COMBO ROUTESTERRY 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
Power Wave = 236LP/MP
Round Wave = 236HP
Quick Burn = 214LP
Burning Knuckle = 214MP/HP
Power Charge = 236K
Crack Shoot = 214K
Rising Tackle = 623P
SA1 Buster Wolf = 236236K
SA2 Power Geyser = 214214P > PP Twin Geyser > Then PP Triple Geyser
SA3 Rising Fang = 236236P
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
st.MP
Startup: 7F; on hit: +2F; on block: -3F. The hurtbox extends farther forward during 18–25F, making whiffs easier to punish.
Round Wave
The proximity-guard trigger now activates 5F earlier. Startup: 29F; on hit: +8F; on block: +5F; hits low. Opponents can no longer walk back as easily through sequences from MP or cr.MP.
Quick Burn
Regular version: damage distribution changed, and hit advantage increased from +2F to +3F.
OD version: final-hit damage increased from 600 to 800, for 1600 total. Leaves a knockdown at +33F. Reduced horizontal launch distance makes Year 4 shimmies easier.
OD Power Charge
Can cancel into special moves from March 2026 onward.
Back to top ↑COMBO ROUTES0310 essential starter combos
1 Basic light-attack route
cr.LK > cr.LP > M Burning Knuckle
Alternatively:
st.LK > M Burning Knuckle
For midscreen carry and wake-up pressure. M Burning Knuckle leaves +30–42F depending on how it connects.
2. Damage-focused light-attack route
cr.LK > cr.LP > H Rising Tackle
H Rising Tackle leaves approximately +27F.
3. Basic cr.MP route
cr.MP > st.LK > M Burning Knuckle
cr.MP: 6F startup / +5 on hit / -1 on block.
4. Late-active L Power Charge combo
Tip-range cr.MP > tip-range st.LK > late-active L Power Charge > cr.LP > st.LP > H Rising Tackle
A late-active, tip-range L Power Charge can leave up to approximately +7F.
5. Basic Fire Kick route
cr.MK > cr.HK (Fire Kick) > H Burning Knuckle
Prioritizes damage
Fire Kick > H Power Charge > delayed H Rising Tackle
6 cr.MK Drive Rush
cr.MK > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn
For more damage, use H Rising Tackle as the final move.
SA3 ender: H Rising Tackle > SA3
7 st.MPDrive Rush
st.MP > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn
For more damage, choose H Rising Tackle.
8. Basic st.HP route
st.HP hit 1 > H Power Charge > H Burning Knuckle
All inputs can be immediate. The available follow-ups change with when st.HP connects.
9. High-damage meterless st.HP route
st.HP 1st hit > H Power Charge > delayed H Crack Shoot (3 hits) > Quick Burn
For damage, replace the final move with H Rising Tackle.
Delay H Crack Shoot so all 3 hits connect.
10 st.HK Punish Counter
st.HK PC > st.HP hit 1 > H Power Charge > delayed H Crack Shoot > H Rising Tackle
st.HK Punish Counter causes a crumple at +59F.
Back to top ↑ESSENTIAL ROUTES04OD Power Charge
OD Power Charge > wall bounce > follow-up opportunity at +75F or more
Can cancel into special moves in the version described here.
easy
cr.MP > OD Power Charge > H Burning Knuckle
Alternative option
OD Power Charge > H Crack Shoot > M Rising Tackle
Back to top ↑COMBO ROUTES05Corner combos
basic
st.HP hit 1 > H Power Charge > Round Wave > M Power Charge > H Rising Tackle
SA3
st.HP hit 1 > H Power Charge > Round Wave > M Power Charge > L Rising Tacklehit 1 > SA3
Jump-in starter
j.HK > st.HP hit 1 > H Power Charge > Round Wave > H Rising Tackle
Back to top ↑COMBO ROUTES06Corner: use SA1 twice
Fire Kick > SA1 > SA1
In the corner, another SA1 can connect if the height is right.
Example
st.HP hit 1 > H Power Charge > Round Wave > SA1 > SA1
Back to top ↑COMBO ROUTES07SA2 Power Geyser
SA2 > Power Geyser > PP Twin Geyser > Then PP Triple Geyser
From light attacks
Light attacks > OD Quick Burn 2nd hit > SA2 > Twin Geyser > Triple Geyser
Important
Only OD Quick Burn's 2nd hit can cancel into a Super Art.
To use SA2, cancel the 2nd hit.
To save Super meter, let the 3rd hit finish for 1600 damage and +33F wake-up pressure.
Back to top ↑COMBO ROUTES08Maximum punish after blocking an invincible reversal
Midscreen
cr.HP PC > H Power Charge > delayed H Crack Shoot > H Rising Tackle
corner
cr.HP PC > H Power Charge > Round Wave > M Power Charge > H Rising Tackle
High damage with Super meter
cr.HP PC > H Power Charge > Round Wave > OD Burning Knuckle > SA2 > Twin Geyser > Triple Geyser
Back to top ↑ESSENTIAL ROUTES09Drive Impact wall splat
easy
DI wall splat > cr.HP > M Crack Shoot > H Rising Tackle
SA1
DI wall splat > cr.HP > M Crack Shoot > SA1
SA2
DI wall splat > cr.HP > M Power Charge > SA2 > Twin Geyser > Triple Geyser
Back to top ↑SETPLAY10Key Frame Advantage by Ender
forward throw > +22F
back throw > +18F
cr.HK > +40F
Fire Kick > +35F
OD Quick Burn > +33F
M Burning Knuckle > +30…42F
H Burning Knuckle > +28…41F
OD Burning Knuckle > +60F…
L Rising Tackle > +33F
M Rising Tackle > +25F
H Rising Tackle > +27F
OD Rising Tackle > +27F
H Crack Shoot > +43F
OD Crack Shoot > +29F
SA1 > +22F
SA2 > +24F
SA3 > +22F
CA > +37F
Burning Knuckle's advantage varies with spacing and airborne hit height.
Back to top ↑1 M Burning Knuckle > forward dash: Important
M Burning Knuckle > forward dash
Typical close-range combos leave approximately +11F here.
From there:
Options: walk-up throw, cr.MP, DR 6HP, or walk back to shimmy.
2 corner / forward throwthrow loop
forward throw > +22F
forward dash 19F > +3F
From there:
Options: forward throw, cr.MP, briefly block, neutral j.HK, or backdash into st.MP.
3 corner / forward throw > DR st.HP
forward throw > DR st.HP
Late-active hit
hit: +8F
block: +5F
From there:
Options: walk-up throw, cr.MP, or another strike.
4 M Burning Knuckle > cr.MP whiff > cr.MP
corner
M Burning Knuckle > cr.MP whiff > cr.MP active frames
Approximate values
hit: +7F
block: +1F
On hit, another cr.MP can combo.
5 M Burning Knuckle > Round Wave
corner
M Burning Knuckle > Round Waveactive-frame meaty
block > +7F approximately
The proximity-guard trigger was also improved in Year 4.
6. Rising Tackle ender into Round Wave
Corner
A Rising Tackle ender > Round Wave
Easy to time as a meaty on wake-up.
on block: > +5F
Later active frames give even more advantage.
7. After H Power Charge into H Burning Knuckle
H Power Charge > H Burning Knuckle > two forward dashes
> point-blank +6F
From there:
cr.MP active-frame meaty
This allows cr.MP > cr.MP.
Another setup
H Power Charge > H Burning Knuckle > whiff st.LP > late-active H Burning Knuckle
block > +2F
8. Year 4: after OD Quick Burn
OD Quick Burn > +33F
Year 4 reduced the launch distance.
New option
Hold back during OD Quick Burn > opponent wakes up > walk back > their throw tech whiffs > Punish Counter.
> st.HP / H Power Chargeetc.
9 H Crack Shoot +43F
H Crack Shoot > +43F
A long knockdown.
In the corner:
Options: jumping attack, empty-jump low, or empty-jump throw.
Choose an appropriate follow-up.
Check each route and spacing in Training Mode to confirm whether the jump is fully safe.
10 SA3 after
SA3 > +22F
forward dash 19F > +3F
At midscreen, there is distance to cover:
SA3 > DR > throw
This is a strong option.
CA
CA > +37F
forward dash > DR cr.MP
Approximate values
hit: +11F
block: +5F
Back to top ↑ESSENTIAL ROUTES12Round Wave【Year4 Important】
Round Wave
startup 29F
low
hit +8F
block +5F
In Year 4, the proximity-guard trigger activates 5F earlier.
Pressure sequences
st.MP > Round Wave
cr.MP > Round Wave
These more easily catch opponents walking backward.
After the opponent blocks
• cr.MP
• throw
• delayed strike
• shimmy
If the opponent is looking for:
• invincible reversal
• Perfect Parry
Respond with:
Hold back and block instead of attacking, or walk forward and throw.
Continue into these options.
Back to top ↑ESSENTIAL ROUTES13DR overhead
6HP > 22F overhead > hit +2 > block-3
DR 6HP
Approximate values
hit: +6F
block: +1F
On hit
> cr.MP > H Rising Tackle
etc.
Back to top ↑ESSENTIAL ROUTES14After st.HP is blocked
st.HP
hit +2
block +1
After the opponent blocks
Options: cr.LP, throw, or walk back to shimmy.
In combos, follow-up options change depending on whether st.HP connects early or late.
Back to top ↑ESSENTIAL ROUTES15Why choose Burning Knuckle as the ender?
Midscreen
Burning Knuckle can be more valuable than Rising Tackle here.
Consider it as your ender.
Reasons
Corner carry, wake-up pressure, and gaining space.
Choosing by position
Midscreen: carry with Burning Knuckle and apply wake-up pressure.
Corner: prioritize damage with Power Charge / Round Wave.
Back to top ↑ESSENTIAL ROUTES1610 Practical Starter Routes
1.
cr.LK > cr.LP > M Burning Knuckle
2.
cr.MP > st.LK > M Burning Knuckle
3.
Fire Kick > H Burning Knuckle
4.
st.MP > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn
5.
cr.MK > CDR > cr.HP > H Power Charge > delayed H Crack Shoot > Quick Burn
6.
st.HP hit 1 > H Power Charge > H Burning Knuckle
7.
corner
st.HP hit 1 > H Power Charge > Round Wave > M Power Charge > H Rising Tackle
8.
M Burning Knuckle > forward dash > throw / cr.MP / shimmy
9.
corner
Forward throw > forward dash > throw / cr.MP / neutral j.HK
10.
OD Quick Burn > Year4 shimmy
Back to top ↑ESSENTIAL ROUTES17Current Game Plan
Make contact with cr.MP, cr.MK, or st.MP > carry with M Burning Knuckle > forward dash > strike / throw / shimmy > corner forward-throw loop > late-active meaty Round Wave > convert larger openings through H Power Charge > aerial combo > use Triple Geyser for high damage when SA2 is available.
Back to top ↑ESSENTIAL ROUTES18Notes for Older Guides
Use the following current-version replacements.
st.MP has a larger hurtbox on whiff.
Round Wave's proximity-guard trigger improved.
Regular Quick Burn is +3 on hit.
OD Quick Burn: 800 damage on the final hit, 1600 total, +33F afterward, and reduced launch distance.
OD Power Charge can cancel into special moves.
UFD lists cr.HK at +40F for this version.
Back to top ↑ESSENTIAL ROUTES19References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Terry combo material updated 2026-8-8; Year 4 adjustment testing dated 2026-8-23; combo and wake-up pressure research updated March 2026; 2026-8-3 adjustment differences.
Combo and setplay conditions and advantage can vary with spacing, late-active timing, airborne hit height, 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.