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Most Common Fighting Game Motions – Part 3, Charge Motions

This is the final part in a three part series about fighting game motions. It is highly recommended you read the first part, Circular Motions, followed by the second, Directional Motions.

Charge motions are the bane of my existence, I can’t do them at all. They are fairly simple in input, you hold one direction for a certain amount of time, then you press the opposite and press a button. However if you accidentally make a circular motion, your charge motion is ruined.

In any case, the first charge motion is the Sonic Boom motion. It is written as 4(x)6 where x is the amount of time you are required to hold back. Usually it is a second or two, nothing too long, but it does leave to a disadvantage to Ryu’s fireballs, because Ryu can move forward and then fireball, but you are stuck holding back. The Sonic Boom motion is most well known for Guile’s Sonic Boom attack.

The second charge motion i the Flash Kick motion. It is written as 2(x)8, where x is also time. It is most well known as Guile’s Flash Kick attack.

Charge moves ask for a player who can be precise in timing and can remember to hold down or back while inputting their other attacks.

That concludes this three part series on common fighting game motions. I thank you all for reading this.

Posted in Fighting Games.


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