FIGHTER GUIDE IORI'S STRATEGY

ALEX
アレックス

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for ALEX.

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Home›Fighter Guides›ALEX›Combos & Okizeme
COMBO ROUTES

ALEX Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-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.

Jump to a section (22)CONTENTS
ESSENTIAL ROUTES01

Notation

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

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ESSENTIAL ROUTES02

Key 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.

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COMBO ROUTES03

10 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.

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ESSENTIAL ROUTES04

Year4: 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.

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ESSENTIAL ROUTES05

Year4: 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

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ESSENTIAL ROUTES06

5 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

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ESSENTIAL ROUTES07

fully 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

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COMBO ROUTES08

Maximum 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.

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ESSENTIAL ROUTES09

Clean 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

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ESSENTIAL ROUTES10

Drive 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

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ESSENTIAL ROUTES11

Prowler 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.

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ESSENTIAL ROUTES12

Using 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

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SETPLAY13

Key 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

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SETPLAY14

Setplay

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.

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ESSENTIAL ROUTES15

Choosing 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.

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COMBO ROUTES16

SA1

SA1 Raging Spear

Startup: 9F; damage: 2000; strike and throw invincibility during 1–11F.

After a hit > +30F or more

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COMBO ROUTES17

SA2

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

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COMBO ROUTES18

SA3

SA3

startup 12F Damage4000 CA 4500 1…11F fully invincible

hit after > +18F

CA > +25F

Setplay

SA3 > DR cr.MKimmediate > meaty

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ESSENTIAL ROUTES19

10 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

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ESSENTIAL ROUTES20

Current 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.

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ESSENTIAL ROUTES21

Notes 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.

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ESSENTIAL ROUTES22

References

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.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.