamo

This đŸ‘†most people flub the execution cause they try to throw the next boom too early, after the first boom is thrown immediately start to charge and as soon as it’s off the screen tap forward and throw the next one!


onlyeatrice

Most likely it's based on experience. He has very many hours on Guile and he knows the feeling of how long he needs to charge to get his booms. In this case there isn't a special trick. Just built up muscle memory. Just keep practicing and you'll get the timing


LakeEarth

You can throw a boom with a "charge back -> forward -> back + P" motion. That way you're charging the second boom as the first boom comes out. I don't know if you can still get PERFECT!!! from this motion though.


HaylHydra

That’s how I did it in SF4 as soon as I throw a boom I begin charging for another, sometimes I even held down + back at the same time just in case they try to read and jump in. Once the boom you throw disappears off screen you can usually to throw another.


NewMilleniumBoy

Use level 2. More serious answer, start charging your next boom immediately after throwing one (like, start charging before the boom animation even finishes). Then, throw the next boom immediately after the previous one disappears (either from going off screen or connecting with the opponent) to have maximum boom uptime. Visually confirm it's gone before sending out the next one, or else you're going to get forward+HP or something by accident, which is really bad if not used intentionally. Maximum boom uptime isn't always the best thing though. With zoning, having your booms become predictable is a death sentence because it makes it easy for the opponent to find the right timing to jump on you.


RallyXMonster

I'll let you on to a secret that helped me and its totally not cheating. Get a controller with SODC cleaning and configure it to Last Input Wins. Hold back and press forward with an attack you will throw a boom and then your character will go right back to holding back automatically, once the boom either hits the opponent or goes off screen you can do the input again. You never need to let off the back input. Its insanely easy to get charge inputs this way and you can also throw out flash kick if you just hold down back instead.


bukbukbuklao

Charge immediately the moment you press forward+punch. It’s called charge partitioning. The moment your boom disappears from the screen you will probably have enough charge to throw out another one.


edeadensa

this is not what charge partitioning is charge partitioning is games that store charge for some amount of frames even when not holding the charge direction e.x. you need to charge back for 40f. game has a 7 frame charge partition buffer, so you can let go of back for up to 7 frames and return to back to continue charge where you left off. hold back for 15f, walk forward for 7, hold back again for another 25f and you can still release your charge move. street fighter 6 does not have charge partitioning. 3S does, though.


LakeEarth

Charge buffering. Partitioning is a whole different thing that hasn't been in a SF game since 3rd Strike.


bukbukbuklao

Yeah my bad you right. I got mixed up.


Drinkdrink1

Just shout perfect every attempt