COMBO ROUTESDEE JAY 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
5 = standing
2 = crouching
4 = back
6 = forward
DR = Parry Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
Air Slasher = charge 4, then 6P
Jackknife Maximum = charge 2, then 8K
Rolling Sobat = 236K
Machine Gun Uppercut = 214P
Jus Cool = 214K
Jus Cool follow-ups
LK = Funky Slicer (low)
MK = Waning Moon (overhead)
HK = Maximum Strike
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
OD Machine Gun Uppercut
Previously: +23F after a hit
Current version: +52F after a hit
A forward dash takes 19F.
OD Machine Gun Uppercut > two forward dashes > +14F
Light attacks
st.LP / st.LK / cr.LP / cr.LK
• Reduced pushback on hit
• Reduced pushback on block
6MK Sunrise Heel
• Causes a ground bounce on airborne hit
OD Double Rolling Sobat
Waning Moon
• Throw invulnerability added
L Jackknife Maximum
• Hold back after activation to reduce forward movement.
Back to top ↑COMBO ROUTES0310 essential starter combos
1 Basic light-attack route
st.LP > cr.LP > Quick Rolling Sobat
2 Basic st.MP route: prioritize the resulting situation
st.MP > st.LK > H Double Rolling Sobat
• Approximately +2F after H Double Rolling Sobat
• cr.MP / throw / walk-back shimmy
3 st.MP SA3
st.MP > st.LK > Quick Rolling Sobat > SA3
4 st.MP corner carry + Okizeme
st.MP > st.LK > CDR > cr.LP > cr.HP > cr.MP > H Jackknife Maximum
• Approximately +42F after H Jackknife Maximum on grounded hit
5 Basic cr.MP > OD Jus Cool route
cr.MP > OD Jus Cool > HK variation > delayed H Jackknife Maximum
6 Damage from cr.MP > OD Jus Cool
cr.MP > OD Jus Cool > MK variation > H Double Rolling Sobat
Alternative: > SA1
7 OD Jus Cool SA3
cr.MP > OD Jus Cool > HK variation > OD Double Rolling Sobat > SA3
8 Meterless heavy-attack starter
cr.HP > cr.MP > L Machine Gun Uppercut
9 cr.HP corner carry
cr.HP > cr.MP > CDR > st.MP > cr.HP > cr.MP > H Jackknife Maximum
• H Jackknife Maximum ender: +42F
10 cr.HP SA3
cr.HP > cr.MP > CDR > cr.HP > st.HP > M Machine Gun Uppercut > SA3
Back to top ↑ESSENTIAL ROUTES04Finish the round from light attacks
st.LP > cr.LP > CDR > cr.LP > cr.HP > cr.MP > Quick Rolling Sobat > SA3
Back to top ↑ESSENTIAL ROUTES05st.HK Punish Counter
st.HK PC > DR > st.MP > cr.HP > cr.MP > H Jackknife Maximum
Without spending Drive Gauge: st.HK PC > cr.HK
Alternatively, finish with H Double Rolling Sobat.
Back to top ↑ESSENTIAL ROUTES06cr.HP Punish Counter
cr.HP PC > st.HP > M Machine Gun Uppercut
From farther away: cr.HP PC > H Jackknife Maximum
Back to top ↑ESSENTIAL ROUTES07Corner basics
Meterless corner route
cr.HP > cr.MP > M Jackknife Maximum > H Jackknife Maximum
• Approximately +37F after the final H Jackknife Maximum
• Continue into a Knee Shot safe jump.
Back to top ↑ESSENTIAL ROUTES08Corner punish for a large opening
st.HP PC > 4HK > OD Air Slasher > st.LK > OD Jus Cool > HK variation > Quick Rolling Sobat > H Jackknife Maximum
Back to top ↑ESSENTIAL ROUTES09High-end corner damage
j.HP > 4HK hit 2 > OD Jus Cool HK variation > OD Air Slasher > Jus Cool HK variation > OD Air Slasher > Jus Cool HK variation > H Double Rolling Sobat hit 1 > SA3
Back to top ↑ESSENTIAL ROUTES10DI wall splat
DI wall splat > st.MP > MP > HP > H Jackknife Maximum
Back to top ↑SETPLAY11Frame Advantage by Ender
cr.HK > +33F
Quick Rolling Sobat > +34F
H Double Rolling Sobat > grounded hit +2F
M Jackknife Maximum > +41F
H Jackknife Maximum > +42F
H Machine Gun Uppercut > +40F approximately
OD Machine Gun Uppercut > +52F
forward throw > +34F
back throw > +22F
Back to top ↑1 +42F: basicsafe jump
H Jackknife Maximum on grounded hit > +42F > immediate forward-jumping attack
In the corner, neutral-jump HK is another safe-jump option.
Midscreen
H Jackknife Maximum > two forward dashes > +4F > cr.MP / throw / shimmy / Jus Cool
2 +37F: Knee Shotsafe jump
+37F > forward jump > immediate Knee Shot
Examples: corner M Jackknife Maximum > H Jackknife Maximum, or Quick Rolling Sobat on grounded hit
3 +43F: L Jackknife Maximum safe jump
From +43F > L Jackknife Maximum > j.HP
• L Jackknife Maximum adjusts the timing and trajectory.
4 cr.HK +33F
cr.HK > whiff st.LP > 6MK
Time 6MK to connect on a later active frame.
Approximate result: +6F on hit / +2F on block / within throw range
> st.LK / cr.MP / throw
5 Quick Rolling Sobat +34F
Quick Rolling Sobat > DR
DR 6MK: approximately +5F on block, within throw range
Alternatively, DR st.MP: approximately +6F on block
6 forward throw +34F
forward throw > forward dash > DR > DR st.MP / throw / Jus Cool
Alternative: forward throw > direct DR > delay cr.HK by approximately 1F
• Approximately +2F at point-blank range on block
7 Corner Quick Rolling Sobat: +37F
Quick Rolling Sobat > cr.LPx2 > st.MP active-frame meaty
Alternatively:
Quick Rolling Sobat > immediate Knee Shot > safe jump
8 Year4 Important: OD Machine Gun Uppercut +52F
OD Machine Gun Uppercut > +52F
Two forward dashes leave approximately +14F at point-blank range.
> Meaty strike / throw / delayed throw / shimmy / Jus Cool / block an invincible reversal
9 After st.MP is blocked
st.MP: +2F on block
• cr.LP: frame trap against a 4F button
• Walk back > cr.MP: whiff-punish throw techs or button presses
• Walk back and wait
• st.MP > MP > HP: target-combo frame trap
10 DR st.MP
DR st.MP: +6F on block
> Walk forward slightly into a throw / st.MP / cr.MP / walk-back shimmy
Back to top ↑ESSENTIAL ROUTES13After H Double Rolling Sobat hits
H Double Rolling Sobat: approximately +2F at close range
• cr.LP / cr.MP: frame trap
• Throw
• Immediately walk back for a shimmy
Back to top ↑ESSENTIAL ROUTES14Jus Cool mix-ups
LK follow-up: Funky Slicer — low
MK follow-up: Waning Moon — overhead / +1F on block / throw-invulnerable in the current version
HK follow-up: Maximum Strike — combos and airborne conversions
OD Jus Cool
OD LK > low
OD MK > overhead
OD HK > Combo starter
Back to top ↑ESSENTIAL ROUTES15Chip pressure against Burnout
Midscreen example
6MK > st.LK > OD Air Slasher > cr.MP > OD Double Rolling Sobat > SA3 / SA2
corner
H Air Slasher > cr.MP > H Air Slasher
If the opponent presses buttons: st.LP CH > cr.MP > H Air Slasher
Back to top ↑COMBO ROUTES16Invincible-Reversal Punishes
basic
cr.HP PC > st.HP > M Machine Gun Uppercut
Spend Drive Gauge to extend: cr.HP PC > cr.HP > cr.MP > CDR…
In the corner, incorporate OD Jus Cool, OD Air Slasher, and similar extensions.
Back to top ↑ESSENTIAL ROUTES1710 Practical Starter Routes
1. st.LP > cr.LP > Quick Rolling Sobat
2. st.MP > st.LK > H Double Rolling Sobat > +2F > throw / strike / shimmy
3. st.MP > st.LK > Quick Rolling Sobat > SA3
4. cr.HP > cr.MP > L Machine Gun Uppercut
5. cr.MP > OD Jus Cool HK > H Jackknife Maximum
6. cr.MP > OD Jus Cool HK > OD Double Rolling Sobat > SA3
7. Combo > H Jackknife Maximum > +42F > safe jump
8. Quick Rolling Sobat / +37F > Knee Shot safe jump
9. OD Machine Gun Uppercut > two forward dashes > +14F okizeme
10. DR st.MP > strike / throw / shimmy
Back to top ↑ESSENTIAL ROUTES18Current Game Plan
Approach with fast Drive Rush
↓
Confirm st.MP or light attacks
↓
Combo
↓
Gain an advantageous situation with H Jackknife Maximum or OD Machine Gun Uppercut
↓
Strike / throw / shimmy / Jus Cool
↓
Repeat the Drive Rush approach and mix-up
Back to top ↑ESSENTIAL ROUTES19Notes for Older Guides
• OD Machine Gun Uppercut: previously +23F, now +52F
• OD Double Rolling Sobat: now 17F startup
• L Jackknife Maximum: hold back to adjust movement
• 6MK Sunrise Heel: ground bounce on airborne hit
• st.LP / st.LK / cr.LP / cr.LK: reduced knockback
• Waning Moon: throw invulnerability added
Back to top ↑ESSENTIAL ROUTES20References
• Official Street Fighter 6 balance update information
• Ultimate Frame Data
• Year4 Dee Jay combo references
• Year4 Dee Jay setplay references
• Testing after the 2026-8-3 update
Combo and setplay conditions may vary with spacing, recovery type, active-frame timing, and position relative to the corner. Recheck 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.