COMBO ROUTESZANGIEF 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
Hellstab = 3MP ー ー = 6MK
Headbutt = 6HP
Power Stomps = 2cr.MK > MK > MK
Double Lariat = PP
ODDouble Lariat = PPP
Screw Piledriver = +P
Borscht Dynamite = during +K
Russian Suplex /
Siberian Express = 63214K
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
Power Stomps
• The first hit can now be canceled into special moves.
• First hit: 9F startup / +4 on hit / -3 on block
• 20% starter scaling on the first hit
• Smaller hurtbox around the feet
Double Lariat
• Forward/back input adjusts position during the attack.
• More reliable in combos near the tip of its range.
Heavy Russian Suplex
• Easier to get Russian Suplex regardless of distance, reducing accidental Siberian Express inputs.
Back to top ↑COMBO ROUTES0310 essential starter combos
1 Light attacks into OD Double Lariat
cr.LK > st.LP > OD Double Lariat
• Approximately +38F after OD Double Lariat
2 Light attacks into Drive Rush and regular Double Lariat
cr.LK > st.LP > CDR > cr.LP > 3MP > Double Lariat
• Approximately +27F after the ender
3 st.LK Counter Hit confirm
st.LK CH / PC > CDR > cr.MP > 3MP > Double Lariat
4 Basic Hellstab route
3MP > Double Lariat
• 7F startup
• Forces standing
• Special-cancelable
5 Basic Headbutt route
6HP > 3MP > Double Lariat
• +8F on hit
• +4F on block
6 DR MP target combo
7 DR Knee Hammer on a later active frame
DR > 6MK on a later active frame > 3MP > Double Lariat
8 6HK Punish Counter
6HK PC > 3MP > Double Lariat
9 Jump-in basic
Jcr.HP > 6HP > 3MP > Double Lariat
10 Round-ending light-attack route
cr.LK > st.LP > CDR > cr.LP > 3MP > CDR > cr.MP > 3MP > SA2
Simpler alternative: … > 3MP > OD Double Lariat > SA2
Back to top ↑COMBO ROUTES04Finish the round with SA3
cr.LK > st.LP > OD Double Lariat > SA3
Alternatively:
cr.LK > st.LP > CDR > cr.LP > 3MP > OD Double Lariat > SA3
Back to top ↑COMBO ROUTES05Invincible-Reversal Punishes
If spacing allows: H Screw Piledriver
Prioritizes okizeme
6HK PC > 3MP > Double Lariat
With meter: 6HK PC > 3MP > OD Double Lariat > SA2 / SA3
Back to top ↑ESSENTIAL ROUTES06DI Punish Counter
DI PC > H Screw Piledriver
Alternatively:
DI PC > 6HP > 3MP > Double Lariat
Back to top ↑ESSENTIAL ROUTES07Corner DI wall splat
DI wall splat > 3MP > Double Lariat
Back to top ↑COMBO ROUTES08Specialized stun combo
Stun > adjust spacing > hold forward and connect the later part of Double Lariat > low-height 3MP > OD Double Lariat > OD Borscht Dynamite
Back to top ↑ESSENTIAL ROUTES09Power Stomps: new Year4 options
Power Stomps (first hit) > special move
Alternatively: Power Stomps (first hit) > CDR
• First-hit starter scaling: 20%
• Better suited to creating a favorable situation than maximizing damage
Back to top ↑SETPLAY10Key Frame Advantage by Ender
L Screw Piledriver > approximately +30F
M Screw Piledriver > approximately +28F
H Screw Piledriver > approximately +28F
OD Screw Piledriver > approximately +28F
Double Lariat > approximately +27–56F
OD Double Lariat > approximately +38–57F
cr.HK > approximately +36F
Russian Suplex > approximately +26F
Siberian Express > approximately +29F
SA1 > approximately +29F
SA3 > approximately +26F
Lariat frame advantage varies with where it hits.
Back to top ↑1 OD Double Lariat at +38F: first priority
OD Double Lariat > +38F > DR > 6HP late-active-frame meaty
At +4F after the opponent blocks, choose:
• 3MP
• M Screw Piledriver
• Block
2 OD Double Lariat +38 > DR cr.MK
OD Double Lariat > DR > cr.MK > 3MP > Double Lariat
3 OD Double Lariat at +38 > DR Screw Piledriver
OD Double Lariat > DR > M Screw Piledriver
Mix this with DR Headbutt and DR into block.
4 After OD Double Lariat: block an invincible reversal
OD Double Lariat +38 > DR > block
If you block an invincible reversal, use H Screw Piledriver or a PC combo.
5 Safe-jump-style option from +38
OD Double Lariat +38 > j.MP > 3MP > Double Lariat
• Can allow landing in time to block invincible reversals with 10F or slower startup.
6 Double Lariat +27F
Regular Double Lariat > +27F
Options: DR st.MP target combo / DR cr.HK / DR L Screw Piledriver
7 After cr.HK
cr.HK > +36F
Options: DR into block / DR 6MK / DR L Screw Piledriver
8 After Screw Piledriver
L Screw Piledriver: +30F
M / H / OD: +28F
At midscreen, the distance opens up. Close it again with DR st.MP / DR 6MK / DR cr.HK / DR 6HP, or DR and wait.
9 Corner Double Lariat > Headbutt
Corner: Double Lariat > adjust timing slightly > 6HP
At +4F on block, choose 3MP / Screw Piledriver / shimmy / block.
10 After the corner down-forward throw
Normal throw with direction 3 > approximately +28F
Corner options include walking into the direction-3 throw, 6HP, or H Screw Piledriver.
Back to top ↑ESSENTIAL ROUTES12After Headbutt is blocked
6HP on block > +4F
• 3MP: frame trap against a 4F button
• Screw Piledriver: open up blocking
• Another 6HP: catch escape attempts
• Block: read an invincible reversal
At +8F on hit, 6HP > 3MP > Double Lariat combos.
Back to top ↑ESSENTIAL ROUTES13After st.HK is blocked
st.HK > block +1F
• st.HK > cr.LP
• st.HK > Screw Piledriver
Other options are also possible.
Back to top ↑ESSENTIAL ROUTES146MK on a later active frame
6MK on a later active frame
Approximately +7F on hit
Approximately +2F on block
DR 6MK on a later active frame > 3MP / Screw Piledriver
Back to top ↑COMBO ROUTES15Catch jumps with SA1
Light attack > CDR to approach > read the opponent's jump > SA1 Aerial Russian Slam
Back to top ↑COMBO ROUTES16How to use SA2
• Combos
• Going through projectiles
• Finishing the round
Example: 3MP > held SA2 > airborne follow-up
Back to top ↑COMBO ROUTES17When expecting an invincible reversal
Especially:
• +38F after OD Double Lariat
• +4F after Headbutt is blocked
• After corner Double Lariat
Mix strikes, Screw Piledriver, and blocking in these situations.
Back to top ↑ESSENTIAL ROUTES1810 Practical Starter Routes
1. 3MP > Double Lariat
2. 6HP > 3MP > Double Lariat
3. cr.LK > st.LP > OD Double Lariat
4. cr.LK > st.LP > CDR > cr.LP > 3MP > Double Lariat
5. DR st.MP > MP > MP
6. DR 6MK on a later active frame > 3MP > Double Lariat
7. OD Double Lariat +38 > DR 6HP > strike / Screw Piledriver / block
8. 6HP on block +4 > 3MP / Screw Piledriver / wait
9. Corner: Double Lariat > 6HP meaty > strike / Screw Piledriver / shimmy
10. Block an invincible reversal > H Screw Piledriver
Alternatively: 6HK PC > 3MP > Double Lariat
Back to top ↑ESSENTIAL ROUTES19Current Game Plan
Walk forward
↓
Approach with Headbutt or DR Knee Hammer
↓
Hellstab > Double Lariat
↓
Drive Rush to close the distance again
↓
Establish strikes
↓
Land Screw Piledriver
↓
Catch jumps with Double Lariat or SA1
Back to top ↑ESSENTIAL ROUTES20Notes for Older Guides
• Power Stomps' first hit is special-cancelable.
• Power Stomps' first hit has 20% starter scaling.
• Regular Double Lariat connects more reliably in combos.
• Forward/back input adjusts regular Double Lariat's position.
• Heavy Russian Suplex helps avoid accidental Siberian Express.
• Frame advantage after Double Lariat varies with hit position.
Back to top ↑ESSENTIAL ROUTES21References
• Official Street Fighter 6 balance update information
• Ultimate Frame Data
• Zangief combo and setplay references for 2026-8-3
• Year4 strategy references
Combo and setplay conditions can vary with spacing, active-frame timing, hit position, 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.