COMBO ROUTESC. VIPER 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
HJ = High Jump
HJC = High Jump Cancel
DR = raw Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
Thunder feint = cancel Thunder Dash with K
Thunder Dash = 214P
Tracer Combination = 6+PP during Thunder Dash
Thunder Dash feint = K during Thunder Dash
Burning Kick = 236K
Knuckled Pursuit = 6+PP during Burning Kick
Double Burn = 6+KK during Burning Kick
Seismic Hammer = 623P
Seismic Hammer feint = K during Seismic Hammer
Focus Force = 214K
High Jump = 2 > 8 / 9
SA1 Limit Decoupler = 236236K
SA2 Mission Complete = 214214P
SA3 Hard Luck Rejector = 214214K
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
Simpler HJC input
High Jump Cancels from eligible normals and Seismic Hammer no longer require a return to neutral. This especially improves the reliability of cr.MK into an HJC special move.
st.MK
st.MK: 8F startup / +5F on hit / -3F on block. st.MK > st.LK combos without meter, and the HJC special-move window is larger.
L Thunder Dash
Hit advantage changed from +1F to +2F. On Punish Counter, cr.MP connects reliably. With a late-active Punish Counter, st.MK is also an option depending on spacing.
OD Seismic Hammer
Improved follow-up opportunities allow new routes such as OD Seismic Hammer > cr.HK and OD Seismic Hammer > HJC M Seismic Hammer.
Seismic Hammer's hitbox
The near-side hitbox was expanded, making M Seismic Hammer a more consistent choice after cr.HP.
Note
Early testing articles and the UFD data used here disagree on raw OD Seismic Hammer's block advantage.
The UFD data used here lists raw OD Seismic Hammer at -8F.
Distinguish that from the sequence OD Seismic Hammer > HJC H Thunder Dash feint, which can leave advantage.
Back to top ↑COMBO ROUTES0310 Essential Starter Combos
1. Meterless light-attack route
cr.LP > cr.LP > st.LK > M Thunder Dash
2. Light attacks into wake-up pressure
cr.LPx2…3 > st.LK > H Thunder Dash > Tracer Combination
Practical routes leave approximately +25–26F. A 21F forward dash then leaves +4–5F for strike/throw pressure.
3. Light attacks at longer range
cr.LPx2 > st.LK > M Thunder Dash > Tracer Combination
M Thunder Dash > Tracer Combination leaves approximately +18F. Use it to adjust spacing or for corner setplay.
4. Basic st.MP route
st.MP > cr.MP > L Thunder Dash > Tracer Combination
st.MP: 8F startup / +6 on hit / +1 on block.
Damage-focused option
st.MP > cr.MP > L Burning Kick > Knuckled Pursuit
Grounded Burning Kick into the P follow-up leaves approximately +23F.
5 Year4: st.MK > st.LK
st.MK > st.LK > M Thunder Dash
Works because st.MK is now +5 on hit. An easy route without HJC.
6 cr.MK / st.MK > HJC M Thunder Dash
cr.MK > HJC M Thunder Dash > confirm the hit into Tracer Combination
Alternatively:
st.MK > HJC M Thunder Dash > confirm the hit into Tracer Combination
An important route made easier to input in Year 4.
7. Basic cr.HP into Seismic Hammer route
cr.HP > M Seismic Hammer > HJ MP > aerial H Burning Kick
Prioritizes wake-up pressure.
8 cr.HP > Seismic Hammer > H Burning Kick > H Thunder Dash
cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination
Reliable, with corner carry and wake-up pressure.
9. Basic Thunder Dash feint route
cr.HP > H Thunder Dash feint > cr.MP > special-move ender
Approximate values
cr.HP > H Thunder Dash feint: approximately +6F on hit / -1F on block.
st.HP > HJC H Thunder Dash feint: approximately +1F on block.
10 Year4: OD Seismic Hammer > cr.HK
cr.HP > OD Seismic Hammer > cr.HK
Uses 2 Drive bars and leaves approximately +42F. A meter-efficient wake-up pressure route that can lead to a corner safe jump.
Back to top ↑ESSENTIAL ROUTES04Year4: OD Seismic Hammer > Seismic Hammer
st.MP > cr.MP > OD Seismic Hammer > delayed HJC M Seismic Hammer > HJ MP > st.HK
OD Seismic Hammer allows another Seismic Hammer pickup, leading to wake-up pressure with a shimmy option.
lethal route
st.MP > cr.MP > OD Seismic Hammer > delayed HJC M Seismic Hammer > HJ H Burning Kick > st.HK > HJC OD Burning Kick > SA3
Very difficult.
Back to top ↑ESSENTIAL ROUTES05L Thunder Dash PC【Year4】
L Thunder Dash PC > cr.MP
From there:
> OD Seismic Hammer > High Jump Burning Kick
etc.
Late-active Punish Counter
L Thunder Dash PC > st.MK
Also possible depending on spacing.
Back to top ↑ESSENTIAL ROUTES062 HP CH
cr.HP CH > st.MK > HJC L Burning Kick > Knuckled Pursuit
Alternative option
cr.HP CH > H Thunder Dash feint > cr.MK / st.MK > HJC special move
Back to top ↑ESSENTIAL ROUTES072 HP PC
cr.HP PC > cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination
Back to top ↑COMBO ROUTES08After blocking an invincible reversal: st.HK PC
Main options
st.HK PC > cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination
Near-maximum damage option
st.HK PC > HJ HK > st.HK > HJC H Thunder Dash feint > cr.MP > OD Seismic Hammer > HJ H Burning Kick > st.HK > HJC OD Burning Kick > SA3
In the corner, a high-damage route can start with st.HK PC > HJ HP instead.
Back to top ↑ESSENTIAL ROUTES094F punishes
cr.LP PC > cr.HP > Seismic Hammer
Use against -4F moves, jump-landing recovery, or similar openings.
Back to top ↑ESSENTIAL ROUTES105F punishes
st.LK PC > L Thunder Dash > Tracer Combination
Meter-spending option
st.LK PC > OD Seismic Hammer > HJ Burning Kick…
Back to top ↑ESSENTIAL ROUTES116F punishes
cr.MP PC > cr.HP > Seismic Hammer
Tip range
cr.MP PC > M Seismic Hammer
Back to top ↑ESSENTIAL ROUTES12DR overhead
DR 6MP > cr.MP > OD Seismic Hammer > HJ Burning Kick…
6MP: 22F overhead / +2 on normal hit / -3 on block.
CH
DR 6MP CH > st.MP > cr.MP > Combo
Back to top ↑DR cr.MK > cr.HP > Seismic Hammer.
Pair the low with the overhead:
DR 6MP
vs
DR cr.MK
Back to top ↑DR 6HK > st.MP > cr.MP > Combo
On block: +2F near throw range.
On Counter Hit, this can combo into cr.HP.
Back to top ↑ESSENTIAL ROUTES15Single-hit Seismic Hammer confirm
Seismic Hammer > HJC H Thunder Dash feint > DR cr.HP only on hit
Follow-up choices
> M Thunder Dash
two forward dashes > +2
> L Thunder Dash, for +42F safe-jump setups.
> M Burning Kick > P follow-up, then walk into wake-up pressure.
Back to top ↑ESSENTIAL ROUTES16Clean Drive Impact hit / wall splat
basic
DI > cr.HP > Seismic Hammer > HJ Burning Kick…
easy SA3
DI PC > cr.HP > Seismic Hammer > OD Burning Kick > SA3
Stun
DI stun > fully charged Focus Force > cr.HP > Seismic Hammer…
Back to top ↑COMBO ROUTES17Corner combos
Basic combo components
…Seismic Hammer > HJ H Burning Kick > st.HK > H Thunder Dash > Tracer Combination
lethal route
…Seismic Hammer > HJ H Burning Kick > st.HK > HJC OD Thunder Dash > SA2
Alternatively:
> HJC OD Burning Kick > SA3
Back to top ↑COMBO ROUTES18SA1 Limit Decoupler
Startup: 8F; damage: 2000; strike and throw invincibility during 1–11F.
Main feature
Hit with SA1 > remove the limiter > reduce the Drive cost of HJC, Tracer Combination, Knuckled Pursuit, and Double Burn > continue pressure.
With more OD Seismic Hammer routes in Year 4, the SA1 state has become more valuable.
Back to top ↑COMBO ROUTES19SA2 Mission Complete
startup 7F
Damage3000
1…10F fully invincible
hit after+19F
Connects easily from OD Burning Kick, OD Thunder Dash, or Seismic Hammer aerial combos.
Back to top ↑COMBO ROUTES20SA3 Hard Luck Rejector
startup 10F
Damage4000
CA 4500
1…13F fully invincible
hit after+23F
easy
cr.HP > Seismic Hammer > OD Burning Kick > SA3
Back to top ↑SETPLAY21Key Frame Advantage by Ender
L Thunder Dash > +2…4F
M Thunder Dash > +1…4F
H Thunder Dash > +21F
L Thunder Dash > Tracer Combination > +37F
M Thunder Dash > Tracer Combination > +18F
H Thunder Dash > Tracer Combination > +25F approximately
Grounded Burning Kick > +38F
Grounded Burning Kick > P follow-up > +23F
Burning Kick > KK follow-up: +40F on hit / +2F on block.
OD Burning Kick > +38…43F
Aerial Burning Kick > approximately +39–42F or more
OD Aerial Burning Kick > approximately +36–42F or more
Seismic Hammer > follow-up opportunity at +53F
Focus Force > +24F
cr.HK > +34F
forward throw > +28F
back throw > +19F
SA1 > +7F…
SA2 > +19F
SA3 > +23F
Thunder Dash and aerial Burning Kick advantage varies with spacing and height.
Back to top ↑1 H Thunder Dash > Tracer Combination > forward dash
Light attacks > H Thunder Dash > Tracer Combination > forward dash
> +4…5F
From there:
• throw
• st.MP
• cr.MK
• walk-back shimmy
At close range and +4, a shimmy may not work against some recovery choices.
2. Corner: close H Thunder Dash into whiffed cr.LK
H Thunder Dash at its base > Tracer Combination > whiff cr.LK
> +10F
st.MP active frames
Approximate values
hit: +8F
block: +4F
From there:
• cr.HP Combo
• throw
• shimmy
3. Close H Thunder Dash into M Thunder Dash feint
H Thunder Dash > Tracer Combination > M Thunder Dash feint
> +5F
cr.LP meaty
A safe-pressure setup that allows blocking invincible moves with 10F or slower startup.
An immediate shimmy does not work from +5.
4 L Thunder Dash > Tracer Combination +37F
L Thunder Dash > Tracer Combination > +37F
corner
st.HK whiff > +4F > shimmy
Alternative option
Seismic Hammer Feint > +10F > st.MP active frames
Alternative option
cr.LP whiff > 6MPactive framesoverhead
5 M Thunder Dash > Tracer Combination / corner
M Thunder Dash > Tracer Combination > cr.LP whiff
> +4F
From there:
• throw
• st.MP
• walk back
6. Grounded Burning Kick into P follow-up at +23F
Grounded Burning Kick > Knuckled Pursuit > +23F
corner
> 6MP as a late-active-frame overhead
Approximate values
hit: +4F
block: -1F
Alternative option
P variation > cr.LP whiff > +9F > st.MP active frames
Approximate values
hit: +8F
block: +3F
Throws and shimmies are also possible.
7. Burning Kick into whiffed st.LK at +5F
Burning Kick > P follow-up > whiff st.LK
> +5F
strike / throw.
Alternative
Burning Kick alone > whiff st.HK > +5F
This leaves spacing where a shimmy works.
8. Focus Force ender
cr.MP or a similar starter > Focus Force > forward dash
> +3F
• throw
• strike
Another strong option
Focus Force > DR st.HP
Immediate late-active meaty
hit > cr.HP
block > +4F > shimmy
9 cr.HK PC
cr.HK PC > st.LP whiff > forward dash
> +10F
> st.MP active frames
Alternative
cr.HK PC > cr.LK whiff > HJ H Burning Kick
Cross-up Burning Kick > +2F on block
10 Seismic Hammer > HJ M Burning Kick > M Thunder Dash
Seismic Hammer > immediate HJ M Burning Kick > M Thunder Dash > Tracer Combination
> forward dash > +9F
st.MP active frames
Approximate values
hit: +8F
block: +3F
• throw
• shimmy
11 Seismic Hammer > HJ MP > H Burning Kick
Seismic Hammer > HJ MP > H Burning Kick
> +44F
Options
st.LP whiff > forward dash > +9F > st.MP active frames
Alternatively:
Forward jump > land > +1F > cr.LK / throw
Slightly delaying the jumping attack can also create a same-side/cross-up mix-up.
12. Safe jump at +45F
Seismic Hammer > delayed HJ MP > immediate L Burning Kick
> +45F
HJ HP > safe jump
Against normal recovery, switch to j.HK for a cross-up option.
Use HJ HP against back recovery.
13. Safe jump at +42F
Seismic Hammer > MP at the High Jump's apex > immediate M Burning Kick
> +42F
j.HK safe jump
After landing: approximately +11F.
This makes a meaty throw easier regardless of recovery choice.
14. Seismic Hammer into Thunder Dash feint, DR cr.HP, and L Thunder Dash
Seismic Hammer > HJC H Thunder Dash feint > DR cr.HP > L Thunder Dash
> +42F
j.HP safe jump
If L Thunder Dash connects too far away, the jumping attack may not reach.
Meter-efficient Year 4 alternative
cr.HP > OD Seismic Hammer > cr.HK
> +42F
15 corner / forward throw
forward throw > +28F
A forward dash takes 21F.
basic
Forward throw > walk-up throw
vs
Walk back for a shimmy
Alternative option
forward throw > DR cr.LP whiff
> +3F > shimmy
Alternative option
forward throw > M Burning Kick
block > +2F
From there:
• throw
• st.MP
• shimmy
Back to top ↑ESSENTIAL ROUTES23Thunder Dash feint pressure
st.HP > HJC H Thunder Dash feint
block > +1F
hit > +6F > cr.MP
Choosing by position
st.HP into Thunder Dash feint: continue pressure.
cr.HP into Thunder Dash feint: confirms and frame traps.
Back to top ↑ESSENTIAL ROUTES245 MP block +1
st.MP
startup 8F
hit +6
block +1
After the opponent blocks
Options: cr.LP, throw, step back slightly into st.HK, or cr.MK.
A late-active meaty can increase advantage to +3–4.
> throw > st.MP meaty
Repeating this strike/throw sequence is strong.
Back to top ↑ESSENTIAL ROUTES25The value of cr.MK in Year 4
cr.MK
startup 8F
hit +5
block-1
HJCavailable
Year 4 simplified the input.
cr.MK > HJC M Thunder Dash
cr.MK > HJC Seismic Hammer
These routes are much more reliable.
A main low option for catching opponents walking backward.
Back to top ↑ESSENTIAL ROUTES26Choosing Burning Kick follow-ups
After regular Burning Kick:
6+PP > Knuckled Pursuit
6+KK > Double Burn
Knuckled Pursuit: combo follow-up on hit, leaving a knockdown at +23F.
Double Burn: for block pressure, at +2F on block.
Choosing an ender
Confirm a hit into the P follow-up.
On block, use the KK follow-up to continue pressure.
During SA1, these follow-ups cost less Drive meter.
Back to top ↑ESSENTIAL ROUTES27Defensive notes
Viper has no conventional invincible OD special move.
Main reversal options
SA1, SA2, SA3, and Drive Reversal.
Once you gain pressure, focus on keeping your turn.
Back to top ↑ESSENTIAL ROUTES2810 Practical Starter Routes
1.
cr.LPx2 > st.LK > H Thunder Dash > Tracer Combination
2.
st.MP > cr.MP > L Burning Kick > P variation
3.
Year4
st.MK > st.LK > M Thunder Dash
4. cr.MK > HJC M Thunder Dash > confirm the hit into the follow-up
5.
cr.HP > M Seismic Hammer > HJ MP > H Burning Kick
6.
cr.HP > M Seismic Hammer > HJ H Burning Kick > H Thunder Dash > Tracer Combination
7. cr.HP > H Thunder Dash feint > cr.MP
8.
H Thunder Dash > Tracer Combination > forward dash > +4…5F > strike / throw
9.
corner
H Thunder Dash at its base > Tracer Combination > whiff cr.LK > late-active st.MP
10. +42F route > safe jump
Back to top ↑ESSENTIAL ROUTES29Current Game Plan
Make contact with cr.MK, st.MK, or Seismic Hammer > confirm into HJC / Seismic Hammer combos > knock down with a Thunder Dash follow-up > create +4–10F > late-active st.MP / throw / shimmy / overhead / cr.MK > corner safe jump > activate SA1 > use HJC and follow-ups to keep pressure > punish large openings with st.HK PC for high damage.
Back to top ↑ESSENTIAL ROUTES30Notes for Older Guides
Use the following current-version replacements.
HJC no longer requires a return to neutral.
st.MK is +5F on hit.
L Thunder Dash is +2F on hit.
OD Seismic Hammer allows new follow-ups including cr.HK and another Seismic Hammer.
Seismic Hammer has a larger near-side hitbox, making the M version easier to use consistently.
Raw OD Seismic Hammer is -8F on block in the UFD data used here.
Be careful with early testing articles that list -6F.
Back to top ↑ESSENTIAL ROUTES31References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Year 4 Viper combo material updated 2026-8-11; setplay material updated 2026-8-5; in-game update testing dated 2026-8-6; Classic Viper research articles.
Combo and setplay conditions and advantage vary with spacing, late-active timing, airborne hit height, and position relative to the corner.
HJC and Thunder Dash feints are execution-sensitive. 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.