Street Fighter Alpha 3/Dhalsim

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Introduction

Once again, Dhalsim fights to protect his family and the poor. After sensing a disturbance caused by the evil energy of the Psycho Drive, Dhalsim leaves his village to investigate further, but fears that by doing so, he will further the chances of him becoming corrupted with darkness.

Pros Cons
  • Insane speed and priority on all his normals, making it very difficult to find any safe openings against him
  • Very high priority anti-airs that setup juggles
  • Strong at close, mid and long range unlike most incarnations of the character
  • Guard crush helps him immensely, as it allows him to have offensive pressure from full screen at all times
  • Gigantic air throw range that practically looks like a bug at times
  • Drills are incredibly fast with great pushback and can make him look like a divekick character at times
  • Slides are cancellable, can low profile, and are very safe on block.
  • Can act/air block after air teleports
  • Teleport lets him bail out of bad activates
  • Difficult to keep cornered due to teleport and a large array of air mobility options
  • Strong set of custom combos give him big burst potential and a strong reversal option
  • Can easily bully opponents into the corner for hadou rave pressure
  • Air blocking nullifies a lot of the downsides of his jump
  • Has a unique yoga escape move that allows him to teleport out of juggles, including CC infinites, making him completely immune
  • Undisputed best character in the game with no bad match-ups
  • Slow, floaty jump
  • Tall/fat hurtbox makes him susceptible to jab pressure and some normally "standing-only" combos
  • Teleport more recovery than it does in newer games
  • Has some trouble anti-airing V-Akuma consistently
  • Can be reset out of yoga escape by players who know what they're doing, making it a better idea just to take the full VC and teleport out of any infinites that follow


Dhalsim
SFA3 Dhalsim Art.png
Character Data

Color Options

X-Ism A-Ism V-Ism
Sfa3 Dhalsim pxism.png Sfa3 Dhalsim kxism.png Sfa3 Dhalsim paism.png Sfa3 Dhalsim kaism.png Sfa3 Dhalsim pvism.png Sfa3 Dhalsim kvism.png
Punch Kick Punch Kick Punch Kick


Moves List

Note : Dhalsims "close" normals are activated in A/V by holding back, or downback when crouching, while in X, they function like regular proximity normals.

Ground Normals

  • Close Standing Jab:
Damage 6 Sfa3 Dhalsim jab1.png Sfa3 Dhalsim jab2.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/9/10
Block Stun -4
Hit Stun/Counter Hit -3/+2

Close lp is an exception, as it's just neutral or back + lp in A/V. Has an insane amount of priority as an anti-air.

  • Far Standing Jab:
Damage 6(AV)3(X) Sfa3 Dhalsim jab3.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count (A/V) 3/9/10
Frame Count (X) 4/4/10
Block Stun +0
Hit Stun/Counter Hit +1/+6

Far lp is an exception, as it's forward + lp in A/V.

  • Close Standing Strong:
Damage 13 Sfa3 Dhalsim strong1.png Sfa3 Dhalsim strong2.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/5/24
Block Stun -10
Hit Stun/Counter Hit -9/-5

In V, the second active part can also be canceled.

  • Far Standing Strong:
Damage 10 Sfa3 Dhalsim strong3.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 10/4/15
Block Stun +0
Hit Stun/Counter Hit +1/+5
  • Close Standing Fierce:
Damage 9+8 Sfa3 Dhalsim fierce1.png Sfa3 Dhalsim fierce1.png
Stun 4+3
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3+1(A)4+1(XV)
Frame Count 5/6/7/27
Block Stun -11
Hit Stun/Counter Hit -10/Launch
  • Far Standing Fierce:
Damage 13 Sfa3 Dhalsim fierce3.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 13/2/23
Block Stun -2
Hit Stun/Counter Hit -1/Launch
  • Close Standing Short:
Damage 6 Sfa3 Dhalsim short1.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/5/13
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • Far Standing Short:
Damage 3 Sfa3 Dhalsim short2.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 8/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close Standing Forward:
Damage 11 Sfa3 Dhalsim forward1.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/3/17
Block Stun -1
Hit Stun/Counter Hit +0/+4

Used as anti-air in mid-ranges

  • Far Standing Forward:
Damage 9 Sfa3 Dhalsim forward2.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 10/3/21
Block Stun -5
Hit Stun/Counter Hit -4/+0
  • Close Standing Roundhouse:
Damage 16 Sfa3 Dhalsim roundhouse1.png
Stun 6
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/4/27
Block Stun -8
Hit Stun/Counter Hit -7/Launch
  • Far Standing Roundhouse:
Damage 14 Sfa3 Dhalsim roundhouse2.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/3/22
Block Stun -2
Hit Stun/Counter Hit -1/Launch
  • Close Crouching Jab:
Damage 5 Sfa3 Dhalsim crjab1.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/3/9
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Far Crouching Jab:
Damage 2 Sfa3 Dhalsim crjab2.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 10/2/21
Block Stun -9
Hit Stun/Counter Hit -8/-3
  • Close Crouching Strong:
Damage 11 Sfa3 Dhalsim crstrong1.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/4/11
Block Stun +4
Hit Stun/Counter Hit +5/+9
  • Far Crouching Strong:
Damage 9 Sfa3 Dhalsim crstrong2.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 12/4/24
Block Stun -9
Hit Stun/Counter Hit -8/-4
  • Close Crouching Fierce:
Damage 14 Sfa3 Dhalsim crfierce1.png
Stun 6
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 5/4/13
Block Stun +6
Hit Stun/Counter Hit +7/Launch
  • Far Crouching Fierce:
Damage 12 Sfa3 Dhalsim crfierce2.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 14/6/27
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Close Crouching Short:
Damage 5 Sfa3 Dhalsim crshort1.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/11
Block Stun -1
Hit Stun/Counter Hit +0/+5
  • Far Crouching Short:
Damage 5 Sfa3 Dhalsim crshort2.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/9/9
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • Close Crouching Forward:
Damage 10 Sfa3 Dhalsim crforward1.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/4/14
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Far Crouching Forward:
Damage 9 Sfa3 Dhalsim crforward2.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/11/13
Block Stun -5
Hit Stun/Counter Hit -4/+0
  • Close Crouching Roundhouse:
Damage 14 Sfa3 Dhalsim crroundhouse1.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/4/25
Block Stun -6
Hit Stun/Counter Hit Knockdown/Launch
  • Far Crouching Roundhouse:
Damage 14 Sfa3 Dhalsim crroundhouse2.png
Stun 6
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 8/13/25
Block Stun -15
Hit Stun/Counter Hit -

Air Normals

Note: Dhalsims "close" air normals are done by holding back in A/V, in X they function like proximity normals.

  • Close Neutral Jump Jab:
Damage 7 Sfa3 Dhalsim njjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/11


  • Close Diagonal Jump Jab:
Damage 6 Sfa3 Dhalsim njjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/11
  • Far Neutral Jump Jab:
Damage 4 Sfa3 Dhalsim fjjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 7/2/20
  • Far Diagonal Jump Jab:
Damage 4 Sfa3 Dhalsim fjjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 7/4/20
  • Close Neutral Jump Strong:
Damage 12 Sfa3 Dhalsim njstrong.png
Stun 4
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 4/8/13
  • Close Diagonal Jump Strong:
Damage 11 Sfa3 Dhalsim njstrong.png
Stun 4
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 4/8/13
  • Far Jump Strong:
Damage 8 Sfa3 Dhalsim fjstrong.png
Stun 4
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 8/2/22
  • Close Jump Fierce:
Damage 16 Sfa3 Dhalsim njfierce.png
Stun 6
Meter on whiff/hit 2/4(A)6(XV)
Frame Count 4/6/10
  • Far Jump Fierce:
Damage 12 Sfa3 Dhalsim fjfierce.png
Stun 6
Meter on whiff/hit 2/4(XA)6(XV)
Frame Count 8/4/19
  • Close Jump Short:
Damage 6 Sfa3 Dhalsim njshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/12
  • Far Jump Short:
Damage 3 Sfa3 Dhalsim fjshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 8/4/21
  • Close Neutral Jump Forward:
Damage 10 Sfa3 Dhalsim njforward.png
Stun 4
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 7/6/12
  • Close Diagonal Jump Forward:
Damage 10 Sfa3 Dhalsim njforward.png
Stun 4
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 5/8/12
  • Far Jump Forward:
Damage 8 Sfa3 Dhalsim fjforward.png
Stun 4
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 11/3/21
  • Close Jump Roundhouse:
Damage 15 Sfa3 Dhalsim njroundhouse.png
Stun 6
Meter on whiff/hit 2/4(A)6(XV)
Frame Count 8/6/14
  • Far Jump Roundhouse:
Damage 13 Sfa3 Dhalsim fjroundhouse.png
Stun 6
Meter on whiff/hit 2/4(A)6(XV)
Frame Count 12/4/26

Command Normals

  • Yoga Shock: Press and hold down b+lP for at least 33 frames. (A-ism Only)
Damage 12 Sfa3 Dhalsim yogashock.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/3
Frame Count 45/5/20
Block Stun -2
Hit Stun/Counter Hit -1/?

This LP Takes about half a second to charge but hits harder and becomes an overhead.

  • Drill Zutsuki: d+HP (Air Only)
Damage 10 Sfa3 Dhalsim drillzutsuki.gif
Stun 6
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 7//9

Dhalsim spins across the screen head-first. Unlike the Drill Kick, there is no way to choose the angle of the attack.

  • Drill Kick: d+K (Air Only)
  • Short Version:
Damage 10 Sfa3 Dhalsim drillkickshort.gif
Stun 6
Meter on whiff/hit (Neutral Jump) 2/3(A)4(XV)
Meter on whiff/hit (Diagonal Jump) 1/3(A)4(XV)
Frame Count 7//9
  • Forward Version:
Damage 10 Sfa3 Dhalsim drillkickforward.gif
Stun 6
Meter on whiff/hit (Neutral Jump) 2/3(A)4(XV)
Meter on whiff/hit (Diagonal Jump) 1/A3(A)4(XV)
Frame Count 7//9
  • Roundhouse Version:
Damage 10 Sfa3 Dhalsim drillkickroundhouse.gif
Stun 6
Meter on whiff/hit (Neutral Jump) 2/3(A)4(XV)
Meter on whiff/hit (Diagonal Jump) 1/3(A)4(XV)
Frame Count 7//9

Dhalsim spins to the ground feet-first. Using LK will dive almost straight across the screen, MK will dive at a slight angle, and HK will dive almost straight down.

Throws

Yoga Smash: b/f+PP

Damage 8+2x(0~13)+2*² Sfa3 Dhalsim throw.png
Stun 0
Range 34
Meter on whiff/hit 1/1(A)3(XV)
Frame Count 5/1/16

Yoga Throw: b/f+PP

Damage 20 Sfa3 Dhalsim throw.png
Stun 0
Range 34
Meter on whiff/hit 1/1(A)3(XV)
Frame Count 5/1/16

Yoga Trip: Any direction but u/d+PP

Damage 20 Sfa3 Dhalsim airthrow.png
Stun 0
Range 34
Meter on whiff/hit 1(A)3(XV)/0
Frame Count 1/1/1(before landing)

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM:
Damage 4 Sfa3 Dhalsim acaism1.png Sfa3 Dhalsim acaism2.png
Frame Count 24/10/12
Invincibility 0-24
  • V-ISM:
Damage 4 Sfa3 Dhalsim acvism.png
Frame Count 29/12/25
Invincibility 0-29

Yoga Escape: (when knocked down) BDBD+K [A/V Only]

-Dhalsim will teleport before hitting the ground and re-appear standing on
 the ground.

Special Moves

Yoga Fire: QCF+Punch [X Z V]

-Dhalsim exhales a tiny fireball across the screen. In Z-Ism and V-Ism, the
 fireball will dissipiate as it travels, and the stronger the Punch button
 used, the faster the fireball will go but the sooner it will dissipiate. In
 X-Ism, the fireball will not dissipiate.

Yoga Flame: HCB+Punch [Z V]

-Dhalsim exhales a large fire in front of him. The stronger the Punch button
 used, the longer Dhalsim keeps the fire in front of him. Note that the Z-Ism
 and V-Ism Yoga Flame has a different control motion than in X-Ism.

Yoga Flame: HCF+Punch [X]

-Dhalsim exhales a large fire in front of him. The stronger the Punch button
 used, the longer Dhalsim keeps the fire in front of him. Note that the X-Ism
 Yoga Flame has a different control motion than in Z-Ism and V-Ism

Yoga Blast: HCB+Kick [Z V]

-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button
 used, the longer Dhalsim keeps the fire in the air. Note that the Z-Ism and
 V-Ism Yoga Blast has a different control motion than in X-Ism.

Yoga Blast: HCF+Kick [X]

-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button
 used, the longer Dhalsim keeps the fire in the air. Note that the X-Ism
 Yoga Blast has a different control motion than in Z-Ism and V-Ism.

Yoga Teleport: F,D,DF or B,D,DB + (PPP or KKK) (air) [X Z V]

-Dhalsim will teleport either forward or backward, depending if (F,D,DF) or
 (B,D,DB) is used. Using (KKK) will teleport Dhalsim a bit further away.
 Dhalsim cannot be attacked while he is teleporting.
 In Z-Ism and V-Ism, Dhalsim can Teleport while in the air, but not in X-Ism.
 If Teleport is performed in the air, Dhalsim reappears in the air and is able to perform
 any of his neutral jump moves, except another Yoga Teleport.

Super Combos

Yoga Tempest: HCF,HCF+Punch [X]

-A more powerful version of the Yoga Flame, Dhalsim exhales a large
 multi-hitting fire in front of him
    X-Ism: 5 Hits

Yoga Inferno: QCF,QCF+Punch [Z]

-A more powerful version of the Yoga Flame, Dhalsim exhales a twisting spray
 of fire in front of him
    Level 1: 3 Hits      Level 2: 8 Hits       Level 3: 13 Hits

Yoga Strike: QCF,D,DF+Kick [Z]

-Dhalsim leaps up and flips in the air. If he touches his opponent while in
 the air, he will grab them and slam them into he ground with his legs. This
 will only attack opponents in the air and will do nothing to them on the
 ground.
    Level 1: 1 Hit       Level 2: 2 Hits       Level 3: 3 Hits

Yoga Stream: QCB,QCB+Punch [Z]

-Dhalsim exhales a spray of fire along the ground. This attack must be
 blocked low
    Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

The Basics

Which Ism?

Anyone

A-Ism

Still top tier due to yoga escape nullifying a lot of V-ISM threats and his anti-air super making it super risky to get counter-hit by any of his anti-airs.

V-Ism

Easily his best ISM, as it gives him access to scary customs that make it risky to use sustained pressure against him. Hadou rave is easy damage against characters who lack meter to counter-activate and can be used to force alpha counters.

X-Ism

One of the best supers in the game, but loses access to air block and controllable normals.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Misc

If you taunt while airborne, Dhalsim will slowly float towards the ground while in his teleport stance. This is usually very unsafe and useless, in some rare cases however you can use it to avoid attacks when coming down from a jump/air tech.

Match-ups

vs. V-Ryu

6-4

vs. V-Ken

7-3

vs. V-Chun-li

6-4

vs. V-Sagat

7-3

vs. V-Adon

7-3

vs. V-Birdie

8-2

vs A-Guy

7-3

vs. V-Sodom

5-5

vs. V-Charlie

8-2

vs. V-Rose

6-4

vs. V-Dictator

6-4

vs. V-Akuma

4-6

vs. V-Dan

7-3

vs. V-Dhalsim (Mirror match)

5-5

vs. V-Zangief

7-3

vs. A-Gen

6-4

vs. V-Rolento

5-5

vs. V-Sakura

6-4

vs. A-Blanka

6-4

vs. V-E.Honda

7-3

vs. V-Claw

7-3

vs. V-Cammy

7-3

vs. V-Cody

6-4

vs. A-R.Mika

7-3

vs. V-Karin

6-4

vs. A-Boxer

6-4

vs. V-Juli

7-3

vs. Juni-V

7-3

Notable Players

Japan

AL (X-Dhalsim)

Darumo (A-Dhalsim)

Doronbo (A-Dhalsim)

En (X-Dhalsim)

Enmachi (V-Dhalsim)

Gorin (A-Dhalsim)

Hiro (X-Dhalsim)

Masumi (A-Dhalsim)

MC (A-Dhalsim)

Mukai (A/V-Dhalsim)

Muse (V-Dhalsim)

Nike (V-Dhalsim)

Nishikawaguchi Dhalsim (A-Dhalsim)

Nitto (V-Dhalsim)

P40 (V-Dhalsim)

RF (A-Dhalsim)

Ryuji (V-Dhalsim)

S (V-Dhalsim)

Shindy (V-Dhalsim)

Shiba (A-Dhalsim)

Shiva Dhalsim (A-Dhalsim)

Supu Shin (A-Dhalsim)

Tadakichi (A-Dhalsim)

Takamari Maximum (V-Dhalsim)

Takedaru (A/V/X-Dhalsim)

Taro (V-Dhalsim)

Teruchika (A-Dhalsim)

Tokido (A-Dhalsim)

Tosa (V-Dhalsim)

VER (V-Dhalsim)

Versus (V-Dhalsim)

WC Dhalsim (A-Dhalsim)

YMD Tosa (V-Dhalsim)

Zabon (A-Dhalsim)

North America

Arturo Sanchez / Sabin (A-Dhalsim)

a-v-karin (A/V-Dhalsim)

Carvd / tomass (V-Dhalsim)

Jason Cole / Afrocole (A-Dhalsim)

Kyokuji (V-Dhalsim)

OCxRiDaH (V-Dhalsim)

Ryu1999 (A-Dhalsim)

SabreAZ (V-Dhalsim)

Europe

IMX (A-Dhalsim)

Thompsoni (V-Dhalsim)

Latin America

Fox and Capcom (V-Dhalsim)

GanFleim! (V-Dhalsim)

Comboman/MACRO_DETECTOR (A/V-Dhalsim

Discussion

Game Navigation

General
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Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun