|Street Fighter Alpha 3||Super Combo||+|
|Marvel vs. Capcom 2: New Age of Heroes||Hyper Combo||+|
|SNK vs. Capcom: SVC Chaos||Exceed||+|
|Super Street Fighter IV||Ultra Combo II||+|
|Street Fighter X Tekken||Super Art||+|
|Street Fighter V||Critical Art||+|
Guile unleashes a massive Sonic Boom which whirls in place directly in front of him, dealing significant damage to any foe caught in it. The Level depends on how many hits it does due to how long it will last.
In the crossovers (especially in Marvel vs. Capcom 2), the move has a vacuum effect and can deal as much hits as the original Level 3 version, also boasting an increased range.
The SVC Chaos version however, has smaller range and does not have a vacuum effect, and is mainly placed directly in front of Guile. This stays true in the Street Fighter IV version as well.
In the EX series, the Sonic Boom Typhoon is an alternate version of this attack.
In Street Fighter V, Charlie uses the technique as his Critical Art move, named Judgement Saber. Instead of a charged attack, it is part of his Super animation after his opponent is hit. Upon hit, Charlie hides in black mist and uses the Sonic Hurricane from behind his opponent into their head. The move is vertical instead of horizontal, Charlie does it instantly without prepping for it or announcing the name, and does the exact amount of damage as Guile's fully charged version from Ultra Street Fighter IV doing 350 damage, although he deals it in 10 hits, unlike Guile's 6 hits version.
Guile has the Sonic Hurricane as his Critical Art in Street Fighter V. Before he does the move, his muscular arms pump up. If performed while the Solid Puncher V-Trigger is active, the Sonic Hurricane will transform into the Sonic Tempest, which increases the number of hits and area of effect. Doing this will completely drain the V-Trigger gauge.
In the Street Fighter IV games, a player can use a level 2 or 3 Focus Attack, then Dash Cancel into a Guile High Kick, follow with a Flash Kick, and then use a Focus Attack to dash cancel into the Ultra Combo. Defensively, the attack makes a good counter if an opponent is moving towards Guile or coming down from a predictable jump.
When executing the move in Street Fighter IV, it must be done in such a way that the opponent doesn't wind up directly in front of Guile when it starts. If this happens, there is a small "dead zone" directly in front of Guile where an opponent can safely stand without being damaged by the attack, leading to a surefire counter.