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{{USFIVCharacterHeader|Dhalsim|Dhalsim| | {{USFIVCharacterHeader|Dhalsim|Dhalsim| | ||
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The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.}} | The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.}} | ||
'''Players to Watch''' | |||
[http://www.youtube.com/results?search_query=YHC+Mochi+Dhalsim+USF4 YHC Mochi] (JP), [http://www.youtube.com/results?search_query=Darui+Dhalsim+USF4 Darui] (JP), [http://www.youtube.com/results?search_query=Filipinochamp+Dhalsim+USF4 Filipinochamp] (US), [http://www.youtube.com/results?search_query=Sabin+Dhalsim+USF4 TS Sabin/Arturo Sanchez] (US) | |||
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Dhalsim/Omega|Click for Omega SF4 version]] | |||
== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Dhalsim Dhalsim SF4 Changelist] | |||
== Character Specific Data == | |||
Dhalsim{{USFIVCharacterData|900|900|60%|0.025|0.02|2.21|59 (3+56)|2.20|2.20|1.80|32|1.43|29|8|10|11|1.01|1.01|31|22|Back LP|Crouch LP, Crouch MP, Crouch HP, Crouch LK, Crouch MK, Crouch HK, Down/Back LK, Down/Back MK, Down/Back HK|Crouch HK, Down/Back HK, Yoga Blast, EX Yoga Blast|Yoga Flame|20|28|58|-16|-13|-10|-7|Back HP (1st Hit), LP/EX Yoga Fire|}} | |||
== Frame Data ( | |||
{{ | == Frame Data (At A Glance) == | ||
{{USFIVFrameDataGlanceTableHeader}} | |||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Stand LP|Far Jab|Stand lp||Stand | {{USFIVFrameDataGlanceRow|Stand LP|Far Jab|Stand lp||Stand {{lp}}|30|50|20|HL|sp/su|4|4|9|16|11|15|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Stand MP|Far Strong|Stand mp||Stand | {{USFIVFrameDataGlanceRow|Stand MP|Far Strong|Stand mp||Stand {{mp}}|60|80|40|HL|-|9|3|14|25|13|16|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Stand HP|Far Fierce|Stand hp||Stand | {{USFIVFrameDataGlanceRow|Stand HP|Far Fierce|Stand hp||Stand {{hp}}|80|140|60|HL|-|10|6|16|31|18|23|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Stand LK|Far Short|Stand lk||Stand | {{USFIVFrameDataGlanceRow|Stand LK|Far Short|Stand lk||Stand {{lk}}|30|50|20|HL|-|7|4|8|18|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Stand MK|Far Forward|Stand mk||Stand | {{USFIVFrameDataGlanceRow|Stand MK|Far Forward|Stand mk||Stand {{mk}}|60|100|40|HL|-|9|3|14|25|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Stand HK|Far Roundhouse|Stand hk||Stand | {{USFIVFrameDataGlanceRow|Stand HK|Far Roundhouse|Stand hk||Stand {{hk}}|90|160|60|HL|-|13|4|16|32|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Back LP|Back Jab|Back lp|| | {{USFIVFrameDataGlanceRow|Back LP|Back Jab|Back lp||{{Left}}{{lp}}|50|50|20|H|-|14|2(1)2|11|29|11|14|-2|1|Active frames 1~2F cannot hit crouching, attack only hits once||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Back MP|Back Strong|Back mp|| | {{USFIVFrameDataGlanceRow|Back MP|Back Strong|Back mp||{{Left}}{{mp}}|70|100|40|HL|sp/su|6|6|11|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Back HP|Back Fierce|Back hp|| | {{USFIVFrameDataGlanceRow|Back HP|Back Fierce|Back hp||{{Left}}{{hp}}|60*50|100*100|60*20|HL|sp/su*-|5|3*3|17|27|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Back LK|Back Short|Back lk|| | {{USFIVFrameDataGlanceRow|Back LK|Back Short|Back lk||{{Left}}{{lk}}|30|50|20|HL|sp/su|3|4|7|13|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Back MK|Back Forward|Back mk|| | {{USFIVFrameDataGlanceRow|Back MK|Back Forward|Back mk||{{Left}}{{mk}}|65|100|40|HL|sp/su|5|4|12|20|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Back HK|Back Roundhouse|Back hk|| | {{USFIVFrameDataGlanceRow|Back HK|Back Roundhouse|Back hk||{{Left}}{{hk}}|100|200|60|HL|-|6|5|15|25|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|25|25|20|L|-|9|4|11|23|11|14|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|60|60|40|L|-|12|3|16|30|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|80|100|60|L|-|14|3|21|37|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|30|50|20|L|sp/su|3|8|12|22|11|14|-9|-6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|60|100|40|L|-|6|11|11|27|14|17|-8|-5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|-|10|12|24|45|18|-|-18|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Down/Back LP|Down/Back Jab|Down/Back lp|| | {{USFIVFrameDataGlanceRow|Down/Back LP|Down/Back Jab|Down/Back lp||{{Downleft}}{{lp}}|30|50|20|HL|sp/su|4|3|8|14|||0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Down/Back MP|Down/Back Strong|Down/Back mp|| | {{USFIVFrameDataGlanceRow|Down/Back MP|Down/Back Strong|Down/Back mp||{{Downleft}}{{mp}}|60|100|40|HL|sp/su|5|5|6|15|||3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Down/Back HP|Down/Back Fierce|Down/Back hp|| | {{USFIVFrameDataGlanceRow|Down/Back HP|Down/Back Fierce|Down/Back hp||{{Downleft}}{{hp}}|85|150|60|HL|-|7|5|10|21|||3|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Down/Back LK|Down/Back Short|Down/Back lk|| | {{USFIVFrameDataGlanceRow|Down/Back LK|Down/Back Short|Down/Back lk||{{Downleft}}{{lk}}|30|50|20|L|sp/su|5|6|7|17|||-2|1|Cannot hit airborne||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Down/Back MK|Down/Back Forward|Down/Back mk|| | {{USFIVFrameDataGlanceRow|Down/Back MK|Down/Back Forward|Down/Back mk||{{Downleft}}{{mk}}|60|100|40|L|sp/su|6|5|11|21|||-2|1|Cannot hit airborne||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Down/Back HK|Down/Back Roundhouse|Down/Back hk|| | {{USFIVFrameDataGlanceRow|Down/Back HK|Down/Back Roundhouse|Down/Back hk||{{Downleft}}{{hk}}|100|200|60|L|-|12|3|20|34|||-5|-|Cannot hit airborne||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Tower|Yoga Tower|d + 3p|Continue holding d to stay in tower pose longer| | {{USFIVFrameDataGlanceRow|Yoga Tower|Yoga Tower|d + 3p|Continue holding {{d}} to stay in tower pose longer|{{Down}}+{{3p}}|-|-|-|-|See notes|-|-|Total 120|120|||-|-|Can {{cancel}} from 31F~||||-|-|-|-|-|-|Legs: 1~59F|Legs: 1~59F|1~59F|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Jump LP|Jump Jab|Jump lp||Jump | {{USFIVFrameDataGlanceRow|Jump LP|Jump Jab|Jump lp||Jump {{lp}}|40|25|20|H|-|7|9|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump MP|Jump Strong|Jump mp||Jump | {{USFIVFrameDataGlanceRow|Jump MP|Jump Strong|Jump mp||Jump {{mp}}|70|140|40|H|-|8|4|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump HP|Jump Fierce|Jump hp||Jump | {{USFIVFrameDataGlanceRow|Jump HP|Jump Fierce|Jump hp||Jump {{hp}}|80|140|60|H|-|9|4|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump LK|Jump Short|Jump lk||Jump | {{USFIVFrameDataGlanceRow|Jump LK|Jump Short|Jump lk||Jump {{lk}}|40|25|20|H|-|10|5|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4f|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump MK|Jump Forward|Jump mk||Jump | {{USFIVFrameDataGlanceRow|Jump MK|Jump Forward|Jump mk||Jump {{mk}}|70|120|40|H|-|12|3|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7f|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump HK|Jump Roundhouse|Jump hk||Jump | {{USFIVFrameDataGlanceRow|Jump HK|Jump Roundhouse|Jump hk||Jump {{hk}}|90|160|60|H|-|10|6|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7f|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump Back LP|Jump Back Jab|Jump Back lp||Jump | {{USFIVFrameDataGlanceRow|Jump Back LP|Jump Back Jab|Jump Back lp||Jump {{Left}}{{lp}}|20|25|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump Back MP|Jump Back Strong|Jump Back mp||Jump | {{USFIVFrameDataGlanceRow|Jump Back MP|Jump Back Strong|Jump Back mp||Jump {{Left}}{{mp}}|80|50|40|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump Back HP|Jump Back Fierce|Jump Back hp||Jump | {{USFIVFrameDataGlanceRow|Jump Back HP|Jump Back Fierce|Jump Back hp||Jump {{Left}}{{hp}}|100|100|60|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump Back LK|Jump Back Short|Jump Back lk||Jump | {{USFIVFrameDataGlanceRow|Jump Back LK|Jump Back Short|Jump Back lk||Jump {{Left}}{{lk}}|40|25|20|H|-|6|9|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump Back MK|Jump Back Forward|Jump Back mk||Jump | {{USFIVFrameDataGlanceRow|Jump Back MK|Jump Back Forward|Jump Back mk||Jump {{Left}}{{mk}}|80|50|40|H|-|8|7|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump Back HK|Jump Back Roundhouse|Jump Back hk||Jump | {{USFIVFrameDataGlanceRow|Jump Back HK|Jump Back Roundhouse|Jump Back hk||Jump {{Left}}{{hk}}|100|150|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Spear|Drill|(in air) d + | {{USFIVFrameDataGlanceRow|Yoga Spear|Drill|(in air) {{d}} + k|Use {{lk}} for nearly horizontal attack, {{mk}} for a 45 degree angle attack, and {{hk}} for a nearly vertical attack|Air {{Down}}+{{K}}|70|50|40|HL|-|12|Until ground|After landing 6|-|||-|-|Height restriction: 0.5||||||Reset|Reset|-|-|-|Lower body: 1~8f|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Mummy|Headroll|(in air) d + | {{USFIVFrameDataGlanceRow|Yoga Mummy|Headroll|(in air) {{d}} + hp||Air {{Down}}+{{hp}}|90|100|60|HL|-|13|Until ground|After landing 6|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~12F|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|50|100|20|HL|-|10+10 | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|50|100|20|HL|-|10+10|3|34|56|16|16|-21|-21|Range: 2.21|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|70|150|40|HL|-|18+10|3|34|28|3|34| | {{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|70|150|40|HL|-|18+10|3|34|64|22|-|-15|-|Range: 2.21||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus| | {{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|100|200|60|-|-|58|2|28|87|-|-|-|-|Range: 2.21, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+10|3|34|56|16|16|-21|-21|Range: 2.21, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+10|3|34|64|22|-|-15|-|Range: 2.21, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|60|-|-|58|2|28|87|-|-|-|-|Range: 2.21, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+10|3|34|56|22|-|-15|-|Range: 2.21, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Yoga Smash|Forward Throw|f or n + lp + lk||Forward Throw|120|80|40|1. | {{USFIVFrameDataGlanceRow|Yoga Smash|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|120|80|40|1.015|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Throw|Back Throw|b + lp + lk||Back Throw|120|80|40|1. | {{USFIVFrameDataGlanceRow|Yoga Throw|Back Throw|b + {{lp}} + lk||Back Throw|120|80|40|1.015|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Yoga Fire|Yoga Fire|qcf + p ex||Yoga Fire | {{USFIVFrameDataGlanceRow|Yoga Fire|Yoga Fire|qcf + {{p}} ex||Yoga Fire {{lp}}|50|50|20/20|HL|su|14|95|35|48|-|-|-8|-4|18~19F cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Yoga Fire | {{USFIVFrameDataGlanceRow|||||Yoga Fire {{mp}}|70|100|20/20|HL|su|14|57|35|48|-|-|-8|-|18~19F cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Yoga Fire | {{USFIVFrameDataGlanceRow|||||Yoga Fire {{hp}}|80|100|20/20|HL|su|14|43|35|48|-|-|-8|-|18~19F cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Yoga Fire|EX Yoga Fire|||Yoga Fire | {{USFIVFrameDataGlanceRow|EX Yoga Fire|EX Yoga Fire|||Yoga Fire {{ex}}|50*50|50*50|-250/0|HL|su|14|-|29|42|-|-|1|4|18~19F cancellable, opponent gains 10x2 meter on hit||X||||Soft Knockdown|[1st hit]: Free Juggle, [2nd hit]: Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Flame|Yoga Flame|hcb + p ex armorbreak||Yoga Flame | {{USFIVFrameDataGlanceRow|Yoga Flame|Yoga Flame|hcb + {{p}} {{ex}} armorbreak||Yoga Flame {{lp}}|110|100|30/30|HL|su|15|23|22|59|-|-|-6|-|15~26F cancelable, on hit/block skips active frames 5~23F, builds 20 meter on block|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Yoga Flame | {{USFIVFrameDataGlanceRow|||||Yoga Flame {{mp}}|140|100|30/30|HL|su|17|27|16|59|-|-|-1|-|17~30F cancelable, on hit/block skips active frames 6~27F, builds 20 meter on block|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Yoga Flame | {{USFIVFrameDataGlanceRow|||||Yoga Flame {{hp}}|170|100|30/30|HL|su|34|32|13|78|-|-|2|-|34~49F cancelable, on hit/block skips active frames 6~32F, builds 20 meter on block|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Yoga Flame|EX Yoga Flame|||Yoga Flame | {{USFIVFrameDataGlanceRow|EX Yoga Flame|EX Yoga Flame|||Yoga Flame {{ex}}|50*50|100*100|-250/0|HL|su|14|32|13|58|-|-|2|-|14~29F cancelable, on hit/block skips active frames 6~32F, opponent gains 10x2 meter on hit|X|X||Free Juggle|Free Juggle|Free Juggle|Free Juggle|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Blast|Yoga Blast|hcb + k ex||Yoga Blast | {{USFIVFrameDataGlanceRow|Yoga Blast|Yoga Blast|hcb + {{k}} ex||Yoga Blast {{lk}}|130|100|30/40|-|su|11|20|45|75|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~20F||X||-|-|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Yoga Blast | {{USFIVFrameDataGlanceRow|||||Yoga Blast {{mk}}|150|100|30/40|-|su|14|20|36|69|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~20F||X||-|-|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Yoga Blast | {{USFIVFrameDataGlanceRow|||||Yoga Blast {{hk}}|180|100|30/40|-|su|30|20|22|71|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~20F||X||-|-|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Yoga Blast|EX Yoga Blast|||Yoga Blast | {{USFIVFrameDataGlanceRow|EX Yoga Blast|EX Yoga Blast|||Yoga Blast {{ex}}|90*60|100*100|-250/0|-|su|5|17|30|51|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~17F, opponent gains 10x2 meter on hit||X||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|-|JS: 0*1|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Teleport|Teleport|dp or rdp + 3p or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows|Yoga Teleport|-|-|-|-|-|-|-|Total | {{USFIVFrameDataGlanceRow|Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + {{3p}} will appear next to opponent in back, {{dp}} + {{3k}} will appear next to opponent in front, {{rdp}} versions are identical and will go backwards as far as the screen allows|Yoga Teleport|-|-|-|-|-|-|-|Total 48|48|-|-|-|-|Teleport complete on 15F, 19 grounded recovery frames||||-|-|-|-|-|All: 1~29F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Air Yoga Teleport|Air Teleport|(in air) dp or rdp + 3p or 3k|Always reappears at same height as performed; dp + 3p next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows|Air Yoga Teleport|-|-|-|-|-|-|-|Total | {{USFIVFrameDataGlanceRow|Air Yoga Teleport|Air Teleport|(in air) {{dp}} or {{rdp}} + {{3p}} or 3k|Always reappears at same height as performed; {{dp}} + {{3p}} next to opponent in back, {{dp}} + {{3k}} will appear next to opponent in front, {{rdp}} versions are identical and will go backwards as far as the screen allows|Air Yoga Teleport|-|-|-|-|-|-|-|Total 30|30|-|-|-|-|Teleport complete on 15F, can be activated from 1st jump frame||||-|-|-|-|-|All: 1~24F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Yoga Inferno|Super|qcf qcf + p||Super Combo | {{USFIVFrameDataGlanceRow|Yoga Inferno|Super|qcf {{qcf}} + p||Super Combo {{lp}}|75x2*60x3|0|-1000/0|HL|-|1+3|14|21|38|-|-|-5|-|Opponent gains 10x5 meter on hit||X||Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|-|All: 1~3F|-|-|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{mp}}|75x2*60x3|0|-1000/0|HL|-|1+3|23|21|47|-|-|-9|-|Opponent gains 10x5 meter on hit||X||Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|-|All: 1~4F|-|-|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo | {{USFIVFrameDataGlanceRow|||||Super Combo {{hp}}|75x2*60x3|0|-1000/0|HL|-|1+3|47|21|71|-|-|-17|-|Opponent gains 10x5 meter on hit||X||Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: Infinite, resets juggle count to 0 |}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Yoga Catastrophe|Ultra I|qcf qcf + 3p||Ultra Combo 1|60x5|0|0/0|HL|-|0+12|142| | {{USFIVFrameDataGlanceRow|Yoga Catastrophe|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|60x5|0|0/0|HL|-|0+12|142|13|24|-|-|44|-|Opponent gains 10x5 meter on hit||X||[5th Hit]: Free Juggle, Hard Knockdown|[5th Hit]: Free Juggle, Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataGlanceRow|Yoga Shangri-La|Ultra II|(in air) qcf qcf + 3k||Ultra Combo 2|450|0|0/0|1.75~2.89|-|0+5|7|After landing 9| | {{USFIVFrameDataGlanceRow|Yoga Shangri-La|Ultra II|(in air) {{qcf}} qcf + 3k||Ultra Combo 2|450|0|0/0|1.75~2.89|-|0+5|7|After landing 9|-|-|-|-|-|Throw range 1.72~2.942 depending on jump height, opponent gains 20x4*40 meter on hit|||X|Hard Knockdown|-|-|-|-|All: 1~9F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
|} | |} | ||
== Moves == | == Moves == | ||
=== Standing Normals | === Standing Long-Ranged Normals === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|StandLP| | ||
Stand LP|Far Jab| | Stand LP|Far Jab|lp|speccancel supercancel| | ||
Dhalsim thrusts his arm straight out for a knifehand strike. The main use of this move is it's long reach and the lack of a hitbox on the arm, making it suitable for reaching into an enemy's hurtbox to poke them. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|StandMP| | ||
Stand MP|Far Strong| | Stand MP|Far Strong|mp|| | ||
A long range punch with a very fast speed and respectable damage. It reaches nearly as far as standing Heavy Punch and is great for interrupting people. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|StandHP| | ||
Stand HP|Far Fierce| | Stand HP|Far Fierce|hp|| | ||
One of the best normals in the game. It reaches a full three quarters of the screen and has a {{low}} profile that can slip under projectiles. Be aware that it has a large hurtbox though and can be easily punished if used too predictably. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|StandLK| | ||
Stand LK|Far Short| | Stand LK|Far Short|lk|| | ||
Dhalsim extends his foot out in a long {{sweep}} that hits very {{low}} down but is still considered a mid-level attack for purposes of blocking. This move has a variety of uses for poking people at range without exposing a chest level hitbox to punish and generating good frame advantage. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|StandMK| | ||
Stand MK|Far Forward| | Stand MK|Far Forward|mk|| | ||
A long range kick that hits at about head level for most characters. Like standing Medium Punch it's quick enough to interrupt a variety of things but has a little less horizontal range. On the flip side it the higher hurt box makes it a good way to stuff or discourage jumping and makes a quick anti-air that comes out a lot faster than standing Heavy Kick. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|StandHK| | ||
Stand HK|Far Roundhouse| | Stand HK|Far Roundhouse|hk|| | ||
Dhalsim's roundhouse is very similar to standing Medium Kick except that it comes out about 50% slower and hits at a slightly higher angle which can cause it to easily miss many standing characters if they aren't right next to you. It is one of his most damaging normals however. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Standing Short-Ranged Normals === | |||
=== Standing Normals | |||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|BackLP| | ||
Back LP|Back Jab|Back lp|| | Back LP|Back Jab|Back lp|| | ||
This is officially Dhalsim's overhead. The move should be avoided for the most part as it has a glacially long startup. It's worth noting however that the move has two hurt boxes, one of which can hit standing enemies and the other can hit crouching enemies. To hit a standing enemy you have to wait 14 frames and only generate +1 frame advantage on hit. To hit a crouching character you have to wait an unbearable 17 frames, but you do get +4 frame advantage on hit, which is enough to link into a variety of 3 and 4 frame moves, most notably the Light Kick slide. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|BackMP| | ||
Back MP|Back Strong|Back mp|| | Back MP|Back Strong|Back mp| {{speccancel}} supercancel| | ||
A surprisingly effective upwards karate chop with a fast startup. This move does not extend a hit box into the air and so it makes a good {{counter}} to characters that make the mistake of attacking from directly over Dhalsim's head. This and back Heavy Kick cover similar but different areas above Dhalsim and it's worth the time to learn the difference between them. You can {{cancel}} this move into LP Yoga Flame if timed correctly. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|BackHP| | ||
Back HP|Back Fierce|Back hp|| | Back HP|Back Fierce|Back hp| {{speccancel}} supercancel| | ||
A two hit headbutt that is Dhalsim's most damaging normal move at 110 total damage. Only the first hit of this move can be canceled into special or super attacks, but it packs a surprisingly long hit stun, allowing you to {{cancel}} into MP Yoga Flame. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|BackLK| | ||
Back LK|Back Short|Back lk|| | Back LK|Back Short|Back lk| {{speccancel}} supercancel| | ||
( | Dhalsim performs a short range shin kick that turns out to be one of his most underrated moves. As far as light moves go it does a respectable 30 damage and starts up in 3 frames, but most importantly provides a frame advantage of exactly +2 on hit. This makes it impossible to link with itself (which would a combo and be subject to damage scaling) but also completely impossible for an opponent to do anything proactive before being hit by the next one. Safely spam it to get people off of you. | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|BackMK| | ||
Back MK|Back Forward|Back mk|| | Back MK|Back Forward|Back mk| {{speccancel}} supercancel| | ||
( | Dhalsim extends his leg out quite far for a flat foot kick. This move is most notable as the longest reaching special cancel-able move Dhalsim has (except for his slides) and for doing good damage. You will see many {{high}} level players use this as a go-to poke to {{cancel}} into LP Yoga Flame on hit. | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|BackHK| | ||
Back HK|Back Roundhouse|Back hk|| | Back HK|Back Roundhouse|Back hk|| | ||
An upwards knee thrust with a deceptively large hurt box. Although Dhalsim does not appear to raise his knee very {{high}} this move's actual hurtbox is about the size of a beach ball and extends well above his head. This move makes for a fantastic anti-air for enemies that come in too close or who are counting on being able to stuff or trade with any long range limbs you extend. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Crouching Long-Ranged Normals === | |||
=== Crouching Normals | |||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|CrouchLP| | ||
Crouch LP|Crouch Jab|d + lp|| | Crouch LP|Crouch Jab|d + lp|| | ||
This long poking move has a slightly longer range and is slightly safer than crouch Medium Punch but the difference is miniscule and the damage is so pitiful that it's not worth it. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|CrouchMP| | ||
Crouch MP|Crouch Strong|d + mp|| | Crouch MP|Crouch Strong|d + mp|| | ||
This move is extremely similar to crouch Light Punch but does more than twice as much damage and hits a little lower to the ground. The tradeoffs are it's a little slower and a little less safe but this will be your go-to long range {{low}} poke. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|CrouchHP| | ||
Crouch HP|Crouch Fierce|d + hp|| | Crouch HP|Crouch Fierce|d + hp|| | ||
( | Even slower than crouch Medium Punch is crouch Heavy Punch which is visually very similar to standing Heavy Punch except Dhalsim nearly lies down on the ground to unleash it (he actually becomes quite {{low}} profile and a fast enough projectile can pass right over him before he stands up again). The range and damage are respectable and nothing in the game goes lower than this move. | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|CrouchLK| | ||
Crouch LK|Crouch Short|d + lk|| | Crouch LK|Crouch Short|d + lk| {{speccancel}} supercancel| | ||
( | The fastest and weakest of Dhalsim's slides is also the only one which can be canceled. Dhalsim crouches down and slides forward almost a body length across the ground. The hit stun on this move is negligible so the only proper way to use it is extremely meaty (hitting on the last few active frames) to remove the massive frame disadvantage, or to {{cancel}} it into something like Super or Teleport. The 3 frame startup and the {{low}} profile make this a very popular way to hit confirm into Super. | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|CrouchMK| | ||
Crouch MK|Crouch Forward|d + mk|| | Crouch MK|Crouch Forward|d + mk|| | ||
Dhalsim gets down on his butt and slides across the ground doing his best Dee Jay impersonation. This move is actually safer on hit and block than the LK slide, which can be furthered safened by using it in a meaty manner to reduce or totally eliminate the frame disadvantage. This move slides much farther than the LK slide and can easily pass under fireballs, giving Dhalsim an astounding edge in most fireball games as he can pass under a fireball and {{launch}} his own while the opponent cannot due to still having one on the screen. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|CrouchHK| | ||
Crouch HK|Crouch Roundhouse|d + hk|| | Crouch HK|Crouch Roundhouse|d + hk|| | ||
This slide covers the most distance of all three slides and can cross about half the screen. It is extremely unsafe on block, meaty or not so definitely do not use this unless you know you are going to get a hit. It is {{low}} profile enough to pass under most fireballs and punish the thrower. Doing so requires some prediction though because the slow startup can make it difficult to do after a fireball has already been thrown. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Crouching Short-Ranged Normals === | |||
=== Crouching Normals | |||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|DownBackLP| | ||
Down/Back LP|Down/Back Jab|Down/Back lp|| | Down/Back LP|Down/Back Jab|Down/Back lp|speccancel supercancel| | ||
A quick close fisted punch that comes out reasonably quickly and does acceptable damage. Standing back Light Kick is generally better. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|DownBackMP| | ||
Down/Back MP|Down/Back Strong|Down/Back mp|| | Down/Back MP|Down/Back Strong|Down/Back mp|speccancel supercancel| | ||
Dhalsim thrusts his arm forward to jab with his fingertips much like standing Light Punch but this time the range is much longer, it deals significantly more damage, and generates a lot of frame advantage. It's one of the few moves Dhalsim can use to combo with itself and provides an easy way to confirm in to LP Yoga Flame. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|DownBackHP| | ||
Down/Back HP|Down/Back Fierce|Down/Back hp|| | Down/Back HP|Down/Back Fierce|Down/Back hp|| | ||
A closed fist punch that reaches a little shorter than crouch back Medium Punch. The slower startup, shorter reach, and lack of cancelability make this less appealing as a poking tool than crouch back Medium Punch but whenever you find an opening and think "I will do two medium punches and {{cancel}} the second into yoga flame" replace the first one with this for an easier link and more damage. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|DownBackLK| | ||
Down/Back LK|Down/Back Short|Down/Back lk|| | Down/Back LK|Down/Back Short|Down/Back lk|speccancel supercancel| | ||
Dhalsim sticks his foot a little bit out to receive an incoming enemy. This move's primary value is in the fact that it does not extend a hit box, making it similar in use to standing Light Punch but suitable for stuffing {{low}} profile moves of all sorts. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|DownBackMK| | ||
Down/Back MK|Down/Back Forward|Down/Back mk|| | Down/Back MK|Down/Back Forward|Down/Back mk|speccancel supercancel| | ||
A sideways short range kick that reaches out farther than crouch back Light Kick. You can perform a half-circle back motion and press the medium kick button at the down-back position to extend this and then light punch as the stick rises to full back to easily perform a yoga flame combo. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|DownBackHK| | ||
Down/Back HK|Down/Back Roundhouse|Down/Back hk|| | Down/Back HK|Down/Back Roundhouse|Down/Back hk|| | ||
A leg {{sweep}} that is more similar to the sweeps that the rest of the cast have as opposed to his normal crouching Heavy Kick. If you decide to {{sweep}} at close range use this instead of the sliding one. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Jumping Long-Ranged Normals === | |||
=== | |||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpLP| | ||
Jump LP|Jump Jab|Jump lp|| | Jump LP|Jump Jab|Jump lp|| | ||
A quick long range punch that goes almost straight down. Despite its appearance this move cannot cross up. It's hit stun and damage are so small that this move has extremely few practical applications. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpMP| | ||
Jump MP|Jump Strong|Jump mp|| | Jump MP|Jump Strong|Jump mp|| | ||
A quick long range punch that goes straight forward. Many opponents will come to expect only jumping Heavy Punches out of you and may jump to try and avoid them or air-to-air you. Make them respect your air superiority with this move. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpHP| | ||
Jump HP|Jump Fierce|Jump hp|| | Jump HP|Jump Fierce|Jump hp|| | ||
Dhalsim shoots his fists down much like standing Heavy Punch at a 45 degree angle dealing good damage at a terrific range. This is one of the best normal moves in the game and if performed {{low}} enough to the ground has enough hit stun to let you perform a combo. A {{high}} risk {{high}} reward use of this move is to perform it immediately as you jump to obtain an {{instant}} and damaging overhead at a significant range. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpLK| | ||
Jump LK|Jump Short|Jump lk|| | Jump LK|Jump Short|Jump lk|| | ||
A long range kick that has an angle just a little lower than jumping Medium Punch but the same horizontal range. When jumping Medium Kick just won't reach this is the move to use. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpMK| | ||
Jump MK|Jump Forward|Jump mk|| | Jump MK|Jump Forward|Jump mk|| | ||
This kick comes out in an angle lower than jumping Light Kick but higher than jumping Heavy Punch. The hit box it extends is also smaller than jumping Heavy Punch but not by a lot. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpHK| | ||
Jump HK|Jump Roundhouse|Jump hk|| | Jump HK|Jump Roundhouse|Jump hk|| | ||
Dhalsim kicks his leg out slightly upwards. It deals good stun and good damage and may make a more surprising landing move than jumping Heavy Punch. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Jumping Short-Ranged Normals === | |||
=== | |||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpBackLP| | ||
Jump Back LP|Jump Back Jab|Jump Back lp|| | Jump Back LP|Jump Back Jab|Jump Back lp|| | ||
A downwards punch that doesn't even have the decency to be long range or deal good damage. Absolutely useless. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpBackMP| | ||
Jump Back MP|Jump Back Strong|Jump Back mp|| | Jump Back MP|Jump Back Strong|Jump Back mp|| | ||
A forwards punch without the range of regular jumping Medium Punch. Skip this. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpBackHP| | ||
Jump Back HP|Jump Back Fierce|Jump Back hp|| | Jump Back HP|Jump Back Fierce|Jump Back hp|| | ||
Dhalsim unleashes a headbutt similar to his back Heavy Punch. When teleporting directly behind someone this is the go-to move to land with. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpBackLK| | ||
Jump Back LK|Jump Back Short|Jump Back lk|| | Jump Back LK|Jump Back Short|Jump Back lk|| | ||
This move can cross up. Aside from surprise WTF factor at being crossed up by Dhalsim this move has little use. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpBackMK| | ||
Jump Back MK|Jump Back Forward|Jump Back mk|| | Jump Back MK|Jump Back Forward|Jump Back mk|| | ||
A lateral short range kick with little purpose. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|JumpBackHK| | ||
Jump Back HK|Jump Back Roundhouse|Jump Back hk|| | Jump Back HK|Jump Back Roundhouse|Jump Back hk|| | ||
Dhalsim performs a kick similar in angle to jumping Heavy Kick but without the range. Not particularly useful. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Unique Attacks === | === Unique Attacks === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaTower| | ||
Yoga Tower|Yoga Tower|d + 3p| | Yoga Tower|Yoga Tower|d + 3p|| | ||
Dhalsim stretches out his legs and wraps up his body so that everything from head height down is just legs, and fully invincible, for nearly a full second. His head is still vulnerable though. This move can be used to dodge fireballs, throws, and predictable mid-level strikes and can make for a good wake-up game against many characters who lack a good response move. Some people may think you are taunting them as well. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaMummy| | ||
Yoga | Yoga Mummy|Headroll|(in air) {{d}} + hp|| | ||
This move has a very {{high}} juggle potential which makes it suitable as a combo extender after Ultra 1. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaSpear| | ||
Yoga | Yoga Spear|Drill|(in air) {{d}} + k|Use {{lk}} for nearly horizontal attack, {{mk}} for a 45 degree angle attack, and {{hk}} for a nearly vertical attack| | ||
These dive kicks are used mainly for movement and positioning. You can hop over a fireball and use the HK drill to reground yourself quickly, or a common escape tactic in corners is to jump and then use the LK drill to make an escape. The drills can also be used for poking though be wary they are highly punishable. Any drill used this way should be aimed at the opponent's feet, otherwise they will recover from hit stun long before you hit the ground. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Focus Attacks === | === Focus Attacks === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|FocusAttack( | ||
Focus Attack (Level 1)|Level 1 Focus|mp + mk|| | Level1)|Focus Attack (Level 1)|Level 1 Focus|mp + mk|| | ||
It is very ill-advised to use the level 1 version of this move. Both of Dhalsim's dashes are extremely slow so canceling the recovery of this move will not be safe even if you hit. If you must dash, backdash, otherwise wait for level 2. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|FocusAttack( | ||
Focus Attack (Level 2)|Level 2 Focus|mp + mk|| | Level2)|Focus Attack (Level 2)|Level 2 Focus|mp + mk|| | ||
The {{crumple}} afforded by level 2 can be easily exploited. A simple finisher to the combo is HP Yoga Flame if they are close enough or standing Heavy Punch if they are farther away. Performing a combo may not yield as much damage as a simple HP Yoga Flame because of the severe damage scaling that sets in after using a focus attack. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|FocusAttack( | ||
Focus Attack (Level 3)|Level 3 Focus|mp + mk|| | Level3)|Focus Attack (Level 3)|Level 3 Focus|mp + mk|| | ||
Use the {{crumple}} like you would level 2. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Throws === | === Throws === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaSmash| | ||
Yoga Smash|Forward Throw|f or n + lp + lk|| | Yoga Smash|Forward Throw|f or {{n}} + {{lp}} + lk|| | ||
Smashes the opponent twice in the head, dropping the opponent right at your feet. You can follow this up with a Yoga Tower for wake up mind games or set up a cross up fireball trap. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaThrow| | ||
Yoga Throw|Back Throw|b + lp + lk|| | Yoga Throw|Back Throw|b + {{lp}} + lk|| | ||
Dhalsim throws the opponent a full screen away. This is usually the preferred {{throw}} due to how much distance it puts between you and the opponent. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Special Moves === | === Special Moves === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaFire| | ||
Yoga Fire|Yoga Fire|qcf + p ex|| | Yoga Fire|Yoga Fire|qcf + {{p}} ex|supercancel {{lp}} travels the full screen, {{mp}} travels two thirds of the screen, {{hp}} travels a meter shorter than that| | ||
MP and HP yoga fire travel fast enough to play fireball wars without losing ground and the {{knockdown}} they inflict on hit makes them quite fearsome. LP yoga fire travels much more slowly and though it doesn't recover quickly enough to be used like a shield as Guile does it can easily be used to catch jumping enemies or make a behind-the-back teleport safe. EX Yoga Fire inflicts tremendous knockback, even on block, and should quickly carry an opponent to the opposite side of the screen. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaFlame| | ||
Yoga Flame|Yoga Flame|hcb + p ex armorbreak|| | Yoga Flame|Yoga Flame|hcb + {{p}} {{ex}} armorbreak|supercancel| | ||
Dhalsim's bread and butter combo ender. All of them are meaty as all get out and good meter building tools. Most normals that you {{cancel}} will be canceled into LP Yoga Flame. Against enemies without meterless invincible reversals performing a meaty HP Yoga Flame on {{knockdown}} can lead to an excellent source of chip damage and pressure. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaBlast| | ||
Yoga Blast|Yoga Blast|hcb + k ex|| | Yoga Blast|Yoga Blast|hcb + {{k}} ex|supercancel| | ||
( | Unlike its ground based cousin Yoga Flame, Yoga Blast notably does not break armor (for the few {{armored}} air moves that there are). The normal versions of this move are so slow and their hurt boxes so nerfed that they are nearly useless, with HK Yoga Blast being actually incapable of hitting many characters unless activated well before they even jump. The exception to this is EX Yoga Blast which starts up at a blistering 5 frames and acts as the only version of this move worth using. | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaTeleport| | ||
Yoga Teleport|Teleport|dp or rdp + 3p or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows| | Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + {{3p}} will appear next to opponent in back, {{dp}} + {{3k}} will appear next to opponent in front, {{rdp}} versions are identical and will go backwards as far as the screen allows| | ||
( | Using the Instant Air Teleport (or IAT) is generally preferable to this but if you need to get away from something this move is invincible from the very first frame. | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|AirYogaTeleport| | ||
Air Yoga Teleport|Air Teleport|(in air) dp or rdp + 3p or 3k|Always reappears at same height as performed; dp + 3p next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows| | Air Yoga Teleport|Air Teleport|(in air) {{dp}} or {{rdp}} + {{3p}} or 3k|Always reappears at same height as performed; {{dp}} + {{3p}} next to opponent in back, {{dp}} + {{3k}} will appear next to opponent in front, {{rdp}} versions are identical and will go backwards as far as the screen allows| | ||
( | Dhalsim may perform this move nearly instantly after jumping to create something known as the Instant Air Teleport (or IAT). IATs are generally the better way to teleport as they recover much more quickly than their grounded relatives. Air teleports in general can serve a variety of uses in the game, from crossing behind opponents unexpectedly to baiting out and warping away from anti-air attacks. Keep in mind that the teleport can only be performed before attacking. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Super Combo === | === Super Combo === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaInferno| | ||
Yoga Inferno|Super|qcf qcf + p|| | Yoga Inferno|Super Combo|qcf {{qcf}} + p|| | ||
Dhalsim breathes a cone of fire similar to Yoga Flame. This is one of the best super combos in the game due to its full startup invincibility and excellent damage. The move acts as Dhalsim's only true invincible reversal and while it can be used to punish opponents who get too aggressive on your wake up it should be used sparingly in this role as a whiff or block will lead to a big punish and a loss of all your meter. The move also has excellent juggling properties as well and can be easily comboed into after Ultra 1 for tremendous damage. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Ultra Combos === | === Ultra Combos === | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaCatastrophe| | ||
Yoga Catastrophe|Ultra I|qcf qcf + 3p|| | Yoga Catastrophe|Ultra Combo I|qcf {{qcf}} + 3p|| | ||
It might not look like it, but Yoga Catastrophe is arguably one of the best Ultra Combos in the game. It has an insanely fast recovery, makes for incredible setups that dish out huge damage, and takes a long time to dissipate. You can toss this Ultra out immediately after a hard {{knockdown}} to gain some free chip damage, or you can use it to put yourself in a better position, whether it's behind your opponent for a high-damaging mixup attempt, or back in the distance where Dhalsim belongs. Using this Ultra almost always gives you immediate control of the match for a split-second, and that split-second might be all you need for a much-needed comeback. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow|Dhalsim|YogaShangri- | ||
Yoga Shangri-La|Ultra II|(in air) qcf qcf + 3k|| | La|Yoga Shangri-La|Ultra Combo II|(in air) {{qcf}} qcf + 3k|| | ||
The fact that this move can only grab opponents on the ground yet gives them the whole ultra animation to hold up on the stick and start jumping makes this a very difficult ultra to land. The only reliable way to activate it is after your opponent performs a very unsafe move or whiffs an attack and you happen to be airborne and in the right position to capitalize on the mistake. Because of this extreme weakness this move is ill advised. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
==The Basics== | |||
==The Basics== | |||
==Combos== | ==Combos== | ||
Line 381: | Line 379: | ||
==Matchups== | ==Matchups== | ||
{{#vardefine:player|Dhalsim}}<!-- | |||
--->{{#vardefine:spacing|-0.75em}}<!-- | |||
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Abel</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character = Abel | |||
| icon =Abel | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Adon</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Adon | |||
| icon =Adon | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Akuma/Gouki</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Akuma | |||
| icon =Akuma | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Balrog/Boxer</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Balrog | |||
| icon =Balrog | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Blanka</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Blanka | |||
| icon =Blanka | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">C. Viper</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =C. Viper | |||
| icon =CViper | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Cammy</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Cammy | |||
| icon =Cammy | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Chun-Li</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Chun-Li | |||
| icon =ChunLi | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Cody</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Cody | |||
| icon =Cody | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Dan</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dan | |||
| icon =Dan | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Decapre</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Decapre | |||
| icon =Decapre | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Dee Jay</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Deejay | |||
| icon =DeeJay | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Dhalsim (Mirror)</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dhalsim | |||
| icon =Dhalsim | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Dudley</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dudley | |||
| icon =Dudley | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">E. Honda</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =E. Honda | |||
| icon =EHonda | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">El Fuerte</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =El Fuerte | |||
| icon =ElFuerte | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Elena</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Elena | |||
| icon =Elena | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Evil Ryu</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Evil Ryu | |||
| icon =Evil_Ryu | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Fei Long</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Fei Long | |||
| icon =FeiLong | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Gen</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Gen | |||
| icon =Gen | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Gouken</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Gouken | |||
| icon =Gouken | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Guile</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Guile | |||
| icon =Guile | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Guy</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Guy | |||
| icon =Guy | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Hakan</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Hakan | |||
| icon =Hakan | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Hugo</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Hugo | |||
| icon =Hugo | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Ibuki</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ibuki | |||
| icon =Ibuki | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Juri</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Juri | |||
| icon =Juri | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Ken</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ken | |||
| icon =Ken | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">M. Bison/Dictator</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =M. Bison | |||
| icon =MBison | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Makoto</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Makoto | |||
| icon =Makoto | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Oni</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Oni | |||
| icon =Oni | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Poison</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Poison | |||
| icon =Poison | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Rolento</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rolento | |||
| icon =Rolento | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Rose</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rose | |||
| icon =Rose | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Rufus</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rufus | |||
| icon =Rufus | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Ryu</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ryu | |||
| icon =Ryu | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Sagat</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Sagat | |||
| icon =Sagat | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Sakura</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Sakura | |||
| icon =Sakura | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Seth</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Seth | |||
| icon =Seth | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">T. Hawk</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =T. Hawk | |||
| icon =THawk | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Vega/Claw</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Vega | |||
| icon =Vega | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Yang</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Yang | |||
| icon =Yang | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Yun</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Yun | |||
| icon =Yun | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
<font style="visibility:hidden; float:right">Zangief</font> | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Zangief | |||
| icon =Zangief | |||
| favorability = | |||
| data = | |||
}}</div> | |||
==Frame Data== | ==Frame Data== | ||
{{ | {{USFIVFrameDataTableHeader}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Stand LP|Far Jab|Stand lp||Stand | {{USFIVFrameDataRow|Stand LP|Far Jab|Stand lp||Stand {{lp}}|30|50|20|HL|sp/su|4|4|9|16|11|15|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Stand MP|Far Strong|Stand mp||Stand | {{USFIVFrameDataRow|Stand MP|Far Strong|Stand mp||Stand {{mp}}|60|80|40|HL|-|9|3|14|25|13|16|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Stand HP|Far Fierce|Stand hp||Stand | {{USFIVFrameDataRow|Stand HP|Far Fierce|Stand hp||Stand {{hp}}|80|140|60|HL|-|10|6|16|31|18|23|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Stand LK|Far Short|Stand lk||Stand | {{USFIVFrameDataRow|Stand LK|Far Short|Stand lk||Stand {{lk}}|30|50|20|HL|-|7|4|8|18|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Stand MK|Far Forward|Stand mk||Stand | {{USFIVFrameDataRow|Stand MK|Far Forward|Stand mk||Stand {{mk}}|60|100|40|HL|-|9|3|14|25|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Stand HK|Far Roundhouse|Stand hk||Stand | {{USFIVFrameDataRow|Stand HK|Far Roundhouse|Stand hk||Stand {{hk}}|90|160|60|HL|-|13|4|16|32|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Back LP|Back Jab|Back lp|| | {{USFIVFrameDataRow|Back LP|Back Jab|Back lp||{{Left}}{{lp}}|50|50|20|H|-|14|2(1)2|11|29|11|14|-2|1|Active frames 1~2F cannot hit crouching, attack only hits once||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Back MP|Back Strong|Back mp|| | {{USFIVFrameDataRow|Back MP|Back Strong|Back mp||{{Left}}{{mp}}|70|100|40|HL|sp/su|6|6|11|22|14|17|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Back HP|Back Fierce|Back hp|| | {{USFIVFrameDataRow|Back HP|Back Fierce|Back hp||{{Left}}{{hp}}|60*50|100*100|60*20|HL|sp/su*-|5|3*3|17|27|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Back LK|Back Short|Back lk|| | {{USFIVFrameDataRow|Back LK|Back Short|Back lk||{{Left}}{{lk}}|30|50|20|HL|sp/su|3|4|7|13|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Back MK|Back Forward|Back mk|| | {{USFIVFrameDataRow|Back MK|Back Forward|Back mk||{{Left}}{{mk}}|65|100|40|HL|sp/su|5|4|12|20|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Back HK|Back Roundhouse|Back hk|| | {{USFIVFrameDataRow|Back HK|Back Roundhouse|Back hk||{{Left}}{{hk}}|100|200|60|HL|-|6|5|15|25|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|25|25|20|L|-|9|4|11|23|11|14|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|60|60|40|L|-|12|3|16|30|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|80|100|60|L|-|14|3|21|37|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|30|50|20|L|sp/su|3|8|12|22|11|14|-9|-6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|60|100|40|L|-|6|11|11|27|14|17|-8|-5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|100|200|60|L|-|10|12|24|45|18|-|-18|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Down/Back LP|Down/Back Jab|Down/Back lp|| | {{USFIVFrameDataRow|Down/Back LP|Down/Back Jab|Down/Back lp||{{Downleft}}{{lp}}|30|50|20|HL|sp/su|4|3|8|14|||0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Down/Back MP|Down/Back Strong|Down/Back mp|| | {{USFIVFrameDataRow|Down/Back MP|Down/Back Strong|Down/Back mp||{{Downleft}}{{mp}}|60|100|40|HL|sp/su|5|5|6|15|||3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Down/Back HP|Down/Back Fierce|Down/Back hp|| | {{USFIVFrameDataRow|Down/Back HP|Down/Back Fierce|Down/Back hp||{{Downleft}}{{hp}}|85|150|60|HL|-|7|5|10|21|||3|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Down/Back LK|Down/Back Short|Down/Back lk|| | {{USFIVFrameDataRow|Down/Back LK|Down/Back Short|Down/Back lk||{{Downleft}}{{lk}}|30|50|20|L|sp/su|5|6|7|17|||-2|1|Cannot hit airborne||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Down/Back MK|Down/Back Forward|Down/Back mk|| | {{USFIVFrameDataRow|Down/Back MK|Down/Back Forward|Down/Back mk||{{Downleft}}{{mk}}|60|100|40|L|sp/su|6|5|11|21|||-2|1|Cannot hit airborne||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Down/Back HK|Down/Back Roundhouse|Down/Back hk|| | {{USFIVFrameDataRow|Down/Back HK|Down/Back Roundhouse|Down/Back hk||{{Downleft}}{{hk}}|100|200|60|L|-|12|3|20|34|||-5|-|Cannot hit airborne||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Yoga Tower|Yoga Tower|d + 3p|Continue holding d to stay in tower pose longer| | {{USFIVFrameDataRow|Yoga Tower|Yoga Tower|d + 3p|Continue holding {{d}} to stay in tower pose longer|{{Down}}+{{3p}}|-|-|-|-|See notes|-|-|Total 120|120|||-|-|Can {{cancel}} from 31F~||||-|-|-|-|-|-|Legs: 1~59F|Legs: 1~59F|1~59F|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Jump LP|Jump Jab|Jump lp||Jump | {{USFIVFrameDataRow|Jump LP|Jump Jab|Jump lp||Jump {{lp}}|40|25|20|H|-|7|9|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump MP|Jump Strong|Jump mp||Jump | {{USFIVFrameDataRow|Jump MP|Jump Strong|Jump mp||Jump {{mp}}|70|140|40|H|-|8|4|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump HP|Jump Fierce|Jump hp||Jump | {{USFIVFrameDataRow|Jump HP|Jump Fierce|Jump hp||Jump {{hp}}|80|140|60|H|-|9|4|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump LK|Jump Short|Jump lk||Jump | {{USFIVFrameDataRow|Jump LK|Jump Short|Jump lk||Jump {{lk}}|40|25|20|H|-|10|5|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4f|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump MK|Jump Forward|Jump mk||Jump | {{USFIVFrameDataRow|Jump MK|Jump Forward|Jump mk||Jump {{mk}}|70|120|40|H|-|12|3|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7f|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump HK|Jump Roundhouse|Jump hk||Jump | {{USFIVFrameDataRow|Jump HK|Jump Roundhouse|Jump hk||Jump {{hk}}|90|160|60|H|-|10|6|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7f|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump Back LP|Jump Back Jab|Jump Back lp||Jump | {{USFIVFrameDataRow|Jump Back LP|Jump Back Jab|Jump Back lp||Jump {{Left}}{{lp}}|20|25|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~12|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump Back MP|Jump Back Strong|Jump Back mp||Jump | {{USFIVFrameDataRow|Jump Back MP|Jump Back Strong|Jump Back mp||Jump {{Left}}{{mp}}|80|50|40|H|-|6|8|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~13|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump Back HP|Jump Back Fierce|Jump Back hp||Jump | {{USFIVFrameDataRow|Jump Back HP|Jump Back Fierce|Jump Back hp||Jump {{Left}}{{hp}}|100|100|60|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump Back LK|Jump Back Short|Jump Back lk||Jump | {{USFIVFrameDataRow|Jump Back LK|Jump Back Short|Jump Back lk||Jump {{Left}}{{lk}}|40|25|20|H|-|6|9|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump Back MK|Jump Back Forward|Jump Back mk||Jump | {{USFIVFrameDataRow|Jump Back MK|Jump Back Forward|Jump Back mk||Jump {{Left}}{{mk}}|80|50|40|H|-|8|7|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~14|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump Back HK|Jump Back Roundhouse|Jump Back hk||Jump | {{USFIVFrameDataRow|Jump Back HK|Jump Back Roundhouse|Jump Back hk||Jump {{Left}}{{hk}}|100|150|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~15|-|-|-|}} | ||
{{USFIVFrameDataRow|Yoga Spear|Drill|(in air) d + | {{USFIVFrameDataRow|Yoga Spear|Drill|(in air) {{d}} + k|Use {{lk}} for nearly horizontal attack, {{mk}} for a 45 degree angle attack, and {{hk}} for a nearly vertical attack|Air {{Down}}+{{K}}|70|50|40|HL|-|12|Until ground|After landing 6|-|||-|-|Height restriction: 0.5||||||Reset|Reset|-|-|-|Lower body: 1~8f|-|-|-|}} | ||
{{USFIVFrameDataRow|Yoga Mummy|Headroll|(in air) d + | {{USFIVFrameDataRow|Yoga Mummy|Headroll|(in air) {{d}} + hp||Air {{Down}}+{{hp}}|90|100|60|HL|-|13|Until ground|After landing 6|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~12F|-|-|JP: 1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|50|100|20|HL|-|10+10 | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|50|100|20|HL|-|10+10|3|34|56|16|16|-21|-21|Range: 2.21|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|70|150|40|HL|-|18+10|3|34|28|3|34| | {{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|70|150|40|HL|-|18+10|3|34|64|22|-|-15|-|Range: 2.21||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus| | {{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|100|200|60|-|-|58|2|28|87|-|-|-|-|Range: 2.21, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+10|3|34|56|16|16|-21|-21|Range: 2.21, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|40|HL|-|18+10|3|34|64|22|-|-15|-|Range: 2.21, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|60|-|-|58|2|28|87|-|-|-|-|Range: 2.21, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~57F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+10|3|34|56|22|-|-15|-|Range: 2.21, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Yoga Smash|Forward Throw|f or n + lp + lk||Forward Throw|120|80|40|1. | {{USFIVFrameDataRow|Yoga Smash|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|120|80|40|1.015|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Yoga Throw|Back Throw|b + lp + lk||Back Throw|120|80|40|1. | {{USFIVFrameDataRow|Yoga Throw|Back Throw|b + {{lp}} + lk||Back Throw|120|80|40|1.015|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Yoga Fire|Yoga Fire|qcf + p ex||Yoga Fire | {{USFIVFrameDataRow|Yoga Fire|Yoga Fire|qcf + {{p}} ex||Yoga Fire {{lp}}|50|50|20/20|HL|su|14|95|35|48|-|-|-8|-4|18~19F cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Yoga Fire | {{USFIVFrameDataRow|||||Yoga Fire {{mp}}|70|100|20/20|HL|su|14|57|35|48|-|-|-8|-|18~19F cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Yoga Fire | {{USFIVFrameDataRow|||||Yoga Fire {{hp}}|80|100|20/20|HL|su|14|43|35|48|-|-|-8|-|18~19F cancellable||X||||Soft Knockdown|[1st hit]: Free Juggle, [2nd hit]: Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Yoga Fire|EX Yoga Fire|||Yoga Fire | {{USFIVFrameDataRow|EX Yoga Fire|EX Yoga Fire|||Yoga Fire {{ex}}|50*50|50*50|-250/0|HL|su|14|-|29|42|-|-|1|4|18~19F cancellable, opponent gains 10x2 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1|}} | ||
{{USFIVFrameDataRow|Yoga Flame|Yoga Flame|hcb + p ex armorbreak||Yoga Flame | {{USFIVFrameDataRow|Yoga Flame|Yoga Flame|hcb + {{p}} {{ex}} armorbreak||Yoga Flame {{lp}}|110|100|30/30|HL|su|15|23|22|59|-|-|-6|-|15~26F cancelable, on hit/block skips active frames 5~23F, builds 20 meter on block|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Yoga Flame | {{USFIVFrameDataRow|||||Yoga Flame {{mp}}|140|100|30/30|HL|su|17|27|16|59|-|-|-1|-|17~30F cancelable, on hit/block skips active frames 6~27F, builds 20 meter on block|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Yoga Flame | {{USFIVFrameDataRow|||||Yoga Flame {{hp}}|170|100|30/30|HL|su|34|32|13|78|-|-|2|-|34~49F cancelable, on hit/block skips active frames 6~32F, builds 20 meter on block|X|X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Yoga Flame|EX Yoga Flame|||Yoga Flame | {{USFIVFrameDataRow|EX Yoga Flame|EX Yoga Flame|||Yoga Flame {{ex}}|50*50|100*100|-250/0|HL|su|14|32|13|58|-|-|2|-|14~29F cancelable, on hit/block skips active frames 6~32F, opponent gains 10x2 meter on hit|X|X||Free Juggle|Free Juggle|Free Juggle|Free Juggle|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Yoga Blast|Yoga Blast|hcb + k ex||Yoga Blast | {{USFIVFrameDataRow|Yoga Blast|Yoga Blast|hcb + {{k}} ex||Yoga Blast {{lk}}|130|100|30/40|-|su|11|20|45|75|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~20F||X||-|-|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Yoga Blast | {{USFIVFrameDataRow|||||Yoga Blast {{mk}}|150|100|30/40|-|su|14|20|36|69|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~20F||X||-|-|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Yoga Blast | {{USFIVFrameDataRow|||||Yoga Blast {{hk}}|180|100|30/40|-|su|30|20|22|71|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~20F||X||-|-|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Yoga Blast|EX Yoga Blast|||Yoga Blast | {{USFIVFrameDataRow|EX Yoga Blast|EX Yoga Blast|||Yoga Blast {{ex}}|90*60|100*100|-250/0|-|su|5|17|30|51|-|-|-|-|Cannot hit grounded opponents, on hit skips active frames 3~17F, opponent gains 10x2 meter on hit||X||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|-|JS: 0*1|}} | ||
{{USFIVFrameDataRow|Yoga Teleport|Teleport|dp or rdp + 3p or 3k|dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows|Yoga Teleport|-|-|-|-|-|-|-|Total | {{USFIVFrameDataRow|Yoga Teleport|Teleport|dp or {{rdp}} + {{3p}} or 3k|dp + {{3p}} will appear next to opponent in back, {{dp}} + {{3k}} will appear next to opponent in front, {{rdp}} versions are identical and will go backwards as far as the screen allows|Yoga Teleport|-|-|-|-|-|-|-|Total 48|48|-|-|-|-|Teleport complete on 15F, 19 grounded recovery frames||||-|-|-|-|-|All: 1~29F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Air Yoga Teleport|Air Teleport|(in air) dp or rdp + 3p or 3k|Always reappears at same height as performed; dp + 3p next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows|Air Yoga Teleport|-|-|-|-|-|-|-|Total | {{USFIVFrameDataRow|Air Yoga Teleport|Air Teleport|(in air) {{dp}} or {{rdp}} + {{3p}} or 3k|Always reappears at same height as performed; {{dp}} + {{3p}} next to opponent in back, {{dp}} + {{3k}} will appear next to opponent in front, {{rdp}} versions are identical and will go backwards as far as the screen allows|Air Yoga Teleport|-|-|-|-|-|-|-|Total 30|30|-|-|-|-|Teleport complete on 15F, can be activated from 1st jump frame||||-|-|-|-|-|All: 1~24F|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Yoga Inferno|Super|qcf qcf + p||Super Combo | {{USFIVFrameDataRow|Yoga Inferno|Super|qcf {{qcf}} + p||Super Combo {{lp}}|75x2*60x3|0|-1000/0|HL|-|1+3|14|21|38|-|-|-5|-|Opponent gains 10x5 meter on hit||X||Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|-|All: 1~3F|-|-|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{mp}}|75x2*60x3|0|-1000/0|HL|-|1+3|23|21|47|-|-|-9|-|Opponent gains 10x5 meter on hit||X||Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|-|All: 1~4F|-|-|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataRow|||||Super Combo | {{USFIVFrameDataRow|||||Super Combo {{hp}}|75x2*60x3|0|-1000/0|HL|-|1+3|47|21|71|-|-|-17|-|Opponent gains 10x5 meter on hit||X||Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|Free Juggle, Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: Infinite, resets juggle count to 0|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Yoga Catastrophe|Ultra I|qcf qcf + 3p||Ultra Combo 1|60x5|0|0/0|HL|-|0+12|142| | {{USFIVFrameDataRow|Yoga Catastrophe|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|60x5|0|0/0|HL|-|0+12|142|13|24|-|-|44|-|Opponent gains 10x5 meter on hit||X||[5th Hit]: Free Juggle, Hard Knockdown|[5th Hit]: Free Juggle, Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1F|-|-|-|-|JP: 127x5|}} | ||
{{USFIVFrameDataRow|Yoga Shangri-La|Ultra II|(in air) qcf qcf + 3k||Ultra Combo 2|450|0|0/0|1.75~2.89|-|0+5|7|After landing 9| | {{USFIVFrameDataRow|Yoga Shangri-La|Ultra II|(in air) {{qcf}} qcf + 3k||Ultra Combo 2|450|0|0/0|1.75~2.89|-|0+5|7|After landing 9|-|-|-|-|-|Throw range 1.72~2.942 depending on jump height, opponent gains 20x4*40 meter on hit|||X|Hard Knockdown|-|-|-|-|All: 1~9F|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
|- | |- | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Ultra Street Fighter IV]] | {{Navbox-USFIV}} | ||
[[Category:Ultra Street Fighter IV]] | |||
[[Category:Dhalsim]] |
Latest revision as of 08:52, 7 December 2022

Dhalsim
Although greatly opposed to violence and its antithetical nature to his yoga practices, Dhalsim has become one of the most powerful warriors on the Street Fighter circuit thanks to his intense training, meditation, and practice with the yoga arts. Originally, he entered Street Fighting as a means to financially save his village from an epidemic but, after discovering the corruption and evils behind the workings of the circuit, Dhalsim has vowed to purge the world of these evils and continues to fight as a means to that end.
In a nutshell
The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.
Players to Watch
YHC Mochi (JP), Darui (JP), Filipinochamp (US), TS Sabin/Arturo Sanchez (US)
Ultra SFIV Changes
Character Specific Data
Dhalsim
VITALS | |||||
---|---|---|---|---|---|
Health: | 900 | Stun: | 900 | W-Ultra Scaling: | 60% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.025 | Forward Dash Distance: | 1.80 | ||
Back Walk Speed: | 0.02 | Forward Dash Total Frames: | 32 | ||
JUMPING | Back Dash Distance: | 1.43 | |||
Jump Height Apex: | 2.21 | Back Dash Total Frames: | 29 | ||
Jump Total Frames: | 59 (3+56) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.20 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 2.20 | Back Dash Recovery: | 11 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 1.01 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 1.01 | Face Down Total Frames: | 22 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Back LP | Hard Knockdowns: | Crouch HK, Down/Back HK, Yoga Blast, EX Yoga Blast | ||
Low Attacks: | Crouch LP, Crouch MP, Crouch HP, Crouch LK, Crouch MK, Crouch HK, Down/Back LK, Down/Back MK, Down/Back HK | Armor Breakers: | Yoga Flame | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 20 | L1 EX Red Focus Attack Combo Lead-Ins: | Back HP (1st Hit), LP/EX Yoga Fire | ||
Level 2 Focus Startup Frames: | 28 | ||||
Level 3 Focus Startup Frames: | 58 | ||||
L1 Focus Attack Forward Dash: | -16 | L2 FA Forward Dash (On Block): | -10 | ||
L1 Focus Attack Back Dash: | -13 | L2 FA Back Dash (On Block): | -7 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Stand LP | Stand ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 4 | 9 | -2 | 2 |
Stand MP | Stand ![]() |
60 | 80 | 40 | HL | - | 9 | 3 | 14 | -4 | -1 |
Stand HP | Stand ![]() |
80 | 140 | 60 | HL | - | 10 | 6 | 16 | -4 | 1 |
Stand LK | Stand ![]() |
30 | 50 | 20 | HL | - | 7 | 4 | 8 | -1 | 2 |
Stand MK | Stand ![]() |
60 | 100 | 40 | HL | - | 9 | 3 | 14 | -3 | 0 |
Stand HK | Stand ![]() |
90 | 160 | 60 | HL | - | 13 | 4 | 16 | -2 | 2 |
Back LP | ![]() ![]() |
50 | 50 | 20 | H | - | 14 | 2(1)2 | 11 | -2 | 1 |
Back MP | ![]() ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 6 | 11 | -3 | 0 |
Back HP | ![]() ![]() |
60*50 | 100*100 | 60*20 | HL | sp/su*- | 5 | 3*3 | 17 | -2 | 2 |
Back LK | ![]() ![]() |
30 | 50 | 20 | HL | sp/su | 3 | 4 | 7 | 0 | 3 |
Back MK | ![]() ![]() |
65 | 100 | 40 | HL | sp/su | 5 | 4 | 12 | -2 | 1 |
Back HK | ![]() ![]() |
100 | 200 | 60 | HL | - | 6 | 5 | 15 | -2 | 2 |
Crouch LP | Crouch ![]() |
25 | 25 | 20 | L | - | 9 | 4 | 11 | -4 | -1 |
Crouch MP | Crouch ![]() |
60 | 60 | 40 | L | - | 12 | 3 | 16 | -5 | -2 |
Crouch HP | Crouch ![]() |
80 | 100 | 60 | L | - | 14 | 3 | 21 | -6 | -2 |
Crouch LK | Crouch ![]() |
30 | 50 | 20 | L | sp/su | 3 | 8 | 12 | -9 | -6 |
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | - | 6 | 11 | 11 | -8 | -5 |
Crouch HK | Crouch ![]() |
100 | 200 | 60 | L | - | 10 | 12 | 24 | -18 | - |
Down/Back LP | ![]() ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 3 | 8 | 0 | 3 |
Down/Back MP | ![]() ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 5 | 6 | 3 | 6 |
Down/Back HP | ![]() ![]() |
85 | 150 | 60 | HL | - | 7 | 5 | 10 | 3 | 7 |
Down/Back LK | ![]() ![]() |
30 | 50 | 20 | L | sp/su | 5 | 6 | 7 | -2 | 1 |
Down/Back MK | ![]() ![]() |
60 | 100 | 40 | L | sp/su | 6 | 5 | 11 | -2 | 1 |
Down/Back HK | ![]() ![]() |
100 | 200 | 60 | L | - | 12 | 3 | 20 | -5 | - |
Yoga Tower | ![]() ![]() |
- | - | - | - | See notes | - | - | Total 120 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Jump LP | Jump ![]() |
40 | 25 | 20 | H | - | 7 | 9 | - | - | - |
Jump MP | Jump ![]() |
70 | 140 | 40 | H | - | 8 | 4 | - | - | - |
Jump HP | Jump ![]() |
80 | 140 | 60 | H | - | 9 | 4 | - | - | - |
Jump LK | Jump ![]() |
40 | 25 | 20 | H | - | 10 | 5 | - | - | - |
Jump MK | Jump ![]() |
70 | 120 | 40 | H | - | 12 | 3 | - | - | - |
Jump HK | Jump ![]() |
90 | 160 | 60 | H | - | 10 | 6 | - | - | - |
Jump Back LP | Jump ![]() ![]() |
20 | 25 | 20 | H | - | 6 | 7 | - | - | - |
Jump Back MP | Jump ![]() ![]() |
80 | 50 | 40 | H | - | 6 | 8 | - | - | - |
Jump Back HP | Jump ![]() ![]() |
100 | 100 | 60 | H | - | 6 | 6 | - | - | - |
Jump Back LK | Jump ![]() ![]() |
40 | 25 | 20 | H | - | 6 | 9 | - | - | - |
Jump Back MK | Jump ![]() ![]() |
80 | 50 | 40 | H | - | 8 | 7 | - | - | - |
Jump Back HK | Jump ![]() ![]() |
100 | 150 | 60 | H | - | 7 | 6 | - | - | - |
Yoga Spear | Air ![]() ![]() |
70 | 50 | 40 | HL | - | 12 | Until ground | After landing 6 | - | - |
Yoga Mummy | Air ![]() ![]() |
90 | 100 | 60 | HL | - | 13 | Until ground | After landing 6 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 50 | 100 | 20 | HL | - | 10+10 | 3 | 34 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 70 | 150 | 40 | HL | - | 18+10 | 3 | 34 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 100 | 200 | 60 | - | - | 58 | 2 | 28 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+10 | 3 | 34 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+10 | 3 | 34 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 58 | 2 | 28 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+10 | 3 | 34 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Yoga Smash | Forward Throw | 120 | 80 | 40 | 1.015 | - | 3 | 2 | 20 | - | - |
Yoga Throw | Back Throw | 120 | 80 | 40 | 1.015 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Yoga Fire | Yoga Fire ![]() |
50 | 50 | 20/20 | HL | su | 14 | 95 | 35 | -8 | -4 |
Yoga Fire ![]() |
70 | 100 | 20/20 | HL | su | 14 | 57 | 35 | -8 | - | |
Yoga Fire ![]() |
80 | 100 | 20/20 | HL | su | 14 | 43 | 35 | -8 | - | |
EX Yoga Fire | Yoga Fire ![]() |
50*50 | 50*50 | -250/0 | HL | su | 14 | - | 29 | 1 | 4 |
Yoga Flame | Yoga Flame ![]() |
110 | 100 | 30/30 | HL | su | 15 | 23 | 22 | -6 | - |
Yoga Flame ![]() |
140 | 100 | 30/30 | HL | su | 17 | 27 | 16 | -1 | - | |
Yoga Flame ![]() |
170 | 100 | 30/30 | HL | su | 34 | 32 | 13 | 2 | - | |
EX Yoga Flame | Yoga Flame ![]() |
50*50 | 100*100 | -250/0 | HL | su | 14 | 32 | 13 | 2 | - |
Yoga Blast | Yoga Blast ![]() |
130 | 100 | 30/40 | - | su | 11 | 20 | 45 | - | - |
Yoga Blast ![]() |
150 | 100 | 30/40 | - | su | 14 | 20 | 36 | - | - | |
Yoga Blast ![]() |
180 | 100 | 30/40 | - | su | 30 | 20 | 22 | - | - | |
EX Yoga Blast | Yoga Blast ![]() |
90*60 | 100*100 | -250/0 | - | su | 5 | 17 | 30 | - | - |
Yoga Teleport | Yoga Teleport | - | - | - | - | - | - | - | Total 48 | - | - |
Air Yoga Teleport | Air Yoga Teleport | - | - | - | - | - | - | - | Total 30 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Yoga Inferno | Super Combo ![]() |
75x2*60x3 | 0 | -1000/0 | HL | - | 1+3 | 14 | 21 | -5 | - |
Super Combo ![]() |
75x2*60x3 | 0 | -1000/0 | HL | - | 1+3 | 23 | 21 | -9 | - | |
Super Combo ![]() |
75x2*60x3 | 0 | -1000/0 | HL | - | 1+3 | 47 | 21 | -17 | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Yoga Catastrophe | Ultra Combo 1 | 60x5 | 0 | 0/0 | HL | - | 0+12 | 142 | 13 | 44 | - |
Yoga Shangri-La | Ultra Combo 2 | 450 | 0 | 0/0 | 1.75~2.89 | - | 0+5 | 7 | After landing 9 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Long-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP |
Far Jab | lp | speccancel supercancel |
~~ Uses and Strategies ~~ Dhalsim thrusts his arm straight out for a knifehand strike. The main use of this move is it's long reach and the lack of a hitbox on the arm, making it suitable for reaching into an enemy's hurtbox to poke them. | ||||
File:No image.png |
Stand MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ A long range punch with a very fast speed and respectable damage. It reaches nearly as far as standing Heavy Punch and is great for interrupting people. | ||||
File:No image.png |
Stand HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ One of the best normals in the game. It reaches a full three quarters of the screen and has a | ||||
File:No image.png |
Stand LK |
Far Short | lk | |
~~ Uses and Strategies ~~ Dhalsim extends his foot out in a long | ||||
File:No image.png |
Stand MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ A long range kick that hits at about head level for most characters. Like standing Medium Punch it's quick enough to interrupt a variety of things but has a little less horizontal range. On the flip side it the higher hurt box makes it a good way to stuff or discourage jumping and makes a quick anti-air that comes out a lot faster than standing Heavy Kick. | ||||
File:No image.png |
Stand HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Dhalsim's roundhouse is very similar to standing Medium Kick except that it comes out about 50% slower and hits at a slightly higher angle which can cause it to easily miss many standing characters if they aren't right next to you. It is one of his most damaging normals however. |
Standing Short-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Back LP |
Back Jab | Back lp | |
~~ Uses and Strategies ~~ This is officially Dhalsim's overhead. The move should be avoided for the most part as it has a glacially long startup. It's worth noting however that the move has two hurt boxes, one of which can hit standing enemies and the other can hit crouching enemies. To hit a standing enemy you have to wait 14 frames and only generate +1 frame advantage on hit. To hit a crouching character you have to wait an unbearable 17 frames, but you do get +4 frame advantage on hit, which is enough to link into a variety of 3 and 4 frame moves, most notably the Light Kick slide. | ||||
File:No image.png |
Back MP |
Back Strong | Back mp | ![]() |
~~ Uses and Strategies ~~ A surprisingly effective upwards karate chop with a fast startup. This move does not extend a hit box into the air and so it makes a good | ||||
File:No image.png |
Back HP |
Back Fierce | Back hp | ![]() |
~~ Uses and Strategies ~~ A two hit headbutt that is Dhalsim's most damaging normal move at 110 total damage. Only the first hit of this move can be canceled into special or super attacks, but it packs a surprisingly long hit stun, allowing you to | ||||
File:No image.png |
Back LK |
Back Short | Back lk | ![]() |
~~ Uses and Strategies ~~ Dhalsim performs a short range shin kick that turns out to be one of his most underrated moves. As far as light moves go it does a respectable 30 damage and starts up in 3 frames, but most importantly provides a frame advantage of exactly +2 on hit. This makes it impossible to link with itself (which would a combo and be subject to damage scaling) but also completely impossible for an opponent to do anything proactive before being hit by the next one. Safely spam it to get people off of you. | ||||
File:No image.png |
Back MK |
Back Forward | Back mk | ![]() |
~~ Uses and Strategies ~~ Dhalsim extends his leg out quite far for a flat foot kick. This move is most notable as the longest reaching special cancel-able move Dhalsim has (except for his slides) and for doing good damage. You will see many | ||||
File:No image.png |
Back HK |
Back Roundhouse | Back hk | |
~~ Uses and Strategies ~~ An upwards knee thrust with a deceptively large hurt box. Although Dhalsim does not appear to raise his knee very |
Crouching Long-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ This long poking move has a slightly longer range and is slightly safer than crouch Medium Punch but the difference is miniscule and the damage is so pitiful that it's not worth it. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ This move is extremely similar to crouch Light Punch but does more than twice as much damage and hits a little lower to the ground. The tradeoffs are it's a little slower and a little less safe but this will be your go-to long range | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ Even slower than crouch Medium Punch is crouch Heavy Punch which is visually very similar to standing Heavy Punch except Dhalsim nearly lies down on the ground to unleash it (he actually becomes quite | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | ![]() |
~~ Uses and Strategies ~~ The fastest and weakest of Dhalsim's slides is also the only one which can be canceled. Dhalsim crouches down and slides forward almost a body length across the ground. The hit stun on this move is negligible so the only proper way to use it is extremely meaty (hitting on the last few active frames) to remove the massive frame disadvantage, or to | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ Dhalsim gets down on his butt and slides across the ground doing his best Dee Jay impersonation. This move is actually safer on hit and block than the LK slide, which can be furthered safened by using it in a meaty manner to reduce or totally eliminate the frame disadvantage. This move slides much farther than the LK slide and can easily pass under fireballs, giving Dhalsim an astounding edge in most fireball games as he can pass under a fireball and | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ This slide covers the most distance of all three slides and can cross about half the screen. It is extremely unsafe on block, meaty or not so definitely do not use this unless you know you are going to get a hit. It is |
Crouching Short-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Down/Back LP |
Down/Back Jab | Down/Back lp | speccancel supercancel |
~~ Uses and Strategies ~~ A quick close fisted punch that comes out reasonably quickly and does acceptable damage. Standing back Light Kick is generally better. | ||||
File:No image.png |
Down/Back MP |
Down/Back Strong | Down/Back mp | speccancel supercancel |
~~ Uses and Strategies ~~ Dhalsim thrusts his arm forward to jab with his fingertips much like standing Light Punch but this time the range is much longer, it deals significantly more damage, and generates a lot of frame advantage. It's one of the few moves Dhalsim can use to combo with itself and provides an easy way to confirm in to LP Yoga Flame. | ||||
File:No image.png |
Down/Back HP |
Down/Back Fierce | Down/Back hp | |
~~ Uses and Strategies ~~ A closed fist punch that reaches a little shorter than crouch back Medium Punch. The slower startup, shorter reach, and lack of cancelability make this less appealing as a poking tool than crouch back Medium Punch but whenever you find an opening and think "I will do two medium punches and | ||||
File:No image.png |
Down/Back LK |
Down/Back Short | Down/Back lk | speccancel supercancel |
~~ Uses and Strategies ~~ Dhalsim sticks his foot a little bit out to receive an incoming enemy. This move's primary value is in the fact that it does not extend a hit box, making it similar in use to standing Light Punch but suitable for stuffing | ||||
File:No image.png |
Down/Back MK |
Down/Back Forward | Down/Back mk | speccancel supercancel |
~~ Uses and Strategies ~~ A sideways short range kick that reaches out farther than crouch back Light Kick. You can perform a half-circle back motion and press the medium kick button at the down-back position to extend this and then light punch as the stick rises to full back to easily perform a yoga flame combo. | ||||
File:No image.png |
Down/Back HK |
Down/Back Roundhouse | Down/Back hk | |
~~ Uses and Strategies ~~ A leg |
Jumping Long-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Jump LP |
Jump Jab | Jump lp | |
~~ Uses and Strategies ~~ A quick long range punch that goes almost straight down. Despite its appearance this move cannot cross up. It's hit stun and damage are so small that this move has extremely few practical applications. | ||||
File:No image.png |
Jump MP |
Jump Strong | Jump mp | |
~~ Uses and Strategies ~~ A quick long range punch that goes straight forward. Many opponents will come to expect only jumping Heavy Punches out of you and may jump to try and avoid them or air-to-air you. Make them respect your air superiority with this move. | ||||
File:No image.png |
Jump HP |
Jump Fierce | Jump hp | |
~~ Uses and Strategies ~~ Dhalsim shoots his fists down much like standing Heavy Punch at a 45 degree angle dealing good damage at a terrific range. This is one of the best normal moves in the game and if performed | ||||
File:No image.png |
Jump LK |
Jump Short | Jump lk | |
~~ Uses and Strategies ~~ A long range kick that has an angle just a little lower than jumping Medium Punch but the same horizontal range. When jumping Medium Kick just won't reach this is the move to use. | ||||
File:No image.png |
Jump MK |
Jump Forward | Jump mk | |
~~ Uses and Strategies ~~ This kick comes out in an angle lower than jumping Light Kick but higher than jumping Heavy Punch. The hit box it extends is also smaller than jumping Heavy Punch but not by a lot. | ||||
File:No image.png |
Jump HK |
Jump Roundhouse | Jump hk | |
~~ Uses and Strategies ~~ Dhalsim kicks his leg out slightly upwards. It deals good stun and good damage and may make a more surprising landing move than jumping Heavy Punch. |
Jumping Short-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Jump Back LP |
Jump Back Jab | Jump Back lp | |
~~ Uses and Strategies ~~ A downwards punch that doesn't even have the decency to be long range or deal good damage. Absolutely useless. | ||||
File:No image.png |
Jump Back MP |
Jump Back Strong | Jump Back mp | |
~~ Uses and Strategies ~~ A forwards punch without the range of regular jumping Medium Punch. Skip this. | ||||
File:No image.png |
Jump Back HP |
Jump Back Fierce | Jump Back hp | |
~~ Uses and Strategies ~~ Dhalsim unleashes a headbutt similar to his back Heavy Punch. When teleporting directly behind someone this is the go-to move to land with. | ||||
File:No image.png |
Jump Back LK |
Jump Back Short | Jump Back lk | |
~~ Uses and Strategies ~~ This move can cross up. Aside from surprise WTF factor at being crossed up by Dhalsim this move has little use. | ||||
File:No image.png |
Jump Back MK |
Jump Back Forward | Jump Back mk | |
~~ Uses and Strategies ~~ A lateral short range kick with little purpose. | ||||
File:No image.png |
Jump Back HK |
Jump Back Roundhouse | Jump Back hk | |
~~ Uses and Strategies ~~ Dhalsim performs a kick similar in angle to jumping Heavy Kick but without the range. Not particularly useful. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Tower |
Yoga Tower | d + 3p | |
~~ Uses and Strategies ~~ Dhalsim stretches out his legs and wraps up his body so that everything from head height down is just legs, and fully invincible, for nearly a full second. His head is still vulnerable though. This move can be used to dodge fireballs, throws, and predictable mid-level strikes and can make for a good wake-up game against many characters who lack a good response move. Some people may think you are taunting them as well. | ||||
File:No image.png |
Yoga Mummy |
Headroll | (in air) ![]() |
|
~~ Uses and Strategies ~~ This move has a very | ||||
File:No image.png |
Yoga Spear |
Drill | (in air) ![]() |
Use ![]() ![]() ![]() |
~~ Uses and Strategies ~~ These dive kicks are used mainly for movement and positioning. You can hop over a fireball and use the HK drill to reground yourself quickly, or a common escape tactic in corners is to jump and then use the LK drill to make an escape. The drills can also be used for poking though be wary they are highly punishable. Any drill used this way should be aimed at the opponent's feet, otherwise they will recover from hit stun long before you hit the ground. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ It is very ill-advised to use the level 1 version of this move. Both of Dhalsim's dashes are extremely slow so canceling the recovery of this move will not be safe even if you hit. If you must dash, backdash, otherwise wait for level 2. | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ The | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ Use the |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Smash |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ Smashes the opponent twice in the head, dropping the opponent right at your feet. You can follow this up with a Yoga Tower for wake up mind games or set up a cross up fireball trap. | ||||
File:No image.png |
Yoga Throw |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ Dhalsim throws the opponent a full screen away. This is usually the preferred |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Fire |
Yoga Fire | qcf + ![]() |
supercancel ![]() ![]() ![]() |
~~ Uses and Strategies ~~ MP and HP yoga fire travel fast enough to play fireball wars without losing ground and the | ||||
File:No image.png |
Yoga Flame |
Yoga Flame | hcb + ![]() ![]() |
supercancel |
~~ Uses and Strategies ~~ Dhalsim's bread and butter combo ender. All of them are meaty as all get out and good meter building tools. Most normals that you | ||||
File:No image.png |
Yoga Blast |
Yoga Blast | hcb + ![]() |
supercancel |
~~ Uses and Strategies ~~ Unlike its ground based cousin Yoga Flame, Yoga Blast notably does not break armor (for the few | ||||
File:No image.png |
Yoga Teleport |
Teleport | dp or ![]() ![]() |
dp + ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ Using the Instant Air Teleport (or IAT) is generally preferable to this but if you need to get away from something this move is invincible from the very first frame. | ||||
File:No image.png |
Air Yoga Teleport |
Air Teleport | (in air) ![]() ![]() ![]() |
Always reappears at same height as performed; ![]() ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ Dhalsim may perform this move nearly instantly after jumping to create something known as the Instant Air Teleport (or IAT). IATs are generally the better way to teleport as they recover much more quickly than their grounded relatives. Air teleports in general can serve a variety of uses in the game, from crossing behind opponents unexpectedly to baiting out and warping away from anti-air attacks. Keep in mind that the teleport can only be performed before attacking. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Inferno |
Super Combo | qcf ![]() |
|
~~ Uses and Strategies ~~ Dhalsim breathes a cone of fire similar to Yoga Flame. This is one of the best super combos in the game due to its full startup invincibility and excellent damage. The move acts as Dhalsim's only true invincible reversal and while it can be used to punish opponents who get too aggressive on your wake up it should be used sparingly in this role as a whiff or block will lead to a big punish and a loss of all your meter. The move also has excellent juggling properties as well and can be easily comboed into after Ultra 1 for tremendous damage. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Catastrophe |
Ultra Combo I | qcf ![]() |
|
~~ Uses and Strategies ~~ It might not look like it, but Yoga Catastrophe is arguably one of the best Ultra Combos in the game. It has an insanely fast recovery, makes for incredible setups that dish out huge damage, and takes a long time to dissipate. You can toss this Ultra out immediately after a hard | ||||
File:No image.png | Yoga Shangri-La | Ultra Combo II | (in air) ![]() |
|
~~ Uses and Strategies ~~ The fact that this move can only grab opponents on the ground yet gives them the whole ultra animation to hold up on the stick and start jumping makes this a very difficult ultra to land. The only reliable way to activate it is after your opponent performs a very unsafe move or whiffs an attack and you happen to be airborne and in the right position to capitalize on the mistake. Because of this extreme weakness this move is ill advised. |
The Basics
Combos
Strategy
Matchups
Abel
Abel[No Data] [character page] |
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Adon
Adon[No Data] [character page] |
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Akuma/Gouki
Akuma[No Data] [character page] |
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Balrog/Boxer
Balrog[No Data] [character page] |
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Blanka
Blanka[No Data] [character page] |
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C. Viper
C. Viper[No Data] [character page] |
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Cammy
Cammy[No Data] [character page] |
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Chun-Li
Chun-Li[No Data] [character page] |
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Cody
Cody[No Data] [character page] |
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre[No Data] [character page] |
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Dee Jay
Deejay[No Data] [character page] |
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Dhalsim (Mirror)
Dhalsim[No Data] [character page] |
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Dudley
Dudley[No Data] [character page] |
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E. Honda
E. Honda[No Data] [character page] |
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El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena[No Data] [character page] |
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Evil Ryu
Evil Ryu[No Data] [character page] |
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Fei Long
Fei Long[No Data] [character page] |
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Gen
Gen[No Data] [character page] |
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Gouken
Gouken[No Data] [character page] |
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Guile
Guile[No Data] [character page] |
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Guy
Guy[No Data] [character page] |
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Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo[No Data] [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri[No Data] [character page] |
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Ken
Ken[No Data] [character page] |
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M. Bison/Dictator
M. Bison[No Data] [character page] |
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Makoto
Makoto[No Data] [character page] |
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Oni
Oni[No Data] [character page] |
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Poison
Poison[No Data] [character page] |
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Rolento
Rolento[No Data] [character page] |
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Rose
Rose[No Data] [character page] |
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Rufus
Rufus[No Data] [character page] |
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Ryu
Ryu[No Data] [character page] |
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Sagat
Sagat[No Data] [character page] |
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Sakura
Sakura[No Data] [character page] |
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Seth
Seth[No Data] [character page] |
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T. Hawk
T. Hawk[No Data] [character page] |
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Vega/Claw
Vega[No Data] [character page] |
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Yang
Yang[No Data] [character page] |
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Yun
Yun[No Data] [character page] |
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Zangief
Zangief[No Data] [character page] |
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Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stand LP | Stand ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 4 | 9 | 16 | -2 | 2 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Stand MP | Stand ![]() |
60 | 80 | 40 | HL | - | 9 | 3 | 14 | 25 | -4 | -1 | 13 | 16 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Stand HP | Stand ![]() |
80 | 140 | 60 | HL | - | 10 | 6 | 16 | 31 | -4 | 1 | 18 | 23 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Stand LK | Stand ![]() |
30 | 50 | 20 | HL | - | 7 | 4 | 8 | 18 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Stand MK | Stand ![]() |
60 | 100 | 40 | HL | - | 9 | 3 | 14 | 25 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Stand HK | Stand ![]() |
90 | 160 | 60 | HL | - | 13 | 4 | 16 | 32 | -2 | 2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Back LP | ![]() ![]() |
50 | 50 | 20 | H | - | 14 | 2(1)2 | 11 | 29 | -2 | 1 | 11 | 14 | Active frames 1~2F cannot hit crouching, attack only hits once | Reset | Reset | - | - | - | - | - | - | - | |||||
Back MP | ![]() ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 6 | 11 | 22 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Back HP | ![]() ![]() |
60*50 | 100*100 | 60*20 | HL | sp/su*- | 5 | 3*3 | 17 | 27 | -2 | 2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Back LK | ![]() ![]() |
30 | 50 | 20 | HL | sp/su | 3 | 4 | 7 | 13 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Back MK | ![]() ![]() |
65 | 100 | 40 | HL | sp/su | 5 | 4 | 12 | 20 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Back HK | ![]() ![]() |
100 | 200 | 60 | HL | - | 6 | 5 | 15 | 25 | -2 | 2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
25 | 25 | 20 | L | - | 9 | 4 | 11 | 23 | -4 | -1 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
60 | 60 | 40 | L | - | 12 | 3 | 16 | 30 | -5 | -2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
80 | 100 | 60 | L | - | 14 | 3 | 21 | 37 | -6 | -2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
30 | 50 | 20 | L | sp/su | 3 | 8 | 12 | 22 | -9 | -6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | - | 6 | 11 | 11 | 27 | -8 | -5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
100 | 200 | 60 | L | - | 10 | 12 | 24 | 45 | -18 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Down/Back LP | ![]() ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 3 | 8 | 14 | 0 | 3 | Reset | Reset | - | - | - | - | - | - | - | ||||||||
Down/Back MP | ![]() ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 5 | 6 | 15 | 3 | 6 | Reset | Reset | - | - | - | - | - | - | - | ||||||||
Down/Back HP | ![]() ![]() |
85 | 150 | 60 | HL | - | 7 | 5 | 10 | 21 | 3 | 7 | Reset | Reset | - | - | - | - | - | - | - | ||||||||
Down/Back LK | ![]() ![]() |
30 | 50 | 20 | L | sp/su | 5 | 6 | 7 | 17 | -2 | 1 | Cannot hit airborne | Reset | Reset | - | - | - | - | - | - | - | |||||||
Down/Back MK | ![]() ![]() |
60 | 100 | 40 | L | sp/su | 6 | 5 | 11 | 21 | -2 | 1 | Cannot hit airborne | Reset | Reset | - | - | - | - | - | - | - | |||||||
Down/Back HK | ![]() ![]() |
100 | 200 | 60 | L | - | 12 | 3 | 20 | 34 | -5 | - | Cannot hit airborne | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||||
Yoga Tower | ![]() ![]() |
- | - | - | - | See notes | - | - | Total 120 | 120 | - | - | Can ![]() |
- | - | - | - | - | - | Legs: 1~59F | Legs: 1~59F | 1~59F | - | - | |||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Jump LP | Jump ![]() |
40 | 25 | 20 | H | - | 7 | 9 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~15 | - | - | - | ||||||||
Jump MP | Jump ![]() |
70 | 140 | 40 | H | - | 8 | 4 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~12 | - | - | - | ||||||||
Jump HP | Jump ![]() |
80 | 140 | 60 | H | - | 9 | 4 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12 | - | - | - | ||||||||
Jump LK | Jump ![]() |
40 | 25 | 20 | H | - | 10 | 5 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~4f | - | - | - | ||||||||
Jump MK | Jump ![]() |
70 | 120 | 40 | H | - | 12 | 3 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~7f | - | - | - | ||||||||
Jump HK | Jump ![]() |
90 | 160 | 60 | H | - | 10 | 6 | - | 15 | - | - | Reset | Reset | - | - | - | Lower body: 1~7f | - | - | - | ||||||||
Jump Back LP | Jump ![]() ![]() |
20 | 25 | 20 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12 | - | - | - | ||||||||
Jump Back MP | Jump ![]() ![]() |
80 | 50 | 40 | H | - | 6 | 8 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13 | - | - | - | ||||||||
Jump Back HP | Jump ![]() ![]() |
100 | 100 | 60 | H | - | 6 | 6 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~11 | - | - | - | ||||||||
Jump Back LK | Jump ![]() ![]() |
40 | 25 | 20 | H | - | 6 | 9 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14 | - | - | - | ||||||||
Jump Back MK | Jump ![]() ![]() |
80 | 50 | 40 | H | - | 8 | 7 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14 | - | - | - | ||||||||
Jump Back HK | Jump ![]() ![]() |
100 | 150 | 60 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~15 | - | - | - | ||||||||
Yoga Spear | Air ![]() ![]() |
70 | 50 | 40 | HL | - | 12 | Until ground | After landing 6 | - | - | - | Height restriction: 0.5 | Reset | Reset | - | - | - | Lower body: 1~8f | - | - | - | |||||||
Yoga Mummy | Air ![]() ![]() |
90 | 100 | 60 | HL | - | 13 | Until ground | After landing 6 | - | - | - | Height restriction: 0.5 | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~12F | - | - | JP: 1 | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 50 | 100 | 20 | HL | - | 10+10 | 3 | 34 | 56 | -21 | -21 | 16 | 16 | Range: 2.21 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 70 | 150 | 40 | HL | - | 18+10 | 3 | 34 | 64 | -15 | - | 22 | - | Range: 2.21 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 100 | 200 | 60 | - | - | 58 | 2 | 28 | 87 | - | - | - | - | Range: 2.21, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~57F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+10 | 3 | 34 | 56 | -21 | -21 | 16 | 16 | Range: 2.21, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+10 | 3 | 34 | 64 | -15 | - | 22 | - | Range: 2.21, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 58 | 2 | 28 | 87 | - | - | - | - | Range: 2.21, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~57F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+10 | 3 | 34 | 56 | -15 | - | 22 | - | Range: 2.21, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Yoga Smash | Forward Throw | 120 | 80 | 40 | 1.015 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Yoga Throw | Back Throw | 120 | 80 | 40 | 1.015 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Yoga Fire | Yoga Fire ![]() |
50 | 50 | 20/20 | HL | su | 14 | 95 | 35 | 48 | -8 | -4 | - | - | 18~19F cancellable | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Yoga Fire ![]() |
70 | 100 | 20/20 | HL | su | 14 | 57 | 35 | 48 | -8 | - | - | - | 18~19F cancellable | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||||
Yoga Fire ![]() |
80 | 100 | 20/20 | HL | su | 14 | 43 | 35 | 48 | -8 | - | - | - | 18~19F cancellable | X | Soft Knockdown | [1st hit]: Free Juggle, [2nd hit]: Soft Knockdown | - | - | - | - | - | - | - | |||||
EX Yoga Fire | Yoga Fire ![]() |
50*50 | 50*50 | -250/0 | HL | su | 14 | - | 29 | 42 | 1 | 4 | - | - | 18~19F cancellable, opponent gains 10x2 meter on hit | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*1 | ||||
Yoga Flame | Yoga Flame ![]() |
110 | 100 | 30/30 | HL | su | 15 | 23 | 22 | 59 | -6 | - | - | - | 15~26F cancelable, on hit/block skips active frames 5~23F, builds 20 meter on block | X | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |
Yoga Flame ![]() |
140 | 100 | 30/30 | HL | su | 17 | 27 | 16 | 59 | -1 | - | - | - | 17~30F cancelable, on hit/block skips active frames 6~27F, builds 20 meter on block | X | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
Yoga Flame ![]() |
170 | 100 | 30/30 | HL | su | 34 | 32 | 13 | 78 | 2 | - | - | - | 34~49F cancelable, on hit/block skips active frames 6~32F, builds 20 meter on block | X | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
EX Yoga Flame | Yoga Flame ![]() |
50*50 | 100*100 | -250/0 | HL | su | 14 | 32 | 13 | 58 | 2 | - | - | - | 14~29F cancelable, on hit/block skips active frames 6~32F, opponent gains 10x2 meter on hit | X | X | Free Juggle | Free Juggle | Free Juggle | Free Juggle | - | - | - | - | - | - | JP: 1 | |
Yoga Blast | Yoga Blast ![]() |
130 | 100 | 30/40 | - | su | 11 | 20 | 45 | 75 | - | - | - | - | Cannot hit grounded opponents, on hit skips active frames 3~20F | X | - | - | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||
Yoga Blast ![]() |
150 | 100 | 30/40 | - | su | 14 | 20 | 36 | 69 | - | - | - | - | Cannot hit grounded opponents, on hit skips active frames 3~20F | X | - | - | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||
Yoga Blast ![]() |
180 | 100 | 30/40 | - | su | 30 | 20 | 22 | 71 | - | - | - | - | Cannot hit grounded opponents, on hit skips active frames 3~20F | X | - | - | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||
EX Yoga Blast | Yoga Blast ![]() |
90*60 | 100*100 | -250/0 | - | su | 5 | 17 | 30 | 51 | - | - | - | - | Cannot hit grounded opponents, on hit skips active frames 3~17F, opponent gains 10x2 meter on hit | X | - | - | Hard Knockdown | Hard Knockdown | - | All: 1~4F | - | - | - | - | JS: 0*1 | ||
Yoga Teleport | Yoga Teleport | - | - | - | - | - | - | - | Total 48 | 48 | - | - | - | - | Teleport complete on 15F, 19 grounded recovery frames | - | - | - | - | - | All: 1~29F | - | - | - | - | - | |||
Air Yoga Teleport | Air Yoga Teleport | - | - | - | - | - | - | - | Total 30 | 30 | - | - | - | - | Teleport complete on 15F, can be activated from 1st jump frame | - | - | - | - | - | All: 1~24F | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Yoga Inferno | Super Combo ![]() |
75x2*60x3 | 0 | -1000/0 | HL | - | 1+3 | 14 | 21 | 38 | -5 | - | - | - | Opponent gains 10x5 meter on hit | X | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | - | All: 1~3F | - | - | - | - | JP: Infinite, resets juggle count to 0 | ||
Super Combo ![]() |
75x2*60x3 | 0 | -1000/0 | HL | - | 1+3 | 23 | 21 | 47 | -9 | - | - | - | Opponent gains 10x5 meter on hit | X | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | - | All: 1~4F | - | - | - | - | JP: Infinite, resets juggle count to 0 | |||
Super Combo ![]() |
75x2*60x3 | 0 | -1000/0 | HL | - | 1+3 | 47 | 21 | 71 | -17 | - | - | - | Opponent gains 10x5 meter on hit | X | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | Free Juggle, Hard Knockdown | - | All: 1~6F | - | - | - | - | JP: Infinite, resets juggle count to 0 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Yoga Catastrophe | Ultra Combo 1 | 60x5 | 0 | 0/0 | HL | - | 0+12 | 142 | 13 | 24 | 44 | - | - | - | Opponent gains 10x5 meter on hit | X | [5th Hit]: Free Juggle, Hard Knockdown | [5th Hit]: Free Juggle, Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1F | - | - | - | - | JP: 127x5 | ||
Yoga Shangri-La | Ultra Combo 2 | 450 | 0 | 0/0 | 1.75~2.89 | - | 0+5 | 7 | After landing 9 | - | - | - | - | - | Throw range 1.72~2.942 depending on jump height, opponent gains 20x4*40 meter on hit | X | Hard Knockdown | - | - | - | - | All: 1~9F | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |