FIGHTER GUIDE IORI'S STRATEGY

JP
JP

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

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

JP 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 (14)CONTENTS
ESSENTIAL ROUTES01

Notation

5 = standing 2 = crouching 4 = back 6 = forward

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

Triglav = 22P Stribog = 236P Departure = 214P Amnesia = 22K Torbalan = 236K Embrace = 214K

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ESSENTIAL ROUTES02

Important current-version changes

2026-8-3

• When OD Amnesia counters a normal throw, JP has 4F more recovery. • Older guaranteed routes such as OD Amnesia > back throw PC > detonation > large combo need rechecking in the current version. • The proximity-guard detection for st.HP and L / M / OD Stribog was adjusted. • L Stribog's attack hitbox extends farther forward.

2026-3-17

• Corner forward-throw spacing and situations changed, weakening the old throw loop. • While Departure is set, normals such as st.MP / st.HK / cr.LK / cr.MK can cancel into its manual detonation follow-up.

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COMBO ROUTES03

10 essential starter combos

1 Light starter

cr.LP x1…2 > st.LP > L Stribog

• Basic close-range defensive button or punish route • After L Stribog: +38F

2 st.MK starter

st.MK > M Stribog

• Basic route from a midscreen poke • Simple and frequently useful in matches

3 cr.MP starter

cr.MP > st.LK > L Stribog

• Close range only • Basic route when cr.MP connects

4 Main midscreen Drive Rush route

cr.MP or st.MK > CDR > cr.HP > H Stribog > M Torbalan > H Triglav

• Main high-damage midscreen route • SA3 can be added.

5 Basic st.HP route

st.HP > L Torbalan

• Combos on hit • Important pressure sequence on block • Follow with a Departure setup or zoning.

6 st.HK target combo

st.HK > HP > M Stribog

• Basic st.HK starter • st.HK alone is plus on block, so stopping before the target combo is also important.

7 st.HP Punish Counter

st.HP PC > H Stribog > M Torbalan > H Triglav

• Large meterless midscreen punish • At longer range, switch to an option such as st.HP PC > DR > st.HP…

8. Drive Rush overhead

DR > 6MK > cr.MP > M Stribog

For more damage: DR > 6MK > cr.MP > CDR > cr.HP > M Torbalan > H Triglav

9 Clean Drive Impact hit

DI PC > walk forward slightly > st.HP on airborne hit > H Stribog > M Torbalan > Triglav

• Basic midscreen DI route

10 corner high damage

st.HK > cr.MP > OD Stribog > DR > 6HK > M Stribog > st.HP > Triglav

• Practical high-damage corner route

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COMBO ROUTES04

Key building blocks for JP combos

Midscreen

H Stribog > M Torbalan > H Triglav

A basic sequence for JP's high-damage midscreen combos.

corner

M Stribog > st.HP > Triglav

Frequently used in corner combos.

DI wall splat

DI wall splat > 6HK > M Stribog > st.HP > Triglav

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ESSENTIAL ROUTES05

Finish the round from light attacks

corner cr.LK > st.LP > CDR > cr.LP > st.MK > M Stribog > cr.HP > SA1 / SA3

High-meter example LP x2 > CDR > LP > st.MK > CDR > 6HK > L Torbalan > 6HK > M Stribog > st.HP > Triglav > SA3

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ESSENTIAL ROUTES06

High-end Punish Counter damage

Large corner punish option

DR 6HK PC > L Torbalan > 6HK > M Stribog > st.HP > OD Torbalan > Triglav > L Stribog > SA3

• High meter cost • High-end punish option for a large opening

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SETPLAY07

Key Frame Advantage

L Stribog > +38F

M Stribog > +42F

Triglav > +44F

OD Triglav > +53F

L Torbalan grounded hit > +42F or more

Embrace > +18F

forward throw > +23F

SA3 > +23F

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SETPLAY08

Setplay

1 +42F safe jump

M Stribog grounded hit Alternatively: L Torbalan grounded hit

> +42F > immediateforward jump HK

• basic safe jump

Alternative: +42F > whiff cr.MK > st.HK late-active-frame meaty

Approximate values • On hit: +10F • On block: +5F

2 After a corner forward throw

forward throw > +23F

forward dash > 22F

forward throw > forward dash > +1F

From there: throw or cr.LP

Spend Drive Gauge: forward throw > DR > st.HK late-active-frame meaty

Approximate values • On hit: +12F • On block: +7F

Since 2026-3, this is no longer the strong meterless throw loop it used to be.

3 M Stribog > cr.HP ender

corner 4MP > MP > M Stribog > cr.HP

After cr.HP hits an airborne opponent, cancel into M or H Torbalan to connect on a later active frame.

Approximate values hit: +11F block: -3F

• Creates a high / low mix-up • Torbalan's projectile also provides some protection against wake-up options such as SA1. • Use a Torbalan feint when expecting an invincible reversal.

4 st.HP on airborne hit into Departure

st.HP on airborne hit > set Departure

Approximate values > +15F approximately

From there: • Manually detonate Departure • Slightly delayed st.HK • Forward throw • Walk-back shimmy • Departure teleport

A basic part of JP's corner pressure.

5 st.HP on airborne hit > Triglav > OD Departure

st.HP on airborne hit > Triglav > OD Departure

Approximate values > +4…+6F

From there: • Forward throw • cr.MP > L Stribog • Departure teleport • Throw after landing • j.HK • j.LK on the way up • cr.MK

A strong corner mix-up using a projectile setup.

6 High / low just before Departure detonates

Just before Departure detonates automatically, time cr.MK, 6MK, M Torbalan, or H Torbalan to connect.

On hit, the following Departure explosion can launch the opponent for a conversion.

Basic loop: automatic Departure detonation > mix-up > set Departure again

7 Current-version cancels while Departure is set

While Departure is set

st.MP or cr.MK > manual detonation

Alternatively:

st.MP or cr.MK > Departure teleport

Establish normal attack > manual detonation first. Mix in teleports if the opponent responds with Perfect Parry or similar options.

8 Basic pressure after st.HP is blocked

st.HP > L Torbalan

• Combos on hit • Also serves as pressure on block

Complementary options

st.HP > L Torbalan feint

st.HP > OD Torbalan

st.HP > CDR > cr.MK

st.HP > CDR > 4MP

Since 2026-8-3, the change to st.HP's proximity-guard detection makes it harder to hold opponents in guard at midrange as casually as before.

9 After Amnesia

After Amnesia activates successfully, the generated projectiles explode after a delay.

A safer midscreen choice: successful Amnesia > backdash > set Departure

Time these with the explosion:

DR > throw DR > st.HK DR > 6MK DR > cr.MK

Important

Since 2026-8-3, JP has 4F more recovery after OD Amnesia counters a normal throw.

Older routes such as OD Amnesia > back throw PC > detonation > large combo need rechecking in the current version.

10 SA2 Lovushka

Basic combo Example

st.HK > HP > SA2 > cr.MK > st.HK > cr.HP > H Departure > st.HK > HP > L Triglav > H Stribog > M Torbalan > H Triglav

Example corner chip sequence on block

st.HK > HP > SA2 > cr.LP > cr.MKx4

• Depletes substantial Drive Gauge • Easy to create a true blockstring

To mix in an opening attempt

cr.MK > 6MK

Alternatively:

Walk forward slightly into a throw

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COMBO ROUTES09

After SA3

SA3 > +23F

From there, use immediate H Triglav to hit meaty on wake-up.

• Chip damage • Drive Gauge damage • Continue okizeme

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ESSENTIAL ROUTES10

After CA

The setplay reference lists approximately +44F after CA.

From there, an immediate L Torbalan or OD Torbalan can be used as a meaty.

A chip-KO option against an opponent in Burnout.

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ESSENTIAL ROUTES11

Key pressure points to learn

st.HK

In the current version, it is +2F on block.

st.HK > cr.LP

Use this as the core sequence, then try:

cr.LP > L Stribog

Alternatively:

Walk back slightly > cr.MP

Use these to catch throw techs and button presses.

DR st.HK

DR st.HK > substantial advantage on block

However, it often leaves you outside throw range, so use:

• st.MK • delayed st.HK

These options can create frame traps.

st.MK

st.MK > L Stribog

A true blockstring.

st.MK > CDR > cr.MP

This is also a true blockstring and helps continue pressure from midrange.

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ESSENTIAL ROUTES12

Training Priorities

1. cr.LPx2 > st.LP > L Stribog

2. st.MK > M Stribog

3. st.HP > L Torbalan

4. cr.MP / st.MK > CDR > cr.HP > H Stribog > M Torbalan > H Triglav

5. st.HP PC > H Stribog > M Torbalan > H Triglav

6. corner M Stribog or L Torbalan > +42F > forward jump HK safe jump

7. Corner M Stribog > cr.HP > M / H Torbalan late-active-frame meaty

8. st.HP on airborne hit > set Departure

9. Triglav > OD Departure > throw / strike / teleport

10. SA2 combos and corner SA2 chip sequences

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ESSENTIAL ROUTES13

Current Game Plan

Carry to the corner with a combo ↓ Set Departure ↓ High / low / throw / shimmy ↓ Detonation ↓ Follow-up combo ↓ Set Departure again

Corner forward throws and situations after OD Amnesia counters a throw are weaker than before.

However, pressure using normal cancels while Departure is set, manual detonation, teleporting, and automatic detonation timing remains important.

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ESSENTIAL ROUTES14

References

• Official Street Fighter 6 balance update information • Ultimate Frame Data • Year4 JP combo and setplay references • Testing articles after the 2026-3 and 2026-8 updates

Frame values and applicable situations may vary with spacing, active-frame timing, and position relative to the corner. Recheck in Training Mode before using them 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.