COMBO ROUTESALEX 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 = raw Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
BS = Prowler Stance
L / M Flash Axe = 236LP/MP
Flash Chop = 236HP
Aerial Knee Smash = 623K
Power Bomb = 63214P
OD Power Bomb = 63214PP
Prowler Stance = 2PP
During BS:
6P = Slashing Elbow
LP = Palm Jab
MP = Shoulder Launcher
HP = Heavy Lariat
LK = Tactical Hop
MK = Air Stampede
HK > HK = Sweep Combination
Throw = Hyper Takedown
2+throw = Dangerous Armbar
SA1 Raging Spear = 236236K
SA2 Sledgecross Hammer = 214214P
SA3 The Final Prison = 236236P
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
st.MP
Hit advantage changed from +3F to +4F. Startup: 7F; on block: ±0.
cr.MK
Hit advantage changed from +4F to +5F. Startup: 8F; on block: -2.
cr.HK
Can cancel into Prowler Stance on hit, allowing sweep into stance wake-up pressure.
BSShoulder Launcher
Punish Counter now removes substantially more of the opponent's Drive meter.
Charged BS HP: Heavy Lariat
Armor now ends at 23F instead of 16F, lasting until just before the attack becomes active.
Dangerous Armbar
Added projectile invincibility during 3–22F and expanded the throw hitbox.
4MK Oblique Stomp
Block advantage increased from +1F to +2F. The DR version is +6F.
Flying Cross Chop
Airborne launch behavior changed. Forward-jump j.MP can cancel into it, and the combo-count limit increased. In Year 4, j.MP > Flying Cross Chop can leave point-blank wake-up pressure at approximately +7–8F.
H Power Bomb
The throw hitbox extends farther forward.
Back to top ↑COMBO ROUTES0310 essential starter combos
1. Light attacks into L Flash Axe
st.LP > cr.LPx1…2 > L Flash Axe
Alternatively:
cr.LK > cr.LPx1…2 > L Flash Axe
2. Light attacks into H Aerial Knee Smash
st.LPx2 > H Aerial Knee Smash
H Aerial Knee Smash leaves approximately +29F.
3. Light attacks into OD Aerial Knee Smash
st.LPx2 > OD Aerial Knee Smash
Hard knockdown at +27F. A 22F forward dash leaves +5F for H Power Bomb, 4MK, throw, or waiting.
4 cr.MP > M Flash Axe
cr.MP > M Flash Axe > BS
A grounded M Flash Axe hit leaves approximately +39F. The transition to BS is available only on hit.
5 st.MP > H Aerial Knee Smash
st.MP > H Aerial Knee Smash
Easy to perform. Year 4 made st.MP +4F on hit.
6. Main st.MP Drive Rush route
st.MP > CDR > cr.HP > Flash Chop > 4MK variation (ー)
Alternative ender
> Flash Chop > Power Drop
The 4MK follow-up keeps the same side; Power Drop switches sides.
7 cr.MPDrive Rush > BSCombo
cr.MP > CDR 4MK > cr.HP > BSLP > BSHP > st.LK > H Aerial Knee Smash
cr.MP > CDR > cr.HP does not combo. Insert 4MK between them.
8 fully charged st.HP
fully charged st.HP > Flash Chop > 4MK variation
High damage
Fully charged st.HP > Flash Chop > OD Power Drop > Omega Wing Buster
9 cr.HP > BSCombo
cr.HP > BSLP > BSHP > st.LK > H Aerial Knee Smash
10 DR overhead
DR 6MP > st.MP > M Flash Axe
DR 6MP > cr.MP does not combo.
Back to top ↑ESSENTIAL ROUTES04Year4: j.MP > Flying Cross Chop
Representative corner route
M Flash Axe > BSMP > j.MP > Flying Cross Chop
> point-blank +8F
From there:
Last-active-frame 4MK: approximately +7 on hit / +4 on block.
Options: L Power Bomb, neutral jump, or wait and observe.
An important new Year 4 Alex setup.
Back to top ↑ESSENTIAL ROUTES05Year4: cr.HK > Prowler Stance
cr.HK > BS
Regular cr.HK: knockdown at approximately +29F.
cr.HK PC > +44F
Options
Forward dash > +22F > 6MP on a later active frame
Alternatively:
st.LP whiff > +8F > st.MP active frames
Back to top ↑ESSENTIAL ROUTES065 HP Punish Counter
st.HP PC > cr.MP > M Flash Axe
Meter-spending option
st.HP PC > cr.MP > OD Aerial Knee Smash
extension
st.HP PC > cr.MP > CDR 4MK > cr.HP > BSLP > BSHP > st.LK > H Aerial Knee Smash
Back to top ↑ESSENTIAL ROUTES07fully charged st.HK PC
Fully charged st.HK PC > BS 6MP > H or OD Aerial Knee Smash
SA3
fully charged st.HK PC > BS 6MP > L Flash Axe > SA3
Back to top ↑COMBO ROUTES08Maximum punish after blocking an invincible reversal
easy
Flash Chop PC > cr.HP > BSLP > BSHP > st.LK > H Aerial Knee Smash
Maximum-damage option
Flash Chop PC > cr.HP > CDR 4MK > cr.HP > CDR 4MK > cr.HP > BSLP > BSHP > st.LK > L Flash Axe > SA3
Flash Chop starts in 26F, so it cannot punish invincible moves with shorter recovery.
Back to top ↑ESSENTIAL ROUTES09Clean Drive Impact hit
easy
Clean DI hit > neutral j.HK > fully charged st.HP > H Aerial Knee Smash
lethal route
DI > cr.HP > CDR 4MK > cr.HP > CDR 4MK > cr.HP > M Flash Axe > SA3
Back to top ↑ESSENTIAL ROUTES10Drive Impact wall splat
stable route
DI wall splat > cr.HP > M Flash Axe > BS 6LP > M Aerial Knee Smash
Year 4: prioritize the resulting situation
DI wall splat > cr.HP > M Flash Axe > BS MP > j.MP > Flying Cross Chop
> point-blank +8F
Back to top ↑ESSENTIAL ROUTES11Prowler Stance
BS LP: Palm Jab
startup 4F
hit +2
block-2
Remains in BS.
BS LP > BS LP forms a true blockstring.
BSMP: Shoulder Launcher
Startup: 7F; anti-air invincibility during 1–13F; follow-up opportunity at +51F on hit.
Year 4 increased the Drive damage dealt on Punish Counter.
BSHP: Heavy Lariat
Regular version
hit +6
block +3
fully charged hit +6
block +5
Year 4 extended the charged version's armor duration.
After the opponent blocks
Options: M Power Bomb, st.MP, or wait and observe.
BSMK: Air Stampede
30F overhead
block +2
hit after+28F
After the opponent blocks
Options: OD Power Bomb, cr.LP, M Power Bomb, or wait and observe.
BS HK > HK: Sweep Combination
low > low
First hit connects > +33F
hit 2 > +28F
A special follow-up is available on Counter Hit.
BS throw: Hyper Takedown
startup 5F
hit after+32F
From there:
BS > 6LPimmediate > active-frame meaty
hit +6
block +2
BS 2+throw: Dangerous Armbar
Standing opponents only. Deals 2000 damage and leaves +21F on hit.
Year 4: projectile invincibility during 3–22F.
Back to top ↑ESSENTIAL ROUTES12Using H Power Bomb
Power Bomb
Light: 9F startup and the longest range.
Medium: 7F startup.
Heavy: 5F startup and the shortest range.
All strengths deal 2500 damage and leave +15F.
Year 4 expanded H Power Bomb's throw hitbox.
Example
4MK on block: +2 > H Power Bomb
However, it can whiff if the opponent walks backward.
Answers to walking backward
• OD Power Bomb
• cr.LK
Back to top ↑SETPLAY13Key Frame Advantage by Ender
L Flash Axe > hit +4F
M Flash Axe > +39F
H Aerial Knee Smash > +29F
OD Aerial Knee Smash > hard knockdown at +27F
ー > +33F > ー
BSAir Stampede > +28F
BSSweep Combinationfirst hit > +33F
BSSweep Combination2 > +28F
BS Hyper Takedown > +32F
BS Dangerous Armbar > +21F
Power Bomb > +15F
Power Drop > +13F
OD Power Drop > +38F
OD Power Dropforwardinput version > +42F
forward throw > +28F
back throw > +16F
cr.HK > +29F
SA1 > +30F…
SA3 > +18F
CA > +25F
Back to top ↑1 OD Aerial Knee Smash +27 > forward dash, +5
OD Aerial Knee Smash > +27F
forward dash 22F > +5F
Hard knockdown.
From there:
Options: H Power Bomb, 4MK, normal throw, cr.HP, or block an expected invincible reversal.
2 H Aerial Knee Smash +29
Midscreen
H Aerial Knee Smash > DR > stop immediately > approximately +3F
From there:
• delayed cr.MK
• delayed throw
• walk back
corner
H Aerial Knee Smash > forward dash > +7F
Options: M Power Bomb, 4MK, or walk forward slightly and throw.
3 M Flash Axe +39 > BS
M Flash Axe > +39F > BS
Options
Move forward in BS > late-active Slashing Elbow > up to approximately +2F
Alternatively:
Move forward > Tactical Hop > j.HK
or
Or land into Power Bomb.
4 OD Flash Chop +41
OD Flash Chop > +41F
BS > move forward > immediate M Slashing Elbow
Late-active meaty leaves Alex at approximately +2F.
From there:
• throw
• H Power Bomb
• cr.LK
• OD Power Bomb
5 ー +33
Flash Chop > 4MK follow-up > hard knockdown at +33F
Stop DR immediately > +7F
From there:
Options: 4MK, H Power Bomb, or wait and observe.
6 forward throw +28
forward throw > +28F
forward dash 22F > +6F
However, the forward dash leaves you outside throw range.
In the corner:
• st.MP
• M Power Bomb
With Drive Rush:
forward throw > DR throw
Alternatively:
• DR cr.MK
• DR 4MK
7 forward throw > DR st.HK active frames
forward throw > DR st.HK
Immediate timing gives a late-active meaty at +2F on block.
From there:
Options: st.LP, OD Power Bomb, cr.LK, or wait and observe.
8. 4MK on block: +2 (important in Year 4)
4MK > block +2F
From there:
Options: st.LP, H Power Bomb, cr.LK, OD Power Bomb, or wait and observe.
9 DR 4MK +6
DR 4MK > block +6F
From there:
Options: M Power Bomb, a slight walk-up throw, 4MK, or cr.HP.
10 j.MP > Flying Cross Chop +8【Year4 】
corner
M Flash Axe > BSMP > j.MP > Flying Cross Chop > +8F
From there:
4MK active frames > hit +7 > block +4
Alternatively:
Options: L Power Bomb, neutral jump, forward jump, backdash, or wait and observe.
11. BS Hyper Takedown at +32
Hyper Takedown > +32F
BS > 6LPimmediate > active frames
hit +6
block +2
Stop DR immediately > +6F
In the corner, walk forward slightly into BS and throw again for a stance throw loop.
12 BSMK block +2
Air Stampede > block +2F
From there:
Options: OD Power Bomb, M Power Bomb, cr.LP, cr.MP, or wait and observe.
13 BSHP block +3…5
Heavy Lariat > block +3
fully charged > block +5
Year 4 gives it longer armor coverage.
From there:
• st.MP
• Power Bomb
• delayed strike
14 cr.HK PC +44
cr.HK PC > +44F
Forward dash > +22F > 6MP on a later active frame
Alternative option
st.LP whiff > +8F > st.MP active frames
Approximate values
hit +5
block +2
L Power Bomb can also be timed as a meaty.
15 OD Power Dropforwardinput +42
OD Power Drop+forwardinput
> 2720Damage > +42F
Prevents the side switch and makes a safe jump easier to set up.
Back to top ↑ESSENTIAL ROUTES15Choosing Power Bomb strength
Light: 9F startup and the longest range.
Medium: 7F startup and intermediate range.
Heavy: 5F startup and the shortest range.
OD: 5F startup, 2900 damage, and slightly less range than regular L Power Bomb.
Choosing an ender
With less frame advantage or more distance, choose the light version.
Choose medium for a balance of speed and range.
Choose heavy to make it fully meaty at point-blank range.
Choose OD when you also want to catch walking backward.
Back to top ↑SA1 Raging Spear
Startup: 9F; damage: 2000; strike and throw invincibility during 1–11F.
After a hit
> +30F or more
Back to top ↑SA2 Sledgecross Hammer
startup 13F
Damage3000
1…12F fully invincible
Causes a wall splat against an airborne opponent.
Special SA2 follow-up
Omega Wing Buster
OD Power Dropduring > PP
Back to top ↑SA3
startup 12F
Damage4000
CA 4500
1…11F fully invincible
hit after > +18F
CA > +25F
Setplay
SA3 > DR cr.MKimmediate > meaty
Back to top ↑ESSENTIAL ROUTES1910 Practical Starter Routes
1.
cr.LK > cr.LP > L Flash Axe
2.
st.LPx2 > H Aerial Knee Smash
3.
st.LPx2 > OD Aerial Knee Smash > forward dash, +5
4.
cr.MP > M Flash Axe > BS
5.
st.MP > CDR > cr.HP > Flash Chop > 4MK variation
6.
cr.HP > BSLP > BSHP > st.LK > H Aerial Knee Smash
7.
DR 6MP > st.MP > M Flash Axe
8.
OD Aerial Knee Smash > forward dash > H Power Bomb / 4MK / throw
9.
corner
M Flash Axe > BSMP > j.MP > Flying Cross Chop > +8
10. 4MK at +2 on block > st.LP / Power Bomb / cr.LK / wait and observe
Back to top ↑ESSENTIAL ROUTES20Current Game Plan
Make contact with st.MP, cr.MP, or cr.MK > knock down with Flash Axe / Aerial Knee Smash > Prowler Stance > overhead / low / stance throw / Heavy Lariat > outside stance, use 4MK at +2 > Power Bomb or strike > corner > j.MP into Flying Cross Chop > +8F wake-up pressure > use charged Heavy Lariat's armor against interrupts and Year 4 Dangerous Armbar against projectiles.
Back to top ↑ESSENTIAL ROUTES21Notes for Older Guides
Use the following current-version replacements.
st.MP is +4F on hit.
cr.MK is +5F on hit.
cr.HK can cancel into BS.
4MK is +2F on block.
Charged Heavy Lariat has longer armor duration.
Dangerous Armbar gained projectile invincibility.
j.MP can cancel into Flying Cross Chop.
H Power Bomb has a larger throw hitbox.
Back to top ↑ESSENTIAL ROUTES22References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Alex combo and setplay material updated 2026-8-23; in-game testing after the 2026-8-3 adjustments; Alex research articles from late August 2026.
Combo and setplay conditions and advantage vary with spacing, late-active timing, airborne hit height, and position relative to the corner.
BS follow-ups and the situation after Flying Cross Chop vary slightly with spacing and contact. Recheck them in Training Mode before using them in matches.
Back to top ↑ Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.