Street Fighter Wiki
"That was a Sonic Boom that hit you, not a tank!"
Guile, Street Fighter Alpha 3 MAX

The Sonic Boom (ソニック ブーム Sonikku Buumu?) is one of Guile's and Charlie's signature special attacks, and one of the many techniques copied by Seth in the Street Fighter IV series. Shadow has a Psycho Power enhanced version named Shadow Boom (シャドウブーム?).[1]

Guile/Shadow Charge backwardArcade-Stick-Right.png+Punch
Charlie Charge backwardArcade-Stick-Right.png+Punch
(Quarter-circle forward+Punch in Street Fighter V)
Seth Quarter-circle forward+Punch


Official Super Street Fighter II artwork of Guile firing a Sonic Boom.

The user unleashes a rapidly spinning crescent-shaped wave of golden-colored ki-force (frequently aqua-colored ki-force) with a quick arm motion (that may or may not be an actual shockwave that is created by a force faster than the speed of sound, which is what an actual sonic boom is). The arm motion varies with the user: for example, Guile's is accomplished by a double-arm cross slash, while Charlie's uses only one arm.


A shot of Guile firing the Sonic Boom in Street Fighter IV.

Executed by charging backward, then pressing forward and punch, Guile has had the move ever since his debut in Street Fighter II, and it is considered one of his most powerful moves. Guile launches his Sonic Boom with two arms, and its range is the same as Ryu's Hadoken, though Guile's tend to be a little slower. This is explained by the fact that he learned this move (and his Flash Kick) from Charlie, but his hot-headed demeanor prevents him from being as proficient as Charlie. Like with most charge-motion moves, the Sonic Boom has rather fast recovery at the end of its firing animation compared to most circle-motion projectile moves.

Guile's EX Special version introduced in the Street Fighter IV series travels very fast and delivers a 2-hit combo.

Guile's Sonic Typhoon is an exclusive Super Combo that delivers a 6-hit combo in Street Fighter EX2 and the move would later get an upgrade in Street Fighter EX2 Plus and Street Fighter EX3 to an even more powerful Meteor Combo called the Sonic Boom Typhoon that delivers a 10-hit combo.

The Sonic Hurricane is a more perfected version of the Sonic Boom that frequently appears as Guile's Super Combo in various crossover appearances, his Super Art in Street Fighter X Tekken, his second Ultra Combo in Super Street Fighter IV, and his Critical Art in Street Fighter V.

Guile's V-Trigger in Street Fighter V, Solid Puncher, allows Guile to throw a Boom with each button pressed as long as the V-Trigger is active. This is similar to Charlie's Sonic Break.

Guile uses the Sonic Boom as one of his Super Smash Bros. Ultimate Assist Trophy techniques to hit distant opponents.


Nash throwing a Sonic Boom in Street Fighter V

Executed the same way as Guile's, Charlie's Sonic Booms are overall similar to Guile's, though they move faster, and Charlie does it with one arm via an inward clothesline hook with his opposite arm. Though not as useful in Street Fighter Alpha due to the series' projectile physics (which hurt its combo and dizzying ability), as well as the fact that Charlie recovers a bit slower, it is still useful as his primary projectile. Charlie also uses Flash Kicks which a Sonic Boom can effectively lead into.[2]

The Sonic Break appears as Charlie's Super Combo throughout the Alpha series, and demonstrates his mastery of the move.

In Street Fighter V, the attack is visually the same but it is much like Seth's Sonic Boom input by arranging to a quarter-circle forward motion instead of a charge motion. The EX Special version introduced in the same game allows Nash to throw a second Sonic Boom by whipping around his other arm, performing it similar to his Sonic Break - and in a similar fashion to Dee Jay's EX Air Slasher. The strength of the punch button changes not only the Sonic Boom's speed, but its startup and recovery as well.


Seth fires his own version of the Sonic Boom in Street Fighter IV.

As Seth mimics moves from some of the fighters of Street Fighter IV, he thus has the ability to unleash a discolored Sonic Boom. Executed the same way as a Hadoken, he performs the move with only one arm, similarly to Charlie, only in an outward swat with his leading arm.


The Sonic Boom is an exceptionally versatile projectile throughout its many appearances. Its speed and recovery grant it both incredible zoning capabilities and powerful combo applications.

Sonic Boom's hit effect.

The strength of the punch button pressed determines the speed of the projectile. The Light version travels the slowest, while the Heavy version travels the fastest. The Sonic Boom is an incredible tool in the neutral game. Guile is +7 on hit and even (+0) on block, making it useful for frametraps and creating space. Varying the speeds of the Sonic Booms is an important tactic that forces the opponent to adhere to Guile's gameplan, with the slightest variation in speed and frequency often throwing them off. The EX version has the fastest speed and recovery. It also hits the opponent twice, resulting in a knockdown.

The Sonic Boom can be used, as with the Hadoken, to control the horizontal field of play, forcing the enemy into movement or pushing them away. In addition, because of the minimal lag after performing the move, it can be used to set up combos by following the projectile in and launching an air attack, for example. Guile typically has no lag at all following a Sonic Boom, allowing him to move immediately, while Charlie tends to pause for a split second. However, it is still possible to perform combos using both fighters that incorporate more than one Sonic Boom.

Due to the charge time on both moves, it is usually very difficult to throw a Sonic Boom and then follow up with a Flash Kick if the opponent jumps over it at close range. This is often subverted by computer-controlled versions of Guile and Charlie; in some crossover games, the input is changed altogether so that they do not require charges.

In Street Fighter V, Nash's Sonic Boom is considerably altered to compensate for its motion input. Each strength has altered properties, with the Light Punch Sonic Boom having the fastest startup but the most recovery, while the Heavy Punch has slow startup but recovers fast enough to link afterwards. If Nash's Sonic Move V-Trigger is active, he can throw a Sonic Boom and then use the Move to warp behind his opponent and pin them against the projectile as it approaches, creating an ambiguous blocking situation.

Similar Moves[]




Marvel vs. Capcom series, Guile's versionStreet Fighter II (console ports), Guile's versionStreet Fighter Alpha series, Charlie's version with multiple throwsStreet Fighter Alpha 3, Guile's version