COMBO ROUTESELENA 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 = raw Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
Rhino Horn = 236K
Scratch Wheel = 623K
Lynx Song = 236P
Lynx Whirl = 6P during Lynx Song
Leopard Snap = 6LK from the Lynx Song sequence
Harvest Circle = 6MK from the Lynx Song sequence
Mallet Smash = 6HK from the Lynx Song sequence
Spinning Scythe = 214K
Moon Glider = 214P
Moon Glider follow-up = Moon Glider > 6P
SA1 Meteor Volley = 236236K
SA2 Revival Dance = 236236P
SA3 Song of the Grasslands = 214214K
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
cr.MK
Block disadvantage changed from -4F to -3F. Startup: 9F; on hit: +4F. A normal block no longer gives a 4F punish, making DR cr.MK a more useful low option.
cr.HP
The 2nd hit now launches into a knockdown on an airborne hit, making follow-ups easier even after an early anti-air. Anti-air invincibility: 8–20F. The 2nd hit can cancel into special moves and Super Arts.
OD Spinning Scythe and related routes
Hitbox improvements make combos less likely to drop. Follow-ups such as H Spinning Scythe > OD Rhino Horn > SA2 / SA3 connect more reliably.
SA2
Since March 2026, the healing follow-up also restores Drive meter.
Back to top ↑COMBO ROUTES0310 essential starter combos
1 Basic light-attack route
cr.LPx1…3 > L Spinning Scythe
L Spinning Scythe leaves approximately +34F for wake-up pressure.
If you can confirm the opponent is standing:
cr.LPx1…3 > st.LK > L Rhino Horn
Be careful: Rhino Horn can miss crouching opponents.
Reliable option without checking standing/crouching state
cr.LP > st.LK > H Scratch Wheel
2. Basic low starter
cr.MK > cr.LP > L Spinning Scythe
Year 4 improved cr.MK to -3F on block.
3. st.MP target combo
st.MP > MP > M Rhino Horn
A grounded M Rhino Horn hit leaves approximately +39F.
4. Basic st.MK route
st.MK > cr.LP > st.LK > H Scratch Wheel
st.MK: 6F startup / +5 on hit / +1 on block.
5 st.MKCounter Hit
st.MK CH > st.MK / HK > H Rhino Horn
Meter-spending option
st.MK CH > st.MK / HK > OD Spinning Scythe > Lynx Whirl > Harvest Circle > M Rhino Horn
6. cr.MK target combo
cr.MK > HK > H Rhino Horn
Meter-spending option
cr.MK > HK > OD Rhino Horn > H Scratch Wheel
7. Main cr.MP Drive Rush route
cr.MP > CDR > st.MK > cr.HP > H Spinning Scythe > M Rhino Horn
Prioritizes corner carry
cr.MP > CDR > st.MK > cr.HP > H Spinning Scythe > DR cr.MP > H Rhino Horn
8 Okizeme focus
cr.MK / Medium-normal starter > OD Spinning Scythe > DR cr.MP > L Lynx Song > Harvest Circle
Creates wake-up pressure at approximately +41F.
9. Basic heavy-attack route
st.HP > HP (Turning Tail) > H Scratch Wheel
SA
st.HP > HP > SA3
Alternatively:
st.HP > HP > SA1 > H Scratch Wheel
10 Jump-in
j.HP > cr.HP > H Spinning Scythe > M Rhino Horn
Year 4 made cr.HP anti-airs and aerial follow-ups more reliable.
Back to top ↑ESSENTIAL ROUTES04Using cr.MK in Year 4
cr.MK
startup 9F
hit +4F
block-3F
TC
cr.MK > HK
The 2nd hit can whiff against a crouching opponent.
From Drive Rush:
DR 6MK > overhead
vs
DR cr.MK > low
These form a strong overhead/low mix-up.
Back to top ↑ESSENTIAL ROUTES05cr.HP anti-air (important in Year 4)
cr.HP anti-air > OD Rhino Horn > SA2
Routes like this are possible after the adjustments.
Depending on height:
cr.HP > H Spinning Scythe > Rhino Horn > SA1 / SA2 / SA3
Continue into these options.
Back to top ↑ESSENTIAL ROUTES06st.HK Punish Counter
st.HK PC > restricted follow-up opportunity at +53F
basic
st.HK PC > OD Rhino Horn > H Scratch Wheel
With Super meter, follow OD Rhino Horn with SA2 / SA3.
Back to top ↑COMBO ROUTES07Invincible-Reversal Punishes
stable route
st.MK PC > cr.HP > H Spinning Scythe > M Rhino Horn
Alternative
st.MK PC > cr.HP > Lynx Song > Harvest Circle > H Scratch Wheel
For higher damage, use st.HP PC or DR to extend through Spinning Scythe > Rhino Horn > SA3.
Back to top ↑COMBO ROUTES08Corner combos
Light attacks
cr.LK > cr.LP > L Rhino Horn > M Scratch Wheel
Medium attacks
st.MP > MP > M Rhino Horn > M Scratch Wheel
cr.MK
cr.MK > HK > H Rhino Horn > M Scratch Wheel
Meter-spending option
st.MK / HK > OD Spinning Scythe > Lynx Whirl > Harvest Circle > L Scratch Wheel > H Scratch Wheel
Back to top ↑COMBO ROUTES09SA2 Revival Dance
SA2
Startup: 12F. Regular damage: 2800. Healing-follow-up damage: 1950.
SA2 > hit after +25F
Healing follow-up: hold down to restore 1600 health and recover Drive meter. The resulting wake-up situation is +1F.
Choosing an ender
Choose regular SA2 for damage and wake-up pressure.
Choose healing when health recovery matters more.
Back to top ↑SETPLAY10Key Frame Advantage by Ender
L Spinning Scythe > +34F
M Spinning Scythe > +42F
H Spinning Scythe > follow-up opportunity at +52F
OD Spinning Scythe > follow-up opportunity at +52F
Grounded L / M Rhino Horn > approximately +39F
Grounded H Rhino Horn > approximately +40F
Grounded OD Rhino Horn > +43F
L Scratch Wheel > +36F…
M Scratch Wheel > +26F…
H Scratch Wheel > +23F…
OD Scratch Wheel > +25F…
Moon Glider follow-up > +39F
OD Moon Glider follow-up > +42F
Enhanced Leopard Snap > +48F
Enhanced Harvest Circle > follow-up opportunity at +50F
6HP TC > +40F
cr.HK > +31F
forward throw > +24F
back throw > +19F
SA1 > +42F
SA2 > +25F
SA3 > +24F
CA > +29F
Rhino Horn and Scratch Wheel advantage varies with airborne hit height.
Back to top ↑1 M Spinning Scythe +42F: Important
M Spinning Scythe grounded hit > +42F
corner
> immediateforward jump HP > safe jump
Midscreen
two forward dashes > +2F
From there:
• throw
• cr.LP
• cr.LK
2 L Spinning Scythe +34F
L Spinning Scythe > +34F
corner
forward dash > +14F > st.HP active-frame meaty
Approximate values
hit: +5F
block: +1F
Alternative option
Whiff cr.LP > chain-cancel into cr.LK > meaty low
Midscreen
cr.LPx2whiff > +10F > cr.MK active frames
3. Rhino Horn at +39F into Lynx Song
Rhino Horngrounded hit > +39F
L Lynx Song > +11F
> Mallet Smashactive-frame meaty
Approximate values
hit: +4F
block: -1F
4. Enhanced Leopard Snap
Enhanced Leopard Snap > +48F
On block, Elena is +1F.
After a hit
• forward dash > DR > throw
• immediate cr.MK
• strike
Choose an appropriate follow-up.
5. Enhanced Harvest Circle
After going through Lynx Whirl
Enhanced Harvest Circle > follow-up available at +50F
block > -4F
On hit
• Rhino Horn
• Scratch Wheel
• SA
Choose an appropriate follow-up.
6. Enhanced Mallet Smash
Regular Mallet Smash
hit +2
block-3
Enhanced Mallet Smash
hit +4
block +3
An overhead that is also plus on block.
Lynx Song wake-up pressure
Choose enhanced Mallet Smash, cr.MK, throw, or stop Lynx Whirl early and shimmy.
7 +41F Setplay
Example
OD Spinning Scythe > DR cr.MP > L Lynx Song > Harvest Circle
> +41F
From +41:
Options: M Lynx Song into a late-active heavy follow-up; forward dash to leave approximately +21F; or a safe jump against 6F reversals.
etc.
8. Airborne Spinning Scythe hit into Lynx Whirl pressure
Spinning Scytheairborne hit after
L Lynx Whirl > +30F
M Lynx Whirl > +22F
H Lynx Whirl > +20F
Adding L Lynx Whirl can leave approximately +10F for:
Late-active cr.MK, enhanced Mallet Smash overhead, throw, or walk-back shimmy.
Continue into these options.
9 L Scratch Wheel +36F > active framesoverhead
corner
L Scratch Wheel > +36F
cr.LK whiff > +21F
6MK as a late-active-frame overhead
Approximate values
hit: +4F
block: 0F
10 L Scratch Wheel > Lynx Song > st.MK
L Scratch Wheel > +36F
L Lynx Song > +8F
st.MK on its last active frame
Approximate values
hit: +8F
block: +4F
From there:
Options: throw, cr.MP, or another st.MK.
11 forward throw
forward throw > +24F
corner
forward dash 20F > +4F
However, the forward dash leaves you outside throw range.
Main options
Meaty st.MK, meaty cr.LP, or walk back slightly to shimmy.
12. Sweep at +31F
cr.HK > +31F
forward dash 20F > +11F
From there:
Options: walk-up throw, walk into st.MK, or DR cr.MK.
13 6HP TC +40F
6HP > HP > HP
> +40F
Example timing moves
st.LPx2whiff > +8F
st.HK whiff > +6F
st.HP whiff > +5F
From there:
• throw
• shimmy
• strike
14 SA1 +42F
SA1 > +42F
corner
Forward j.HP: the baseline for a safe jump.
15 SA2 after
SA2 > +25F
Immediate DR st.HK connects on a later active frame.
Approximate values
hit: +9F
block: +3F
Healing follow-up > +1F
This does not allow the same setplay.
Back to top ↑SA3 > +24F
immediate DR > st.HK active frames
Approximate values
hit: +10F
block: +2F
Because the approach uses DR, you can switch to blocking if you expect an invincible OD reversal.
Back to top ↑ESSENTIAL ROUTES1310 Practical Starter Routes
1.
cr.LPx2…3 > L Spinning Scythe
2.
cr.MK > cr.LP > L Spinning Scythe
3.
st.MP / MP > M Rhino Horn
4.
st.MK > cr.LP > st.LK > H Scratch Wheel
5.
st.MK CH > st.MK / HK > H Rhino Horn
6.
cr.MK / HK > H Rhino Horn
7.
cr.MP > CDR > st.MK > cr.HP > H Spinning Scythe > M Rhino Horn
8.
M Spinning Scythe +42 > corner / forward jump HPsafe jump
9.
Rhino Horn +39 > L Lynx Song > Mallet Smashactive frames
10. Lynx Song > enhanced Mallet Smash / cr.MK / throw / shimmy
Back to top ↑ESSENTIAL ROUTES14Current Game Plan
Play grounded neutral with long normals and cr.MK > carry with Rhino Horn on hit > choose Spinning Scythe / Harvest Circle enders when prioritizing wake-up pressure > Lynx Song > enhanced Mallet Smash overhead / cr.MK low / throw / shimmy > +42 safe jump in the corner > when SA2 is available, choose regular damage or 1600 health recovery.
Back to top ↑ESSENTIAL ROUTES15Notes for Older Guides
Use the following current-version replacements.
cr.MK is now -3F on block.
cr.HP's 2nd airborne hit causes a knockdown, making anti-air follow-ups easier.
OD Spinning Scythe routes became more reliable.
OD Rhino Horn connects more easily into SA2 / SA3.
SA2 healing also restores Drive meter from March 2026 onward.
Back to top ↑ESSENTIAL ROUTES16References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Elena combo material updated 2026-8-14; Classic Elena research updated 2026-8-19; practical notes dated 2026-8-30; 2026-8-3 adjustment differences.
Combo and setplay conditions and advantage can vary with spacing, late-active timing, airborne hit height, corner position, and enhancement from Lynx Whirl.
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.