FIGHTER GUIDE IORI'S STRATEGY

ED
エド

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

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

ED 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 (20)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Psycho Spark = 236P Psycho Shoot = 6P during Psycho Spark Psycho Uppercut = 623P Psycho Blitz = 214P Psycho Flicker = 236K Kill Rush = KK / 6KK / 4KK Kill Switch Break = early P after forward Kill Rush Kill Switch Chaser = late P after forward Kill Rush

SA1 Psycho Storm = 236236K SA2 Psycho Cannon = 214214P SA3 Psycho Chamber = 236236P

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

Charged L / M Psycho Flicker

Pull-in distance on block was reduced, while +4F block advantage remains. It no longer automatically brings the opponent into point-blank throw range as easily. Check the spacing and choose a strike, walk-up throw, or shimmy.

L Psycho Blitz / OD Psycho Blitz

Added 30% starter scaling, reducing subsequent damage when used to start a combo.

back throw

Advantage after back throw changed from +24F to +17F, weakening older throw-loop setups.

OD Psycho Shoot

The light projectile became slower and the heavy projectile faster. Use the light version as cover while walking forward, or the heavy version for direct pressure.

SA2

Since March 2026, Super meter gain changed from 80% to 50%. Dream combos remain usable in the version described here.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

cr.LP > st.LP > M Psycho Blitz

M Psycho Blitz leaves approximately +39F for wake-up pressure.

2 Basic st.MP route

st.MP > cr.LK > M Psycho Blitz

Alternatively:

> M Psycho Uppercut

3. st.MK into L Psycho Flicker

st.MK > L Psycho Flicker

Suited to confirming whiff punishes. L Psycho Flicker is -6F on block, so avoid committing to it indiscriminately.

4 cr.MPDrive Rush

cr.MP > CDR > st.HP > cr.MK > cr.MP > H Psycho Blitz

A main Drive Rush route. Continue wake-up pressure after H Psycho Blitz.

5 Body Blow Combination

st.MP > st.HP > H Psycho Blitz

A representative airborne-hit route that leaves +42F for a safe jump.

6 Prioritizes corner carry

st.MP > st.HP > Kill Switch Break > M Psycho Uppercut

Choosing an ender

H Psycho Blitz > Okizeme

Kill Switch Break into Psycho Uppercut prioritizes corner carry.

7 cr.MK starter

cr.MK > st.MP > st.HP > H Psycho Blitz

8. st.HP into OD Psycho Flicker

st.HP > OD Psycho Flicker > H Psycho Flicker > Kill Switch Break > H Psycho Blitz

9 st.HK Punish Counter

st.HK PC > st.HP > Kill Switch Chaser > H Psycho Blitz

Be careful: st.HK does not hit crouching opponents.

10 st.HP Punish Counter

st.HP PC > cr.MK > OD Psycho Flicker > H Psycho Flicker > Kill Switch Break > H Psycho Blitz

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COMBO ROUTES04

cr.HK target combo

cr.HK > HP > Kill Switch Break > H Psycho Blitz

Can cancel into Kill Rush only on hit. Meterless routes are possible, but the more efficient version requires tight timing.

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ESSENTIAL ROUTES05

Whiff punishes

st.MK PC

st.MK PC > CDR st.MP > st.HP > Kill Switch Chaser > H Psycho Blitz

L Psycho Flicker Punish Counter

L Psycho Flicker PC > DR st.MK > Kill Switch Break > H Psycho Blitz

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ESSENTIAL ROUTES06

Clean Drive Impact hit

Close range

DI > st.HK > st.MP / st.HP > H Psycho Blitz

Long range

DI > walk forward / forward dash > st.HP airborne hit > Kill Switch Break > H Psycho Blitz

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ESSENTIAL ROUTES07

Drive Impact wall splat

DI wall splat > st.MP・st.HP > H Psycho Flicker > L Psycho Uppercut > H Psycho Blitz

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COMBO ROUTES08

Corner combos

easy

st.MP / st.HP > H Psycho Flicker > M Psycho Uppercut

Alternative

st.MP・st.HP > H Psycho Flicker・Kill Switch Break > M Psycho Blitz

High damage

st.HP > OD Psycho Flicker > H Psycho Flicker > L Psycho Blitz > L Psycho Uppercut

For close range with the opponent fully cornered.

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COMBO ROUTES09

Finish the round with SA3

easy

st.HP > OD Psycho Flicker > L Psycho Uppercut > H Psycho Blitz > SA3

Example using a full Drive gauge

st.HP > CDR st.HK > st.HP > CDR st.HK > st.HP > H Psycho Blitz > SA3

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COMBO ROUTES10

SA2 Psycho Cannon

easy SA2

OD Psycho Blitzfinal hit > SA2 > H Psycho Uppercut > 6HP > H Psycho Uppercut

basic

Grounded hit > SA2 > st.HP > charged H Psycho Flicker > H Psycho Blitz

Dream combo example

st.MP > cr.LK > OD Psycho Blitz final hit > L SA2 > delayed H Psycho Blitz > delayed H Psycho Uppercut > Kill Switch Chaser > forward dash > H Psycho Uppercut > forward dash > H Psycho Uppercut

Very difficult. Prioritize regular combos and the simple SA2 route first.

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SETPLAY11

Key Frame Advantage by Ender

L Psycho Uppercut > +38F

M Psycho Uppercut > +39F

H Psycho Uppercut > +38F

OD Psycho Uppercut > +18F

M Psycho Blitz > +39F

H Psycho Blitz > +40F

OD Psycho Blitz > +42F

Kill Switch Break > +38F

Kill Switch Chaser > airborne follow-up situation at +50F

forward throw > +24F

back throw > +17F

SA1 > +33F

SA3 > +24F

On airborne hits, advantage varies with height.

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SETPLAY12

Setplay

1. Grounded H Psycho Blitz hit into Kill Rush

H Psycho Blitz > Kill Rush > approximately +9F

From there:

st.HP > strike meaty

cr.MK connects on its 2nd active frame: approximately +9F on hit and 0F on block.

Throw: time it manually.

walk back > shimmy

2. M Psycho Blitz into Kill Rush

M Psycho Blitz > Kill Rush > approximately +8F

From there:

• cr.MP • cr.MK • st.HP

3 Body Blow Combination TC > H Psycho Blitz +42F

st.MP > st.HP > H Psycho Blitz airborne hit > +42F

> immediateforward jump HP

safe jump.

4 corner / safe jump > st.HK

st.MP / st.HP > H Psycho Blitz > forward jump HP > st.HK > st.MP…

After st.HK is blocked > +4F

From there, st.MP beats a 4F interrupt.

5 corner / +38F > Psycho Spark meaty

+38F situation > cr.LP whiff > Psycho Spark

Approximate values

On hit: approximately +13F. On block: approximately +5F.

Some versions cover reversal SA1.

easy route

cr.LK whiff > Psycho Spark

This gives slightly less advantage, but makes the throw timing easier.

6. cr.HP normal hit

cr.HP > +30F

forward dash > st.HP active-frame meaty

Approximate values

On hit: approximately +7F. On block: approximately 0F.

Alternative option

cr.HP > meaty charged L Psycho Flicker > approximately +4F

7 cr.HP CH / PC

cr.HP CH / PC > +47F

two forward dashes > +9F

From there:

• st.HP • cr.MK • throw • shimmy

8. L Psycho Flicker Punish Counter

L Psycho Flicker PC > forward dash x3 > point-blank +4F

From there:

• throw • strike • shimmy

9 forward throw after

forward throw > +24F

corner

forward throw > forward dash > +5F

From there: > st.MP meaty

With DR, these are also possible:

• forward throw > DR st.MP • forward throw > DR throw

available.

10 back throw after

back throw > +17F

Older setups based on +24F no longer work.

In the version described here:

Transition to Psycho Flicker, projectiles, movement, or securing space.

Shift your game plan toward these options.

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ESSENTIAL ROUTES13

Year 4 decisions after charged Psycho Flicker

Charged L / M Psycho Flicker > +4F on block

However, the pull-in effect was weakened.

Close range

• throw • st.MP • shimmy

At slightly longer range

Options: st.MP, st.HP, walk-up throw, or walk back.

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ESSENTIAL ROUTES14

After st.HK is blocked

st.HK > block +4F

From there:

st.MP > 4F frame trap

Other options

Throw, or walk back into a st.HP shimmy punish.

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ESSENTIAL ROUTES15

Psycho Spark / Psycho Shoot

Regular Psycho Spark: +3F on hit / -5F on block.

OD Psycho Spark > block-2F approximately

Year 4 OD Psycho Shoot

Light version: slower, allowing you to advance behind the projectile.

Heavy version: faster, for direct pressure.

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COMBO ROUTES16

Invincible-Reversal Punishes

stable route

st.HK PC > st.HP > Kill Switch Chaser > H Psycho Blitz

High damage

st.HP PC > cr.MK > OD Psycho Flicker > H Psycho Flicker・Kill Switch Break > H Psycho Blitz

To finish with SA3, extend with OD Psycho Flicker or other suitable options.

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ESSENTIAL ROUTES17

10 Practical Starter Routes

1. cr.LP > st.LP > M Psycho Blitz

2. st.MP > cr.LK > M Psycho Blitz

3. st.MP / st.HP > H Psycho Blitz

4. cr.MP > CDR > st.HP > cr.MK > cr.MP > H Psycho Blitz

5. st.HP > OD Psycho Flicker > H Psycho Flicker・Kill Switch Break > H Psycho Blitz

6. st.HK PC > st.HP > Kill Switch Chaser > H Psycho Blitz

7. Grounded H Psycho Blitz hit > Kill Rush > +9F wake-up pressure

8. st.MP / st.HP > H Psycho Blitz +42F > forward jump HPsafe jump

9. corner +38F > cr.LP whiff > Psycho Spark meaty

10. OD Psycho Blitz > SA2 > H Psycho Uppercut > 6HP > H Psycho Uppercut

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ESSENTIAL ROUTES18

Current Game Plan

Land a whiff punish > knock down with Psycho Blitz > approach with Kill Rush > strike / throw / shimmy > safe jump in the corner > st.HK at +4F > st.MP frame trap > extend damage and carry with SA2 if available.

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ESSENTIAL ROUTES19

Notes for Older Guides

Use the following current-version replacements.

Charged Psycho Flicker pulls in less, so it is less likely to place you automatically within throw range.

Back throw leaves +17F.

L / OD Psycho Blitz applies 30% starter scaling.

OD Psycho Flicker's scaling changed from March 2026 onward.

Super meter gain after SA2: 50%.

cr.HK > HP TC can cancel into Kill Rush on hit.

Dream combos were weakened but remain usable in the version described here.

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ESSENTIAL ROUTES20

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; Ed combo material updated 2026-8-27; Ed setplay material updated 2026-8-26; March / August 2026 adjustment testing.

Combo and setplay conditions vary with spacing, standing versus crouching hits, hit height, and position relative to the corner.

Recheck in Training Mode before using these routes 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.