Cross your arms with such speed that you fire a rotating aerial slash. Useful for checking distant opponents or as a way to start offensive pressure.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Sonic Boom | — | — | — | — |
| H Sonic Boom | 10 | 3 | -3 | 550 |
| L Sonic Boom | 10 | 3 | -3 | 550 |
| M Sonic Boom | 10 | 3 | -3 | 550 |
| OD Sonic Boom | 10 | — | 3 | 1000 |
Evaluation
Cross your arms with such speed that you fire a rotating aerial slash. Useful for checking distant opponents or as a way to start offensive pressure.
How to Use
Notes on how Guile uses Sonic Boom — combo routes, pressure, whiff punishes — to be added.
How to Counter
All three normal versions of Sonic Boom leave Guile at the same frame disadvantage on block; only the OD version leaves him plus.
Normal versions
- [4]6LP (Light Sonic Boom)
- Guile is -3F on block — slightly minus, only a 3F move punishes
- Slow projectile speed; Guile uses it to set up drive rush from behind
- Do not back-step after blocking — it makes the rush safe
- [4]6MP (Medium Sonic Boom)
- Guile is -3F on block — same as the light version
- Intermediate projectile speed
- [4]6HP (Heavy Sonic Boom)
- Guile is -3F on block — same as light/medium
- Intended as a straight damage tool; don't take the hit
- [4]6PP (OD Sonic Boom)
- Guile is +3F on block — he acts first, don't mash
Recommended counters
Walk forward and parry — just-parry if possible, and always buffer a move so something comes out automatically on success.
- When parrying close: buffer a heavy normal with long reach
- When parrying far against [4]6LP: buffer a forward jump — at range the projectile is "safe" so Guile often holds it, making a forward jump the highest-reward option
Caution
Never reversal-jump after blocking a Sonic Boom. If Guile is playing a safe projectile, he will anti-air the jump with [2]8K. Only jump when you actually land the just-parry.

