COMBO ROUTESA.K.I. Combos & Okizeme
Practical routes organized by starter, resources, corner position, and knockdown.
YEAR 4 COMBO & OKIZEME GUIDEClassic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
2026-08-31 updatedYear 4 / 2026-08-03 battle balance update
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
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CONTENTSESSENTIAL ROUTES01Notation
DR = Parry Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
☠ = the opponent is poisoned
Serpent Lash = 236P
Nightshade Pulse = 214LP
Nightshade Chaser = Nightshade Pulse > 6HP
Orchid Spring (poison pool) = 214MP
Toxic Wreath = 214HP
Cruel Fate = 214K
Snake Step = 236K
Sinister Slide = 2PP
Venomous Fang = Sinister Slide > P
Heel Strike = Sinister Slide > K
Entrapment = Sinister Slide > LP+LK
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
OD Nightshade Chaser
OD Nightshade Pulse into Nightshade Chaser applies poison even on a normal block, including against burned-out opponents. It does not apply poison if Drive Parried.
Qiong Qi: st.HP > HP
Without poison, the 2nd hit now causes a spinning knockdown with longer launch time, allowing follow-ups at close range or in the corner. Against a poisoned opponent, it still triggers Toxic Blossom.
6HP
Active duration changed from 3F to 4F, and block advantage from -4F to -3F. Meaty setups from +18F became stronger.
cr.HP
On Punish Counter, this poisons the opponent.
L Cruel Fate
Hit advantage changed from +1F to +2F, and the lower hurtbox was reduced.
Back to top ↑COMBO ROUTES0310 essential starter combos
1 Basic light-attack route
cr.LP > cr.LP > st.LK > H Serpent Lash
H Serpent Lash leaves approximately +44F.
low starter
cr.LK > cr.LP > cr.LP > H Serpent Lash
2. Basic st.MK route
st.MK > st.MP > H Serpent Lash
Continue into wake-up pressure at +44F after H Serpent Lash.
3. st.MP into a safe buffered follow-up
st.MP > Toxic Wreath
Toxic Wreath leaves approximately +40F on hit and is -4F on block.
4 st.MPDrive Rush
st.MP > CDR st.MK > st.HK > Heel Strike > cr.LPx2 > st.LK > H Serpent Lash
5 DR low
DR cr.LK > st.MP > H Serpent Lash
DR cr.LK
hit: +7F
block: +2F
6 DR overhead
DR 3MP > st.MP > H Serpent Lash
hit: +7F
block: +2F
7 DR cr.MK
DR cr.MK > st.HK > Heel Strike > cr.LPx2 > st.LK > H Serpent Lash
DR cr.MK
hit: +9F
block: +5F
8 st.HK Punish Counter
st.HK PC > H Cruel Fate > cr.LPx2 > st.LK > H Serpent Lash
9 cr.HK Punish Counter
cr.HK PC > M Serpent Lash
extension
cr.HK PC > DR st.MP > Heel Strike > L Serpent Lash
/ Year4 cr.HK PC
10. H Serpent Lash: Toxic Blossom against a poisoned opponent
cr.LPx2 > st.LK > H Serpent Lash☠ > DR cr.MP > H Serpent Lash
Return to +44F wake-up pressure.
Back to top ↑ESSENTIAL ROUTES04M Serpent Lash against a poisoned opponent
M Serpent Lash☠ > Toxic Blossom > crumple at +69F
Example
M Serpent Lash☠ > st.HK > Heel Strike > L Serpent Lash
corner
M Serpent Lash☠ > st.HK > Toxic Wreath > DR st.HK > Venomous Fang > Orchid Spring
Damage plus poison-pool setup.
Back to top ↑ESSENTIAL ROUTES05Toxic Blossom from H Serpent Lash
H Serpent Lash > hit +44F
H Serpent Lash☠ > Toxic Blossom > crumple at +53F
anti-air Example
H Serpent Lash☠ > M Serpent Lash
Using 1 meter bar
H Serpent Lash☠ > DR st.HK > Venomous Fang
high damage Example
H Serpent Lash☠ > DR st.HK > OD Cruel Fate > DR st.MP > M Serpent Lash☠ > DR st.HK > OD Cruel Fate > SA3
Back to top ↑ESSENTIAL ROUTES06Year4: Qiong Qi
Qiong Qi
= st.HP > HP
Without poison: knockdown at approximately +34F.
With poison: Toxic Blossom into a knockdown at approximately +54F.
Example against a poisoned opponent
Qiong Qi☠ > M Serpent Lash
extension
Qiong Qi☠ > DR st.HK > Toxic Wreath > DR cr.HP
Back to top ↑ESSENTIAL ROUTES07OD Serpent Lash
Without poison
OD Serpent Lash > hit +4F
With poison
OD Serpent Lash☠ > Toxic Blossom > crumple at +71F
Example
cr.MP > OD Serpent Lash > st.LK > M Serpent Lash
Then
> forward dash st.LK > Heel Strike > L Serpent Lash
Back to top ↑COMBO ROUTES08DR MP starters
DR st.MP > hit +7F > block +1F
hit Example
DR st.MP > cr.MP > OD Serpent Lash > st.LK > M Serpent Lash☠ > walk forward slightly > H Serpent Lash
After the opponent blocks
Options: cr.LP, throw, or walk back to shimmy.
Back to top ↑COMBO ROUTES09Invincible-Reversal Punishes
basic
st.HK PC > H Cruel Fate > cr.LPx2 > st.LK > H Serpent Lash
Approximately 3000 damage plus +44F wake-up pressure.
For maximum damage, extend with OD Serpent Lash and Toxic Blossom.
Back to top ↑ESSENTIAL ROUTES10Corner: without poison
cr.MP > OD Serpent Lash > st.LK > M Serpent Lash > follow-up options
After Toxic Blossom:
• st.HK
• Toxic Wreath
• Heel Strike
• Venomous Fang
• Orchid Spring
Choose a follow-up from these options.
Back to top ↑ESSENTIAL ROUTES11Corner poison-pool setup route
M Serpent Lash☠ > st.HK > Toxic Wreath > DR st.HK > Venomous Fang > Orchid Spring
After placing the poison pool: approximately +38F.
Continue into corner setplay.
Back to top ↑SETPLAY12Key Frame Advantage by Ender
H Serpent Lash > +44F
M Serpent Lash > +44F
M Serpent Lash Toxic Blossom > crumple at +69F
H Serpent Lash Toxic Blossom > crumple at +53F
OD Serpent Lash Toxic Blossom > crumple at +71F
Toxic Wreath > +40F
Nightshade Chaser / projectile explosion > approximately +42F
OD Cruel Fate > +42F
H Cruel Fate airborne hit > +41F…
OD Nightshade Pulse > +45F…
cr.HP > +27F
cr.HK PC > +48F
Qiong Qi without poison > +34F
Qiong Qi with poison > +54F
forward throw > +19F
back throw > +27F
SA1 > +30F
SA2 > +30F
SA3 > +30F
Back to top ↑1 H Serpent Lash +44F: Important
H Serpent Lash > +44F
two forward dashes
A.K.I.'s forward dash takes 19F.
44 - 19 - 19
= +6F
From there:
• cr.MK
• st.HK
• throw
An immediate throw is slightly too early; delay it by a few frames.
2 H Serpent Lash +44 > DROkizeme
H Serpent Lash > DR
Options
DR st.MP > strike
DR cr.MK > low
DR 3MP > overhead
DR throw > throw
Stop DR early and walk back to shimmy.
3 H Serpent Lash +44 > 6HP active-frame meaty
Pattern A
+44 > cr.LK > cr.LK > 6HP
Pattern B
+44 > st.MP whiff > 6HP
Leave approximately +18F, then connect 6HP on its later active frames.
Approximate values
hit: +6F
block: 0F
On hit
> st.MP > H Serpent Lash
4 +37F > forward dash > 6HP
+37F situation > forward dash (19F) > +18F remaining > 6HP as a late-active-frame meaty
Approximate values
hit: +6F
block: 0F
5 +32F > cr.LP whiff > 6HP
+32F > whiff cr.LP (14F) > +18F remaining > 6HP as a late-active-frame meaty
6 +31F > st.LP whiff > 6HP
+31F > whiff st.LP (13F) > +18F remaining > 6HP as a late-active-frame meaty
Back to top ↑SETPLAY14+18F > 6HP Setplay
Learn the following as variations of the same setup.
+44 > cr.LKx2 > +18
+37 > forward dash > +18
+32 > cr.LP whiff > +18
+31 > st.LP whiff > +18
From there:
> 6HP active-frame meaty
Back to top ↑COMBO ROUTES15Safe jump after H Serpent Lash
H Serpent Lash > +44F
Depending on spacing:
• forward jump HP
• Jcr.HP
Choose between these options as appropriate.
Recovery choice, spacing, and corner position affect the setup. Confirm a consistent route in Training Mode.
Back to top ↑COMBO ROUTES16safe jump > shimmy
j.HP safe jump > make the opponent block > walk back slightly > bait a throw tech > st.HK PC
From there:
st.HK PC > H Cruel Fate > light attacks > H Serpent Lash > +44F again
Back to top ↑ESSENTIAL ROUTES17OD Cruel Fate
OD Cruel Fatehit > +42F
A baseline for a safe jump.
OD Cruel Fate on block > +2F
From there:
• cr.LK
• throw
Against delayed throw techs:
• cr.MK
• st.HK
Back to top ↑ESSENTIAL ROUTES18After forward throw
forward throw > +19F
Options
Options: DR st.MP, DR cr.MK, DR throw, or wait and observe.
Back to top ↑ESSENTIAL ROUTES19After a back throw
back throw > +27F
After switching sides in the corner, for example:
• 6HP
• 6HK
• DR strike
These are easier to time as meaties.
Back to top ↑ESSENTIAL ROUTES20Toxic Wreath +40F
Toxic Wreath > +40F
From there:
• DR st.MP
• DR cr.MK
• DR 3MP
• DR throw
• shimmy
Back to top ↑ESSENTIAL ROUTES21Poison pool at +38F
corner
Combo > Venomous Fang > Orchid Spring
After placement: approximately +38F.
From there, use DR into:
• st.MP
• cr.MK
• 3MP
• throw
• shimmy
The opponent will want to escape the poison pool. Watch for:
• jump
• walk forward
• invincible reversal
Aim to catch these escape attempts.
Back to top ↑ESSENTIAL ROUTES22Poison pool into late-active Nightshade Pulse
Venomous Fang☠ > Orchid Spring > Nightshade Pulseactive-frame meaty
A late-active blocked hit can leave approximately +12F in some cases.
From there:
Continue pressure with 6HK or another suitable option.
Watch out for invincible reversals.
Back to top ↑ESSENTIAL ROUTES23New in Year 4: OD Nightshade Chaser applies poison on block
OD Nightshade Pulse > Nightshade Chaser > block
In Year 4, this poisons the opponent.
Drive Parry prevents the poison application.
When to use it
The aim here is to apply poison on block rather than force point-blank pressure.
Poison the blocking opponent > make them move > use L Serpent Lash, a preemptive st.MK, anti-air H Serpent Lash, or a whiff punish.
Look for these opportunities.
Back to top ↑ESSENTIAL ROUTES24Key properties of Drive Rush attacks
DR cr.LK > hit +7 / block +2
DR st.MP > hit +7 / block +1
DR cr.MK > hit +9 / block +5
DR 3MP > hit +7 / block +2
From H Serpent Lash at +44:
overhead
low
throw
shimmy
Build pressure around these options.
Back to top ↑6HK > startup 14F > hit +4 > block +2
Avoids lows from frame 11 onward.
After the opponent blocks
Options: walk forward and throw, cr.LP, or walk back to shimmy.
Back to top ↑COMBO ROUTES26SA2 poison pool
SA2 > startup 7F > Damage2600 > hit after+30F
After the attack, it leaves a large poison pool that lasts a long time.
This can coexist with regular Orchid Spring.
basic
SA2 > keep the opponent inside the poison pool > strike / throw / overhead > Toxic Blossom > a large combo.
Back to top ↑SA3 > 4000
CA > 4500
startup 10F
On hit: hard knockdown at +30F.
At the end of a Toxic Blossom combo, this provides substantial damage to finish the round.
Back to top ↑ESSENTIAL ROUTES28Against a stunned opponent
basic
Orchid Spring > j.HP > st.MK > st.MP > M Serpent Lash
Depending on the remaining Drive meter:
• st.HK
• OD Serpent Lash
• DR st.HK
• Venomous Fang
• H Cruel Fate
• SA
Extend with these options.
Back to top ↑ESSENTIAL ROUTES2910 Practical Starter Routes
1.
cr.LPx2 > st.LK > H Serpent Lash
2.
st.MK > st.MP > H Serpent Lash
3. st.MP > CDR > st.MK > st.HK > Heel Strike > light attacks > H Serpent Lash
4.
DR cr.MK > st.HK > Heel Strike > H Serpent Lash
5. st.HK PC > H Cruel Fate > light attacks > H Serpent Lash
6.
H Serpent Lash +44 > DR st.MP
/ DR cr.MK
/ DR 3MP
/ throw
/ shimmy
7. +44 > cr.LK x2 > 6HP on a later active frame
8.
M Serpent Lash☠ > st.HK > Toxic Wreath > DR st.HK > Venomous Fang > Orchid Spring
9. OD Cruel Fate: +42F on hit for a safe jump; +2F on block for cr.LK / throw pressure.
10. OD Nightshade Pulse > blocked Nightshade Chaser > new in Year 4: poison even on block.
Back to top ↑ESSENTIAL ROUTES30Current Game Plan
Apply poison with Serpent Lash or a projectile > knock down > H Serpent Lash at +44F > overhead / low / throw / shimmy > Toxic Blossom > carry to the corner > place the poison pool > open the opponent up again > Toxic Blossom combo > finish with a Super Art.
Back to top ↑ESSENTIAL ROUTES31Notes for Older Guides
Use the following current-version replacements.
OD Nightshade Chaser applies poison even on a normal block.
Qiong Qi causes a spinning knockdown even without poison, improving follow-ups at close range and in the corner.
6HP has 4F of active duration and is -3F on block, improving late-active setplay.
cr.HP Punish Counter applies poison.
L Cruel Fate is +2F on hit.
Back to top ↑ESSENTIAL ROUTES32References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; A.K.I. research material; Year 4 A.K.I. combo and setplay research; August 2026 research on late-active 6HP setups and stun combos.
A.K.I.'s routes vary considerably with poison state, spacing, standing versus crouching hits, corner position, and hit height.
Recheck in Training Mode before using these routes in matches.
Back to top ↑ Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.