COMBO ROUTESE. HONDA 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 = Parry Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
Hundred Hand Slap = 214P
Sumo Headbutt = [4]6P
Sumo Smash = [2]8K
Oicho Throw = 63214K
Sumo Dash = 236K
Teppo Triple Slap = Sumo Dash > P
Taiho Cannon Lift = Sumo Dash > 2P
Neko Damashi = 22P
Sumo Spirit = 22K
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
Sumo Dash
• Total duration: 51F > 44F
• Teppo Triple Slap follow-up is also 1F faster.
• st.MP can now combo into Teppo Triple Slap.
• Teppo Triple Slap travels farther forward.
st.MP
• Whiff recovery: 15F > 17F
• Larger hurtbox on whiff
• Some older Drive Reversal-safe setups no longer work.
cr.HP
• Can cancel directly into SA1 / SA2 / SA3
st.HK
• First hit on block: -11F > -9F
6HK
• Causes a sliding knockdown on grounded PC
Back to top ↑COMBO ROUTES0310 essential starter combos
1 Basic light-attack route
cr.LP or cr.LK > cr.LP > L Hundred Hand Slap
• Honda's most important light-attack combo
• Can also continue into SA3
Options to check against the opponent's posture: cr.LP > cr.LP > M Sumo Headbutt
Alternatively, finish with H Sumo Smash.
2 Basic st.MP route
st.MP > Sumo Dash > Teppo Triple Slap
• A new main route in Year4
• st.MP: +6F on hit / +1F on block
• Whiffing carries more risk than before.
3 Drive Rush Taiho Cannon Lift
st.MP > CDR > st.MP > st.HP > Sumo Dash > Taiho Cannon Lift
/ Sumo Smash, TC, into follow-ups
4 Midscreen / Taiho Cannon Lift > Sumo Smash
st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift > H Sumo Smash
• Approximately +23F after Sumo Smash
• Continue into a mix-up with Oicho Throw.
5 Taiho Cannon Lift > TC
st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift > DR st.MP > 3HK > cr.HK
• Gain Sumo Spirit
• Switch sides
• Transition into alternative setplay
TCafter Sumo Spirit > +13F
6 corner / Taiho Cannon Lift > >
st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift > > H Sumo Headbutt
• Important Year4 corner route
• Around +42F after H Sumo Headbutt, depending on the situation
7 DI Punish Counter / Midscreen
DI PC > st.HP > Taiho Cannon Lift > Sumo Smash
• Basic meterless option
• Continue into okizeme after Sumo Smash.
8 DI Punish Counter / OD Taiho Cannon Lift
DI PC > st.HP > OD Taiho Cannon Lift > st.HK > Teppo Triple Slap at a high position > SA1
• New Year4 route where st.HK connects after OD Taiho Cannon Lift
9 Corner DI: new Year4 route
DI PC or > st.HP (whenst.HK) > Taiho Cannon Lift > >
• Finishes around +42F
• Easy to transition into a safe jump
10 High-end damage with Sumo Spirit
Taiho Cannon Lift > DR st.HP > CDR > DR st.HK > CDR > Neko Damashi > [Sumo Spirit]M Hundred Hand Slap > H Sumo Headbutt > SA3
• High meter use
• High-end damage option
Back to top ↑COMBO ROUTES04Direct Super Art cancel from cr.HP
cr.HP > SA1
cr.HP > SA2
cr.HP > SA3
cr.HP > CA
• Important new Year4 option
• Also useful for finishing a round while in Burnout
Back to top ↑ESSENTIAL ROUTES056HK Punish Counter
6HK PC > M Sumo Headbutt > forward dash
after a forward dash: +4F
From there: strike or Oicho Throw
Continue into this okizeme mix-up.
Back to top ↑SETPLAY06Frame Advantage by Ender
Sumo Smash grounded hit > +23F
Sumo Headbutt on grounded hit > approximately +40F
Sumo Dash > Teppo Triple Slap first hit > +42F
OD Teppo Triple Slap first hit > +45F
Taiho Cannon Lift > approximately +64F, with a follow-up expected
forward throw > +17F
SA1 > +13F
SA3 > +11F
CA > +34F
Back to top ↑1 After Sumo Smash at +23F: first priority
Sumo Smash > +23F
Whiff cr.LP > approximately +7F
From there: H Oicho Throw / st.HK / st.MP / normal throw / wait
A basic midscreen game plan.
2 Sumo Smash > whiff cr.LP > st.HK
Sumo Smash > whiff cr.LP > st.HK
st.HK catches an opponent jumping to avoid Oicho Throw.
On hit, follow with Sumo Headbutt, Hundred Hand Slap, or OD Taiho Cannon Lift.
Choose an appropriate follow-up.
3 Sumo Smash > active frames
Sumo Smash >
Approximate values when connecting on a later active frame
hit: +5F
block: -1F
• Character-specific conditions apply.
• Can also lead to options that avoid invincible reversals or Drive Reversal.
4 Sumo Smash > forward dash
Sumo Smash +23F > forward dash 19F > +4F
From there: cr.LP / normal throw / Oicho Throw
The same forward dash sets up strikes, normal throws, and command throws.
5 Sumo Smash > DR st.MK
Sumo Smash > DR st.MK
Approximate values
hit: +11F
block: +4F
From there: st.HK / Oicho Throw / shimmy
6 Teppo Triple Slap first hit: +42F into a safe jump
Sumo Dash > Teppo Triple Slap first hit > +42F > immediate forward-jumping attack
• basic safe jump
7 Corner Sumo Headbutt: +40F
Sumo Headbutt on grounded hit > +40F
st.LKwhiff > active-frame meaty
Approximate values
hit: +8F
block: +2F
On hit, st.HK combos afterward.
8 Corner Sumo Headbutt > whiff st.LK > forward dash
Sumo Headbutt > whiff st.LK > forward dash
Approx.: +7F
From there: Oicho Throw or strike
Choose between these two threats.
9 Sumo Headbutt > whiff cr.MK > st.MP
Corner Sumo Headbutt at +40F > whiff cr.MK > st.MP
st.MP on a later active frame
Approximate values
hit: +9F
block: +4F
On hit, st.HK combos afterward.
10 corner / Taiho Cannon Lift > > H Sumo Headbutt
Taiho Cannon Lift > > H Sumo Headbutt
Time the following st.MP to connect on a later active frame.
Approximate values
st.MP hit: +8F
st.MP block: +4F
From there: st.HK or a cr.MP hit confirm
11 Teppo Triple Slap ender +41F approximately
Airborne follow-up > Teppo Triple Slap ender > approximately +41F
From there: safe jump, or two forward dashes to approximately +3F > strike / Oicho Throw
12 TC > Sumo Spirit
DR st.MP > TC > Sumo Spirit
> +13F
From there:
/ cr.HP
/ Neko Damashi
Approximate late-active-frame values
On hit: +6F
On block: roughly even
Further options: walk forward into st.MP / throw / Oicho Throw / shimmy
13 TC > forward jump
TC > forward jump > opponent Jump-in
Approximately +3F on landing
From there: crouching light kick or Oicho Throw
Side-switch okizeme.
14 DI PC >
DI PC > > +59F
Whiff cr.LP > approximately +42F > cross-up safe jump
• Prioritizes a side switch and setplay
15 After OD Sumo Headbutt
OD Sumo Headbutt > cr.LKx2 > st.MP
st.MP on a later active frame
Approximate values
block: +4F
• Within M Oicho Throw range
• On hit, follow with st.HK.
easy route
OD Sumo Headbutt > st.MK
> +7F
From there: strike or Oicho Throw
Back to top ↑ESSENTIAL ROUTES08How to establish Oicho Throw
The goal of Honda's setplay
Meaty strike
↓
Make the opponent focus on blocking
↓
Oicho Throw
Oicho Throw has 6F startup in the current version.
Pay particular attention to:
• Sumo Smash: +23F
• Sumo Headbutt: +40F
• Teppo Triple Slap: +41–42F
Use a frame kill from these situations to leave approximately 6–7F of advantage, making a strike / command-throw mix-up easier to establish.
Back to top ↑ESSENTIAL ROUTES09Basic pressure on block
st.MP
block +1F
From there:
> cr.LP
Whiffing is riskier, but +1F on block is unchanged.
cr.LP
block -1F
It can be chain-canceled, so use:
cr.LP > cr.LP
Use this sequence to maintain pressure.
On hit, follow with L Hundred Hand Slap or Sumo Headbutt.
Back to top ↑ESSENTIAL ROUTES10Enhanced Hundred Hand Slap
Hundred Hand Slap enhanced by Sumo Spirit
Light version: 0F on block
Medium / heavy version: -4F on block
OD > block +1F
Enhanced OD Hundred Hand Slap > +1F > continue pressure
Back to top ↑ESSENTIAL ROUTES11OD Sumo Dash > Teppo Triple Slap
OD Teppo Triple Slap first hit: +3F on block
Frame advantage at close range.
From there: cr.LP or Oicho Throw
Vary these choices in the mix-up.
Back to top ↑COMBO ROUTES12Invincible-Reversal Punishes
Easy, reliable option
cr.HP PC > SA3
In Year4, cr.HP can cancel directly into a Super Art.
Meterless option prioritizing okizeme
st.HP PC > Taiho Cannon Lift > Sumo Smash
corner
st.HP PC > Taiho Cannon Lift > >
Back to top ↑ESSENTIAL ROUTES1310 Practical Starter Routes
1.
cr.LP > cr.LP > L Hundred Hand Slap
2.
st.MP > Sumo Dash > Teppo Triple Slap
3.
st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift
4.
Taiho Cannon Lift > Sumo Smash > cr.LP whiff > Oicho Throw / st.HK
5.
Sumo Smash > forward dash > +4F > strike / throw / Oicho Throw
6.
corner
Taiho Cannon Lift > > H Sumo Headbutt
7. +40F > st.LKwhiff > active frames
8.
+42F > safe jump
9.
DI PC > st.HP > Taiho Cannon Lift > >
10.
cr.HP > SA3
Back to top ↑ESSENTIAL ROUTES14Current Game Plan
duringmove ↓
Taiho Cannon Lift into
↓
Midscreen Sumo Smash
↓
corner > ↓ F ー cost
↓
strike vs Oicho Throw
↓ Okizeme
Back to top ↑ESSENTIAL ROUTES15Notes for Older Guides
Use the following current-version replacements.
• st.MP whiff recovery weakened
> Some Drive Reversal-safe setups no longer work.
• Faster Sumo Dash
• st.MP > Teppo Triple Slap is now possible.
/ corner Taiho Cannon Lift > >
• cr.HP is Super Art-cancelable.
Back to top ↑ESSENTIAL ROUTES16References
• Official Street Fighter 6 balance update information
• Ultimate Frame Data
• Year4 Honda combo and setplay references
• Testing after the 2026-8-3 update
Combo and setplay conditions may vary with spacing, active-frame timing, recovery type, and position relative to the corner.
Recheck in Training Mode before using these routes in matches.
Back to top ↑ Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.