Charging

Charging (sometimes called holding) is a type of execution frequently used for special moves. It generally involves you holding the joystick in one direction for a set period of time, then tapping into the opposite direction and tapping a button in order to get an attack. For example, to perform a Sonic Boom, you have to hold back for a bit then tap forward and a punch.

Also to note is a charge character, who is a character built around this technique. Examples of charge characters include Guile, Urien, Dee Jay and Charlie, but there are others.

Charging is generally considered to be at a disadvantage to motion (characters who use Quarter Circle Forward motions, etc. to do moves) as you can't whip moves out at any time. However, there are some ways to make a charge character not really that far off, and keep them in line with the motion characters.

Staying Charged Up and Other Tips
There are a multitude of ways for a charge character to constantly stay charged up and ready to unleash their attacks at anytime. Mastering charges is a key offensive and defensive skill, especially with Guile's defensive game and Urien's various juggles.

Cardinial directions can be used to charge attacks. For example, Down Back will charge both a Flash Kick and a Sonic Boom for Guile. This allows you some more movement freedom while charging; back charges can let you block, walk backwards, back dash and backwards jump while down charge characters can still easily avoid attacks by crouching, and some of the ones with slides (such as Dee Jay) can even move forward while keeping a charge!

Charge times in Street Fighter VERSUS are quite short; they are about 45-50 frames depending on the attack. A good way to stay charged up constantly is to immediately begin charging for another move after executing that move. That means for a Sonic Boom, you would input Back (charge)-Forward+Punch-Back in quick succession to get a charge going quickly. It is also possible to release charge moves with cardnial directions, meaning you can release a Sonic Boom with Down Forward or perform a Flash Kick with Up Back to maintain a charge for one of the other attacks.

You are also allowed 11 frames after letting go of a charge direction to tap in the other direction required for a move in order to perform it, even though you didn't go straight from direction to direction. This is a function that allows you to, say, cancel a Standing Medium Kick into a Machine Gun Upper, which would be inputted like this: Charge Down, leave Joystick in neutral position, press MK, then tap up + punch, mash punch for a quick cancel into a down charge move from a standing attack.