COMBO ROUTESINGRID 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
Sun Shot = 236P
Sun Flare = 214P
Solar Burst = airborne 214P
Sun Rise = 236K
Sun Veil = 22K
Vanishing Sun = 4KKK / 6KKK / 2KKK
SA1 Shining Sun = 236236K
SA2 Order of the Sun = 214214P
SA3 Cosmic Ray = 236236P
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
st.LK
Hit advantage changed from +2F to +3F. Startup: 5F; on block: -3F. More combo options are available on CH / PC, and stock-consuming Sun Flare connects more easily.
st.MK
Startup: 8F; on hit: +4F; on block: -3F. The August 2026 patch changed hit advantage from +3 to +4, increasing options on Punish Counter and after CDR.
H Sun Shot
Airborne hits have less horizontal launch distance and longer launch time, with knockdown duration reduced by 1F. DR pickups after an airborne hit are more reliable.
OD H Sun Shot / OD Sun Shot
Reduced horizontal launch distance and adjusted combo-count distribution make aerial pickups and follow-ups after Sun Flare more reliable.
Year 4 mainly improves conversions after landing a hit rather than changing Ingrid's neutral game itself.
Back to top ↑ESSENTIAL ROUTES03Sun Symbol basics
Start each match with 1 Sun Symbol.
Maximum: 4 symbols.
L Sun Flare replenishes a stock.
H Sun Flare, OD Sun Flare, SA1, SA2, and similar enhanced options consume stocks.
Approximate values
0 stocks: basic combos and wake-up pressure.
1 stock: Lv2 Sun Flare.
2 or more stocks: Lv3 Sun Flare, OD Lv3, and high-damage combos.
Sun Flare
0 stocks > approximately -4–-1F on block
1 Fuha stock
> block +4…+8F
2 stocks > +5–+9F on block
OD version
Using 2 stocks: +9–+13F on block, with a follow-up opportunity at +87F or more on hit.
Back to top ↑COMBO ROUTES0410 Essential Starter Combos
1 Basic light-attack route
cr.LK > st.LP > st.LK > M Sun Rise
cr.LP > st.LK does not combo on normal hit.
2. st.MP target combo
st.MP > MK > M Sun Rise
st.MP: 6F startup / +1 on hit / ±0 on block.
3. Basic cr.MP route
cr.MP > st.LK > M Sun Rise
cr.MP: 7F startup / +6 on hit / -1 on block.
Close range
cr.MP > st.MP > MK TC > M Sun Rise
4. Main cr.MP Drive Rush route
cr.MP > CDR cr.HP > H Sun Rise > L Solar Burst
For more damage, choose M Solar Burst.
L Solar Burst ender > forward dash > +5F approximately > throw / shimmy
5 cr.MK Drive Rush
cr.MK > CDR st.HK > st.MP > MK TC > M Sun Rise
Year4Option
cr.MK > CDR st.MK > H Sun Rise > Solar Burst Lv1
Normal-hit cr.MK > CDR cr.HP does not combo.
6. cr.HP into M Sun Flare
cr.HP > M Sun Flare
Simple to perform. Blocked cr.HP into M Sun Flare is also a useful pressure sequence.
cr.HP: 12F startup / +1 on hit / -1 on block.
7 st.HK hit
st.HK > cr.LP > M Sun Rise
CH
st.HK CH > st.MP > MK > M Sun Rise
8 6HP
6HP > M Solar Burst
6HP: 17F forward-jumping command normal. Can cancel only into aerial special moves.
With stocks available
6HP > OD Solar Burst Lv2 > M Sun Rise
9. 4MK > HP target combo
4MK > HP
> +44F
On a close-range hit:
two forward dashes > +4F > throw / strike
10 Jump-in
j.HP > st.HK > cr.LP > M Sun Rise
Cross-up
j.MK > cr.MP > st.LK > M Sun Rise
Back to top ↑ESSENTIAL ROUTES05Year4: st.LK CH / PC
st.LK CH > CDR cr.MP > st.MP > MK > M Sun Rise
st.LK PC > CDR st.MK > H Sun Rise > L Solar Burst
For more damage, choose M Solar Burst.
When to use it
Use for whiff punishes, 5F punishes, and stopping Drive Rush.
Back to top ↑ESSENTIAL ROUTES06New in Year 4: H Sun Shot hits an airborne opponent
Airborne H Sun Shot hit > DR st.MP > MK > M Sun Rise
Alternatively:
H Sun Shot airborne hit > DR cr.HP > M Sun Rise
SA
H Sun Shot > DR st.HK > SA1
In Year 4, look to chase with DR when H Sun Shot catches a jump.
Back to top ↑ESSENTIAL ROUTES07With 1 stock
H Sun Flare is enhanced to Lv2.
On hit: follow-up opportunity at +68F or more.
basic
Medium-attack starter > H Sun Flare Lv2
cr.MK
cr.MK > H Sun Flare Lv2 > Vanishing Sun (Forward)
Alternatively:
> SA3
Back to top ↑ESSENTIAL ROUTES082 stocks or more: OD Sun Flare Lv3
OD Sun Flare Lv3
4 hits; +9–+13F on block; follow-up opportunity at +87F or more on hit.
easy
st.MK > OD Sun Flare Lv3 > forward dash > H Sun Rise > M Solar Burst
Back to top ↑ESSENTIAL ROUTES09High damage with 2 stocks
st.MP > MK > OD Sun Flare Lv3 > Vanishing Sun (Upward) > st.HK 2nd hit > SA3
Example of a large punish
st.MP PC > OD Sun Flare Lv3 > forward dash > 4HP > HP > OD Sun Flare Lv1 > SA3
With 2 stocks, routes can reach around 6000 damage.
Back to top ↑COMBO ROUTES10Invincible-Reversal Punishes
easy
cr.HP PC > H Sun Rise > M Solar Burst
SA3
cr.HP PC > H Sun Rise > low j.MP > SA3
With 2 stocks, use OD Sun Flare Lv3 to reach around 6000 damage.
Back to top ↑ESSENTIAL ROUTES11Clean Drive Impact hit
DI PC > forward dash > 4HP > HP > M Sun Flare
corner
DI PC > 4HP > HP > M Sun Flare > M Sun Rise
Back to top ↑ESSENTIAL ROUTES12Drive Impact wall splat
DI wall splat > 4HP > HP > M Sun Flare > M Sun Rise
2 stocks
DI wall splat > 4HP > HP > OD Sun Flare Lv3 > Vanishing Sun (Upward) > M Sun Rise / SA1
Back to top ↑COMBO ROUTES13SA2 Order of the Sun
Activating it brings multiple projectiles down from above.
Light version: near Ingrid.
Medium version: near the center of the screen.
Heavy version: near the opponent's back.
Spend stocks to use Lv2 / Lv3.
Lv3's final hit causes a ground bounce, allowing flexible follow-ups.
Moves that connect easily into SA2
st.MP > MK; st.MK; cr.MK; st.HK 2nd hit; cr.HP; OD Sun Rise 3rd hit.
Back to top ↑COMBO ROUTES14SA2 chip-pressure sequence
Example under study
OD Sun Rise > H SA2 > st.MP > M Sun Rise > cr.MP > OD projectile x3 > cr.MK > M Sun Rise
Especially strong against a burned-out opponent.
Back to top ↑SETPLAY15Key Frame Advantage
forward throw > +21F
back throw > +20F
cr.HK > +30F
4MK > HP TC > +44F
Single 4HP hit > restricted follow-up opportunity at +45F
L Sun Rise > +36F…
M Sun Rise: UFD lists +40F or more; practical combo routes often leave around +38.
OD Sun Rise > +40F…
M Sun Flare > +47F
1-stock Sun Flare > follow-up at +68F or more
2-stock Sun Flare > follow-up at +76F or more
OD Lv3 Sun Flare > follow-up at +87F or more
Successful regular Sun Veil > +23F
Successful OD Sun Veil > +52F
Vanishing Sun (Forward) > +44F
> +48F
SA3 > +30F
Sun Rise's advantage varies with the final hit's height and the combo route.
Back to top ↑1 M Sun Rise ender
Practical M Sun Rise routes: approximately +38F.
Forward dash (20F) > approximately +18F remaining
From there:
• Walk-up throw
• cr.MP
• Shimmy
2. M Sun Rise: time the setup with cr.LK and st.LK
corner
M Sun Rise > cr.LK whiff > +22F > st.LK whiff > +4F
From there:
• cr.LK
• throw
• walk-back shimmy
3. M Sun Rise into whiffed LP and L Sun Shot
M Sun Rise > +38F
st.LP whiff > +25F
L Sun Shotactive-frame meaty
Approximate values
hit: +7F
block: +3F
From there:
• throw
• cr.MP
• shimmy
4 M Sun Rise > 4MK whiff
M Sun Rise > 4MK whiff > +9F
cr.MP active frames
Approximate values
hit: +8F
block: +1F
Options: combo on hit, throw, or shimmy.
5 OD Sun Rise +40
OD Sun Rise > cr.LP whiff > +26F
L Sun Shot on a later active frame
Approximate values
hit: +9F
block: +4F
From there:
• throw
• cr.MP
• cr.LK
6 L Sun Rise +36
L Sun Rise > +36F
st.LP whiff > +23F
6MP as a late-active-frame overhead
Approximate values
hit: +6F
block: 0F
Follow a successful overhead with light attacks.
7. H Sun Rise into j.MP and L Sun Rise at +39
corner
H Sun Rise > immediate j.MP > land into L Sun Rise
> +39F
cr.LK whiff > +23F
6MP on a later active frame
Approximate values
hit: +6F
block: 0F
8. H Sun Rise into M Solar Burst at +50
H Sun Rise > M Solar Burst > +50F
Options
L Sun Flare restores a stock while leaving approximately +2F.
H Sun Shot > +4F
two forward dashes > +10F
From +10:
• slightly delayed cr.MP
• throw
• shimmy
9 forward throw +21: corner
forward throw > +21F
forward dash 20F > +1F
This is not a simple throw loop.
Option
forward throw > DR st.HK
active-frame meaty
hit: +8F
block: +2F
From there:
• throw
• cr.LK
• st.LP
• shimmy
10 corner forward throw > M Sun Shot
forward throw > M Sun Shot
active-frame meaty
hit: +10F
block: +6F
On hit, this can combo into cr.HK.
After the opponent blocks
• throw
• cr.MP
• shimmy
11. 4MK > HP target combo at +44
4MK > HP > +44F
two forward dashes > +4F
At close range:
• throw
• cr.MP
• shimmy
12 cr.HK PC +45
cr.HK PC > +45F
two forward dashes > +5F
From there:
Options: throw, cr.MP, walk-back shimmy, or neutral jump.
Normal hit leaves +30F. Learn this as a Punish Counter-only setup.
13 Sun Veil
Normal timing
Startup: 6F. Counters strikes and projectiles during 6–20F.
On a successful counter: +23F.
OD
Startup: 1F. Counters strikes, projectiles, and throws during 1–20F.
On a successful counter: +52F.
After a successful OD counter, L Sun Flare can restore a stock while maintaining pressure.
14. After Sun Flare Lv2 is blocked
Sun Flare with 1 stock > +4F or more on block
From there:
• throw
• cr.MP
• shimmy
15 OD Sun Flare Lv3 on block
OD version with 2 stocks > +9–+13F on block
From there:
• 6MP overhead
• throw
• cr.MK low
Ingrid retains a very strong turn here.
Back to top ↑ESSENTIAL ROUTES17Key pressure tools
st.MP > block±0
cr.MP > -1
cr.HP > -1
DR cr.HP > +3
DR st.HK > +2
Vanishing Sun (Upward) > +2
Pay particular attention to:
DR cr.HP > block +3F
From there:
• throw
• walk-back shimmy
• strike
Back to top ↑ESSENTIAL ROUTES186MP as a late-active-frame overhead
6MP Sun Bright
Regular timing: 21F overhead / +3 on hit / -3 on block.
Connecting on the last active frame can give up to approximately +6F.
With a late-active hit from setplay:
> st.LP
On the last active frame: st.MP > MK.
These follow-ups can connect in suitable situations.
Back to top ↑ESSENTIAL ROUTES1910 Practical Starter Routes
1.
cr.LK > st.LP > st.LK > M Sun Rise
2.
st.MP > MK > M Sun Rise
3.
cr.MP > st.LK > M Sun Rise
4.
cr.MP > CDR cr.HP > H Sun Rise > L Solar Burst
5. cr.MK > CDR st.HK > st.MP > MK > M Sun Rise
6. cr.HP > M Sun Flare
7. Airborne H Sun Shot hit > DR pickup
8.
M Sun Rise > cr.LK whiff > st.LK whiff > +4F
9.
M Sun Rise > st.LP whiff > L Sun Shot on a later active frame
10.
corner forward throw > M Sun Shot on a later active frame > block +6F
Back to top ↑ESSENTIAL ROUTES20Current Game Plan
Make the opponent move with Sun Shot > connect cr.HP / st.MP / cr.MK > knock down with M Sun Rise > use timing moves > overhead / low / throw / shimmy > restore stocks with L Sun Flare on longer knockdowns > build 2 stocks > OD Sun Flare Lv3 > high damage or substantial advantage > use SA2 projectiles to keep the opponent occupied when available.
Back to top ↑ESSENTIAL ROUTES21Notes for Older Guides
Use the following current-version replacements.
st.LK is +3F on hit.
st.MK is +4F on hit.
H Sun Shot's airborne launch behavior changed.
OD Sun Shot's combo-count distribution was readjusted.
DR follow-ups after an airborne H Sun Shot hit are easier.
Important
Advantage after Sun Rise varies with contact and height.
Do not assume M Sun Rise always leaves +38 or always +40.
Learn the resulting advantage for each combo route you actually use.
Back to top ↑ESSENTIAL ROUTES22References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Ingrid combo material updated 2026-8-21; setplay material updated 2026-8-22; 8/3 adjustment summary dated 2026-8-10; wake-up pressure material updated 2026-8-27; Classic Ingrid research articles.
Combo and setplay conditions and advantage vary with spacing, late-active timing, airborne hit height, Sun Symbol count, 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.