Line 889: | Line 889: | ||
* Dissipates after 55f; creates larger stationary hitbox that lasts 10f if it hits the ground | * Dissipates after 55f; creates larger stationary hitbox that lasts 10f if it hits the ground | ||
* The last 5 landing recovery frames put Dhalsim in a crouching state | * The last 5 landing recovery frames put Dhalsim in a crouching state | ||
* '''Projectile Speed:''' LP 0.03 / MP 0.045 / HP 0.055 | * '''Projectile Speed:''' {{clr|L|LP 0.03}} / {{clr|M|MP 0.045}} / {{clr|H|HP 0.055}} | ||
{{AttackDataCargo-SF6/Query|dhalsim_j63214pp}} | {{AttackDataCargo-SF6/Query|dhalsim_j63214pp}} | ||
* Frame advantage refers to close range minimum-height versions | * Frame advantage refers to close range minimum-height versions | ||
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Each of the meterless versions have different speeds and travel distances, dissipating after a set time. From a distance, slower versions can be more effective at space control but are also less likely to actually make contact with the opponent. Slower versions are also less likely to hit the ground before dissipating, especially when performed higher in the jump. | Each of the meterless versions have different speeds and travel distances, dissipating after a set time. From a distance, slower versions can be more effective at space control but are also less likely to actually make contact with the opponent. Slower versions are also less likely to hit the ground before dissipating, especially when performed higher in the jump. | ||
The OD version remains active until making contact with the opponent or the ground, and gives much better frame advantage, making it a viable bait tool against the opponent's throw tech. A notable property of this version is that Dhalsim can act while in the air after throwing the fireball, allowing him to react to the situation and approach, retreat, or hold his ground. As an example, Tiger Knee OD Comet combos into j.MP on hit, allowing a combo into 2MP or 2HK. Any follow-up is still subject to height restrictions; at minimum height, he cannot activate Yoga Float or any divekick command normal, and j.MK / j.HP / j.HK are too slow to become active before landing. OD Yoga Comet can be used to stall for time in the air when combined with Float, Teleport, or additional Yoga Comets. And if the opponent is desperate to close the gap, Dhalsim can quickly switch to an offensive approach like an air normal or a forward Teleport instead. A good strategy after OD Comet is to do Float into j.HK to catch the opponent's jump. Keep in mind that you can't go into Float after OD Comet if you did Float earlier before the Comet. | The {{clr|OD|OD}} version remains active until making contact with the opponent or the ground, and gives much better frame advantage, making it a viable bait tool against the opponent's throw tech. A notable property of this version is that Dhalsim can act while in the air after throwing the fireball, allowing him to react to the situation and approach, retreat, or hold his ground. As an example, Tiger Knee {{clr|OD|OD Comet}} combos into {{clr|M|j.MP}} on hit, allowing a combo into {{clr|M|2MP}} or {{clr|H|2HK}}. Any follow-up is still subject to height restrictions; at minimum height, he cannot activate Yoga Float or any divekick command normal, and {{clr|M|j.MK}} / {{clr|H|j.HP}} / {{clr|H|j.HK}} are too slow to become active before landing. {{clr|OD|OD Yoga Comet}} can be used to stall for time in the air when combined with Float, Teleport, or additional Yoga Comets. And if the opponent is desperate to close the gap, Dhalsim can quickly switch to an offensive approach like an air normal or a forward Teleport instead. A good strategy after {{clr|OD|OD Comet}} is to do Float into {{clr|H|j.HK}} to catch the opponent's jump. Keep in mind that you can't go into Float after {{clr|OD|OD Comet}} if you did Float earlier before the Comet. | ||
Unlike most projectiles in the game, Yoga Comet is treated as an independent entity that can be activated alongside other projectiles like Yoga Fire or Yoga Arch. This makes it easier to limit the opponent's approach angles and set up a zoning flowchart with slower moves that would otherwise be risky in neutral. It also has the rare distinction of having more blockstun than hitstun. While safe on block, the meterless version can actually be punished on hit if used point blank in the corner. | Unlike most projectiles in the game, Yoga Comet is treated as an independent entity that can be activated alongside other projectiles like Yoga Fire or Yoga Arch. This makes it easier to limit the opponent's approach angles and set up a zoning flowchart with slower moves that would otherwise be risky in neutral. It also has the rare distinction of having more blockstun than hitstun. While safe on block, the meterless version can actually be punished on hit if used point blank in the corner. | ||
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* Recovery refers to minimum-height descent + landing time; can still input air attacks while falling, but cannot move | * Recovery refers to minimum-height descent + landing time; can still input air attacks while falling, but cannot move | ||
<br> | <br> | ||
Dhalsim floats in the air at around head-height, allowing access to horizontal air movement and the use of any air normals and specials. The aerial version can be done slightly lower to the ground, while starting up more quickly; the ground version is generally only used when special canceling into Float. Dhalsim can hover for over 80 frames before he begins falling, or he can end it prematurely with an air attack. Dhalsim can still input air attacks during his descent, but can no longer move horizontally. It can only be used once per jump, even with the use of OD Yoga Comet to reset his air movement options. | Dhalsim floats in the air at around head-height, allowing access to horizontal air movement and the use of any air normals and specials. The aerial version can be done slightly lower to the ground, while starting up more quickly; the ground version is generally only used when special canceling into Float. Dhalsim can hover for over 80 frames before he begins falling, or he can end it prematurely with an air attack. Dhalsim can still input air attacks during his descent, but can no longer move horizontally. It can only be used once per jump, even with the use of {{clr|OD|OD Yoga Comet}} to reset his air movement options. | ||
Yoga Float is an extremely versatile movement option that defines Dhalsim's air game alongside Yoga Teleport. His horizontal float movement is slightly faster than his usual walk speed, and the ability to quickly mix things up with a divekick, air teleport, or air fireball makes it difficult to find an approach angle once he gets going. Yoga Float can be used to set up divekick spacing, position himself for an air-to-air normal, in ambiguous left/right mixups or throw bait setups, and more. | Yoga Float is an extremely versatile movement option that defines Dhalsim's air game alongside Yoga Teleport. His horizontal float movement is slightly faster than his usual walk speed, and the ability to quickly mix things up with a divekick, air teleport, or air fireball makes it difficult to find an approach angle once he gets going. Yoga Float can be used to set up divekick spacing, position himself for an air-to-air normal, in ambiguous left/right mixups or throw bait setups, and more. | ||
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Depending on your inputs and whether you're grounded or in the air, Yoga Teleport puts you in different locations: | Depending on your inputs and whether you're grounded or in the air, Yoga Teleport puts you in different locations: | ||
* Ground and air 6PPP put you immediately behind your opponent | * Ground and air 6PPP put you immediately behind your opponent (unless opponent is cornered) | ||
* Ground and air 6KKK put you immediately in front of the opponent | * Ground and air 6KKK put you immediately in front of the opponent | ||
* Ground 4PPP and 4KKK both send you back the same distance, about 3 character lengths | * Ground 4PPP and 4KKK both send you back the same distance, about 3 character lengths | ||
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* Air 4KKK sends you back further, about 150% of the distance of the punch version | * Air 4KKK sends you back further, about 150% of the distance of the punch version | ||
Has some invincibility, but it's not frame 1, so it isn't a true reversal like it is in previous games. The grounded version has earlier invincibility, making it better for avoiding certain moves, but the air version can be made harder to react to as you're able to do it instantly off a jump and immediately fall with a j.LP to check or cross up the opponent. The air version can be used for safe jumps, while the grounded version can be used for strike/throw when the knockdown doesn't give enough time to safe jump. Since Dhalsim has many slow-moving projectiles to control space, it's quite easy for him to set up a fireball and then teleport behind the opponent as it's about to hit to instantly swap the side they need to block it from. | Has some invincibility, but it's not frame 1, so it isn't a true reversal like it is in previous games. The grounded version has earlier invincibility, making it better for avoiding certain moves, but the air version can be made harder to react to as you're able to do it instantly off a jump and immediately fall with a {{clr|L|j.LP}} to check or cross up the opponent. The air version can be used for safe jumps, while the grounded version can be used for strike/throw when the knockdown doesn't give enough time to safe jump. Since Dhalsim has many slow-moving projectiles to control space, it's quite easy for him to set up a fireball and then teleport behind the opponent as it's about to hit to instantly swap the side they need to block it from. | ||
If the opponent attempts to chip out Dhalsim in Burnout with a raw Super, Dhalsim can react with a 6PPP teleport to escape and punish; the only exceptions are Ryu {{clr|SA|SA3}} and Luke {{clr|SA|SA2}}, both of which only have 4 startup frames after the Super freeze compared to Dhalsim's 5f invincibility. This also does not apply to command throw Supers, which must be jumped out of. | If the opponent attempts to chip out Dhalsim in Burnout with a raw {{clr|SA|Super}}, Dhalsim can react with a 6PPP teleport to escape and punish; the only exceptions are Ryu {{clr|SA|SA3}} and Luke {{clr|SA|SA2}}, both of which only have 4 startup frames after the {{clr|SA|Super}} freeze compared to Dhalsim's 5f invincibility. This also does not apply to command throw {{clr|SA|Supers}}, which must be jumped out of. | ||
}} | }} | ||
<br> | <br> |
Latest revision as of 11:09, 17 March 2025
Introduction
A monk and yoga master from India who has served as a guide for countless suffering souls. Prefers to avoid conflict when possible, but his innate hatred of evil compels him to dispense stern justice.
It isn't a stretch to say that Dhalsim is an expert of proactively frustrating his opponent with a plethora of projectiles, unique movement, and multifarious normals that threaten almost every space of the stage. Dhalsim's win condition is achieved using these tools to force blunders that open opponents up to his strong mixup and okizeme options.
As a master of the art of yoga, Dhalsim is all about patient play and dedicated but rewarding moves. The key element of Dhalsim's kit is that many of his tools are very slow, but cash out for large reward if they land. For example, Dhalsim's 5HP, 5HK, and j.HP are slow to start up but deal great damage if they land and have exceptional reach. Dhalsim's jump might be slow, but it allows him a large amount of control over the screen thanks to his stellar air normals, and synergizes well with his divekick, Yoga Float and Yoga Teleport abilities. All of Dhalsim's crouching kicks slide him forward for dealing with opposing projectiles and other high attacks, and he has a good number of cancelable pokes that lead into respectable damage and okizeme. Overall, Dhalsim is very dominant at controlling the screen whether he's in the air or on the floor.
Dhalsim is also well known for his stellar setplay. If Dhalsim has gotten you blocking for long enough, he can set up for powerful mixup scenarios using Yoga Arch. The fireball launched from Yoga Arch controls a large portion of the screen and is difficult to deal with unless you spend resources, giving Dhalsim a way to funnel you into specific responses. Similarly, Dhalsim's reward once he's gotten a hit is fairly good. He does great damage and can often spend resources to set up for additional mixup scenarios to snowball his damage. His various Teleports also allow him to go on the offensive once he has an opponent afraid of his reach, opening them up for simple, yet devastating returns.
Dhalsim's largest weakness should be obvious - his speed. While a fair tradeoff for his reach, Dhalsim is undeniably one of the slowest characters in the game, both on the ground and in the air. He often requires additional setup to make situations like strike/throw possible where other characters can threaten it in basic pressure. His speed also makes him a prime target for aggressive characters, and he often has to fight hard to control neutral against them. Without a fully invulnerable reversal to bank on, Dhalsim often has to be very careful when he's in a pressure situation.
Overall, Dhalsim is a great character for those who have the patience and confidence to play him. If you like belligerent screen control combined with lots of reward for zen-like patience, begin your inner cultivation with Dhalsim.
Yoga!
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Dhalsim | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.028 |
Backward Walk Speed | 0.025 |
Forward Dash Speed | 25 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.467 |
Backward Dash Distance | 1.00 |
Drive Rush Min. Distance (Throw) | 0.471 |
Drive Rush Min. Distance (Block) | 1.787 |
Drive Rush Max Distance | 2.700 |
Jumping | |
Jump Speed | 4+68+3 |
Jump Apex | 2.178 |
Forward Jump Distance | 2.04 |
Backward Jump Distance | 1.768 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 8 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/1LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +5 oH / 0 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Dhalsim's fastest normal. Like many 5LPs in the game, it's best used as an abare or to check your opponent rushing in.
In terms of combo usage, 5LP can chain into 2LP and itself. Unfortunately, Dhalsim needs to spend drive meter to reliably combo into a special, the only one being OD Yoga Fire. If you have the extra bar, it's better to go for a Drive Rush combo for higher reward and damage.
The other best-case usage for 5LP is combo filler after a Drive Rush cancel. It leaves Dhalsim +8 on hit, allowing you to link into his various medium normals.
Many combos involving this move can often be substituted for 2LP which has one more frame of startup but has slightly better range.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 3 | 19 | - | 700 | LH | 0 | -5 |
- Extends a hurtbox 1f before active (susceptible to counterpokes)
A poke that can hit the opponent at round start distance. Use it in conjunction with Yoga Fire and Yoga Arch to force the opponent to block, making them lose valuable Drive gauge. Dhalsim’s 5MP and other pokes have combo potential if you can time your fireballs to hit the opponent before or after your poke hits them. For example, at round start distance, you can do MK Yoga Arch > 5MP > (fireball hit) > 5HP. This also works well as a blockstring. 5MP can also be a great button to throw out at the very start of a round. If the opponent chooses to jump in, it will recover in time for you to anti-air with 4MP. Opponents will often use Drive Impact to beat this move, so be careful not to be too predictable; it’s possible to recover in time to counter it, but only if they DI right before your active frames begin.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 4 | 27 | - | 1000 | LH | -6 | -11 |
- Punish Counter: KD +32
- Extended hurtbox remains vulnerable on recovery frames 1-16 (slightly retracts on frames 12-16)
Dhalsim’s longest normal. It doesn’t quite hit at fullscreen — its range is merely a few steps back from round start distance. It has considerable pushback on hit and block, allowing Dhalsim to keep the opponent at bay despite its poor frame advantage. It has a very long extended hurtbox, so be careful not to whiff this move; sweeps are a consistent whiff punish option, as well as character-specific ranged cancels.
Like his other pokes, you should use 5HP in conjunction with Yoga Fire and Yoga Arch to force the opponent to block, making them lose valuable Drive gauge. This move in particular causes the opponent to lose half a drive bar on block, making it extremely good in this niche. However, the opponent can parry to build extra Drive meter if you are too predictable with your button timing.
Punish Counter 5HP causes a knockdown on hit, greatly expanding the distance between you and your opponent. This is mostly useful for incidental whiff punishes; the cancelable 5HK is generally a better option if you are knowingly attempting a long-range punish.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 11 | Sp SA | 300 | LH | +2 | -6 |
- Cancel Hitconfirm Window: 14f
- DR cancel is delayed until after 2nd active frame
- Drive Rush cancel advantage: +6 oH / -2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A special-cancelable midrange normal with frame data comparable to a medium button. You will occasionally use this as a whiff punishing tool and an abare in instances where the opponent is out of range of 2LP. It's also excellent at checking your opponent's ground approaches.
At max range, 5LK has very few reliable combo routes aside from Drive Rush or SA1, so make sure you have enough Drive Bar or Super Meter before attempting to capitalize on it.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 3 | 18 | - | 600 | LH | -2 | -6 |
- Extends a hurtbox 1f before active (susceptible to counterpokes)
A poke similar to 5MP that has less range but makes up for it by having less startup and recovery. Its good frame data makes it less susceptible to Drive Impact. Despite not being considered a low, its angle allows you to catch opponents in the event they attempt to check your other normals, and can also beat low profiles or upper-body armor like Zangief 5HP and Marisa 214K.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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17 | 3 | 20 | Sp SA | 800 | LH | +3 | -6 |
- Punish Counter: +24 Stagger
- Foot hurtbox is Anti-Air Invuln 16-23f; puts airborne opponents into limited juggle state
- Only the closest-range hitbox hits crouching opponents
- 2nd-closest hitbox whiffs on crouching opponents unless they extend a vertical hurtbox
- The two farthest hitboxes whiff on all crouching opponents
- Cancel Hitconfirm Window: 20f
- Special/DR cancel is delayed until after 2nd recovery frame
- Drive Rush cancel advantage: +12 oH / +3 oB
- Extends a hurtbox 2f before active that is vulnerable to projectiles
- Extends a hurtbox 1f before active (susceptible to counterpokes)
A very big poke that is by far the longest special-cancelable normal in the game. Has slightly shorter range than 5HP, and whiffs on crouchers at longer ranges due to the upward attack angle.
This move serves as Dhalsim’s go-to punish combo starter after blocking a high-recovery move like a Shoryuken, leaving him at +21; this allows for easy meterless follow-ups or a 1-bar Parry Drive Rush extension to close the gap. After a max range Punish Counter, canceling directly to DR~2MK leaves Dhalsim +5 to +12 on hit.
5HK can be a surprisingly effective long-range anti-air when the opponent tries to jump over a fullscreen projectile. Even without a Counter-hit, you can combo from an anti-air with a DRC into 2MK and immediately linking into SA1 or SA3.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 9 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/1LK
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: +6 oH / +1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A quick crouching jab with much better range than 5LP. This move allows Dhalsim to complete one of his only meterless light combos from up close, in 2LP > HK Yoga Blast. Can also be used in pressure as it's not too bad on block and hit. Link into this move once the opponent is out of range of 5LP.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 3 | 16 | Sp SA | 600 | LH | 0 | -4 |
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: +9 oH / +5 oB
- Extends a hurtbox 1f before active (susceptible to counterpokes)
A fantastic cancelable poke that can get much of Dhalsim's gameplan started. Opponents that would otherwise use Drive Impact to catch your high-recovery normals can be caught with a counter-DI if you react quickly enough. It also has fairly low recovery, so even if you miss the cancel window or if the opponent jumps after you throw it out, you may still be able to act. If you condition the opponent to acknowledge the threat of countering their Drive Impact with your own, going into Yoga Arch instead can prevent jump-ins and can give you a safe mixup opportunity, while Yoga Fire can serve as a frame trap or (depending on the spacing) a safe setup for 2MK.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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19 | 4 | 24 | - | 800 | L | -1 | -12 |
- Upper Body Projectile Invuln: 11-39f; Low Profile 11-46f
With quick reactions, this can be used to low profile many fireballs while counterattacking, making this an excellent response to them. Unlike his 2HK slide, 2HP allows you to maintain your position relative to opponent for continued zoning.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 7 | 16 | - | 200 | L | -5(+1) | -10(-4) |
- Upper Body Projectile Invuln: 4-10f; Semi-Low Profile 2-26f
A slide which starts up and recovers pretty quickly. Unfortunately it isn't really good at sliding under fireballs, but it does make for an unorthodox anti-cross-up tool by allowing you to slide underneath the opponent's hitbox.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 13 | 14 | - | 500 | L | -3(+9) | -10(+2) |
- Upper Body Projectile Invuln: 10-22f; Semi-Low Profile 10-30f
- Dhalsim's foot remains projectile invuln until frame 28
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Causes a different reeling animation for opponent when spaced to be +4 or better on hit
Dhalsim’s most versatile slide. If you manage to hit the opponent at the tip of this move (which is roughly an inch forward from round start distance), you can be up to +9 on hit, allowing you to perform meterless combos from midrange. This is exacerbated with the use of Drive Rush, and many of Dhalsim's knockdowns allow you to set such a situation up as a meaty on their wakeup. Spaced correctly, it puts you at point-blank range, perfect for setting up a strike/throw mixup on block. It’s also a good answer to fireballs if you’re in range, with less commitment than 2HK. If used in this manner, the spacing is more lenient for a follow-up combo due to the 4-frame Punish Counter bonus.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 16 | 20 | - | 900 | L | HKD +22(+37) | -16(-1) |
- Upper Body Projectile Invuln: 8-27f; Low Profile 8-39f
- Counter-hit/Punish Counter: HKD +37~52
- Has juggle potential; not a Hard Knockdown when juggled into
Arguably a more reliable anti-fireball tool than 2MK since it travels farther and you don’t have to worry about spacing. However, setting up for a meaty can vary depending on the initial distance from the opponent. Here are some sample meaty setups:
- If you used 2HK at round start distance, TK j.2LK will leave you up to +3 on block.
- If you used 2HK at close range, TK j.2HK will leave you up to +2 on block.
If you’re in the corner, 2HK can also serve as a high-risk/low-reward option for getting out. The safest way to do this is: 2HK (knockdown), Forward Jump until directly above opponent, Yoga Float, then come down with cross-up j.HP; while floating, you can avoid DPs and anti-airs while contesting air-to-airs with j.LP.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 4 | 3 land | - | 300 | H | +8(+13) | 0(+5) |
- Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief
A short range slap. Has decent hitstun for linking into lights or 4MK after teleports, where this is most used. Note that it doesn't hit crouching opponents when used in this way.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | Sp | 700 | LH | +5(+13) | -1(+7) |
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Does not hit Overhead, and whiffs on crouching opponents unless they extend a vertical hurtbox
A far reaching punch. It can be canceled into his special moves and float, which allows him to use this as a long range anti-air, provided you react fast enough.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4 | 3 land | - | 800 | H | -5(+19) | -9(+15) |
- Spike knockdown vs. airborne opponents
- Very long horizontal range on 2nd active frame; later active frames hit far downward
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Can be used as a (very slow) instant overhead (unsafe on hit/block)
A big swipe with a ton of range and coverage. On airborne opponents it spikes them into the ground, scoring you a knockdown, and on grounded opponents it has plenty of hitstun to combo out of. Especially useful after his teleport for pressure.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 3 land | - | 300 | H | -12(+8) | -15(+5) |
- Can hit cross-up
- Can be used as an instant overhead (works vs. crouching, no fuzzy setup required)
A very fast downward kick. This is good out of a very low air teleport, as it still functions as an overhead while also having just enough hitstun to combo out of. It also can function as an instant overhead to close out a round, though this is a very unsafe use for the move if it doesn't kill.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 6 | 3 land | - | 500 | H | -7(+13) | -11(+9) |
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Can be used as an instant overhead vs. Dee Jay/JP/Marisa/Zangief (no fuzzy setup required)
- Can be used as a fuzzy instant overhead vs. standard height characters (opponent must be in Burnout for true blockstring)
A kick with good horizontal range and a downward angle that can stuff grounded approaches while floating. A bit slow, making it harder to use for instant overhead mixups or as a jump-in from Air Teleport.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 10 | 3 land | - | 800 | H | +5(+15) | +1(+11) |
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
One of Dhalsim's highest hitstun jump-in attacks. It doesn't have a great hitbox for hitting crouchers, but the fact that it will hit deeper in the jump can potentially lead to better frame advantage. If the opponent tries to jump while you are floating, this button will easily swat them out of the air on reaction at nearly any range.
Command Normals
4MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 16 | Sp SA | 700 | LH | +2 | -3 |
- Anti-Air Invuln (Head/Arm): 8-13f; cannot hit cross-up
- Forces stand; active frames 2-6 whiff on crouching opponents unless they extend a vertical hurtbox
- Cancel Hitconfirm Window: 19f; all active frames are cancelable
- Special/DR cancel is delayed until after 4th active frame
- Drive Rush cancel advantage: +11 oH / +6 oB
Dhalsim's most well-rounded anti-air option in speed and range. In most cases, it will only lead to a meaty Yoga Fire or Yoga Flame on the opponent's landing, but a DR~4MP starter can lead to a juggle if you call out the opponent's neutral or back jump.
Despite the high active frame count and decent frame data, 4MP is a poor meaty option, as only the 1st frame will connect on a crouch blocking opponent. If you do connect it on the ground, the hitconfirm window is quite lenient for a medium normal.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 7 | 29 | Sp SA | 900 | LH | -9 | -16 |
- Long range anti-air (cannot hit cross-up); whiffs on crouching opponents unless they extend a vertical hurtbox
- Counter-hit/Punish Counter puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 21f
- Drive Rush cancel advantage: +17 oH / +10 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A slower anti-air option than 4MP, but has far more vertical range and reward on Counter-hit. If you see the Counter message, you can react with a Drive Rush into 4MP > HK Yoga Blast. You can also cancel into a projectile, which can set up a juggle or meaty teleport pressure depending on the opponent's position.
Good against people that like to jump back rather than forward in neutral, or against characters with air options that may cause them to stall in the air and mess up your 4MP timing.
4MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 17 | Sp SA | 600 | LH | +3 | 0 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +14 oH / +11 oB
One of Dhalsim's most well-rounded cancelable normals, with decent range and frame data. It is also his only real disjointed move, so it can be quite useful in stuffing moves like Honda's Headbutt or Blanka Ball. The high number of active frames makes it useful as a meaty.
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 20 | - | 1000 | LH | 0 | -9 |
- Anti-Air Invuln (Leg): 14-27f; cannot hit cross-up
- Low Profile 10-13f, 33-38f
- Counter-hit/Punish Counter puts airborne opponents into limited juggle state
Slow but rewarding anti-air. It's more lenient to use on reaction than 4HP despite what the frame data may say, as Dhalsim quickly crouches low to the ground during the startup, reducing the chance of jump-ins hitting him. A Counter-hit can juggle into 1HK in the corner or SA1 midscreen.
1HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | Sp SA | 800 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 18f
- Drive Rush cancel advantage: +17 oH / +11 oB
- Extends a hurtbox 1f before active; extended hurtbox remains for 12 recovery frames
A somewhat short but very useful cancelable heavy for Dhalsim, used in links, punishes, and pressure. A Drive Rush into this move makes it +7 on hit, letting you link into 4MK. It also combos into HP Yoga Flame at most ranges, and gives a DI-safe string on block.
1LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | Chn | 200 | L | +1 | -5 |
- Chains into 5LP/2LP/1LK
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A fast low kick that works like a standard 2LK. It is absurdly minus on block for a light, however, so try to chain it into other lights if possible.
1MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 20 | Sp SA | 500 | L | -3 | -7 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +8 oH / +4 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Dhalsim's version of the standard cancelable low poke, but with horrible range and frame disadvantage. The low pushback on block gives it a niche use in Burnout infinite loops, as it keeps the opponent in range for Yoga Arch to connect on the way up.
1HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 22 | - | 900 | L | HKD +33 | -7 |
- Counter-hit/Punish Counter: HKD +48
A quick low sweep that knocks down on hit. The range is a bit mediocre, but leaves Dhalsim safer than most characters sweeps, especially near max range.
Notable for having juggle potential, allowing it to link after corner moves like HK Yoga Blast for slightly higher damage.
j.2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | until land | 9 land | Sp | 500 | LH | -18(+8) | -22(+4) |
- Puts airborne opponents into limited juggle state
- Forced Knockdown state until landing
- Cancel Hitconfirm Window: 24f~ (until final 6 landing frames)
- Can come out on the 8th airborne jump frame at the earliest
A head-first divekick that can be canceled on hit or block into Air Teleport or Yoga Comet before landing. Can only cancel if it hits the upper half of the opponent's body, as a low connect will be under the minimum height restriction for air specials.
j.2K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | until land | 6(11) land | - | 500 | LH | -23(+12) | -30(+5) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | until land | 6(11) land | - | 500 | LH | -15(+10) | -20(+5) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | until land | 6(11) land | - | 500 | LH | -17(+10) | -22(+5) |
- Angle depends on button strength; LK shallow/horizontal, MK medium, HK steep/vertical
- Forced Knockdown state until landing; 5f extra landing recovery on whiff
- Dhalsim is in a crouching state during landing recovery
- Can come out on the 8th airborne jump frame at the earliest
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A divekick with multiple angles and very slow travel speed. The advantage on hit and block varies heavily based on when it connects; the spacing to be safe on block is quite precise, so it usually involves specific blockstring setups to space it properly. On hit, Dhalsim can get follow-up combos if he connects near the opponent's feet.
Target Combos
Dhalsim has no target combos.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +31 | - |
- Punish Counter: HKD +31
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
In the corner, Dhalsim has several options for throw loop pressure. He can walk to manually time the follow-up throw, which also allows more precise spacing to shimmy back out of the opponent's throw range even with his poor walk speed. A forward dash leaves Dhalsim at +6, which also requires a manual delay of 1-4 frames before throwing again and leaves him too close for a shimmy. Whiffing a 2LK slide sets up the perfect throw loop timing at +5, while a DR~2MK leaves Dhalsim +5 on block for a mixup between strike and tick throw.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +19 | - |
- Side switch
- Punish Counter: HKD +19
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Important throw for resetting the screen position, but doesn't allow a meaty throw after a corner side switch. Dhalsim can still pressure the opponent with a meaty 2MK (0 on block) or DR~4MK (+6 on block).
Crouch Throw (2LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +35 | - |
- Punish Counter: HKD +35
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
A unique throw for Dhalsim that tosses the opponent a full screen away, allowing him to easily set up his zoning game.
In the corner, Dhalsim gets access to a throw loop just like his regular forward throw. He has a bit more knockdown advantage, so the follow-up throw must be manually timed after walking or dashing (+10).
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f; Range: 2.258 (1.558 movement + 0.70 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from 1HP/4HP or Punish Counter 5HK/4MK (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 4MK, 1HP: 6[2]
- 4HP: 7[3]
- 4MP, 1MK: 11[7]
- 2MP: 12[8]
- 5HK: 14[10]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- 4MK > DI: 2f blockstring gap prevents opponent from absorbing the hit
- 1HP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
- 4HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~4MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~1MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3(6)3 | 26(32) | - | 250x2 recoverable | LH | KD +24 | -6 |
- Full Invuln: 1-22f; Range: 1.30; Armor Break (1st hit)
- 2 hits; if first hit is Perfect Parried, opponent can interrupt with 7f attack or faster
- 6f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3(6)3 | 26(32) | - | 250x2 recoverable | LH | KD +24 | -6 |
- Full Invuln: 1-20f; Range: 1.30; Armor Break (1st hit)
- 2 hits; if first hit is Perfect Parried, opponent can interrupt with 7f attack or faster
- 6f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Primary method of getting out of tough situations, due to Dhalsim's lack of reliable reversals.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- Startup refers to minimum time before an attack can cancel the Drive Rush animation
- The first 15 recovery frames are cancelable into any attack
- The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
- Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.471 (min, cancel into immediate Throw)
- 1.787 (min, earliest blocking/movement frame)
- 2.700 (max, final DR frame)
Special Moves
Yoga Fire (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15(11) | - | 33 | SA3 | 600 | LH | -2 | -6 |
- 1-hit projectile; speed depends on button strength (LP slow, MP mid, HP fast)
- Can hold button to charge; releasing early throws 1-hit fireball with 11f startup
- Cancel Hitconfirm Window: 4f (Super)
- Projectile Speed: LP 0.033 / MP 0.044 / HP 0.06
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
43 | - | 30 | SA3 | 400x2 | LH | KD +51 | -1 |
- 2-hit projectile; speed depends on button strength (LP slow, MP mid, HP fast)
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: LP 0.033 / MP 0.044 / HP 0.06
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | - | 32 | SA2 SA3 | 500x2 | LH | KD +49 | -3 |
- 2-hit OD projectile; speed depends on button combination (LPMP slow, LPHP mid, MPHP fast)
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: LPMP 0.033 / LPHP 0.044 / MPHP 0.06
A solid fireball that travels a bit slower than most. Meterless versions can be charged by holding the button for an additional hit and more damage. The OD version is fast enough to combo from lights and gives very good oki, making it a reliable combo ender; at longer ranges it makes a fantastic pressure tool on block. Overall, it's very good at complementing Dhalsim's space control, especially when canceling his long reaching buttons on block.
Yoga Arch (236K)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | [81+10] | 27 | SA3 | 600 | LH | +1 | -1 |
- 1-hit projectile; upon hitting the ground, creates larger stationary hitbox that lasts 10f
- Button strength affects trajectory (LK close, MK mid, HK far)
- Frame advantage refers to point blank hit on the way up
- Puts airborne opponents into free juggle state
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: LK 0.0195 / MK 0.0385 / HK 0.07
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | [190+10] | 27 | SA2 SA3 | 500x2 | LH | +1 | -3 |
- 2-hit OD projectile; after the final bounce, creates larger stationary hitbox that lasts 10f
- Button combination affects trajectory (LK+MK close, LK+HK mid, MK+HK far)
- Frame advantage refers to point blank hit on the way up
- Projectile dissipates if completely off-screen
- Puts airborne opponents into free juggle state
- Cancel Hitconfirm Window: 11f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Projectile Speed: LKMK 0.0195 / LKHK 0.033 / MKHK 0.05 / Bounce 0.02
A fireball that travels upward in an arc. One of Dhalsim's most unique tools, primarily used for pressure setups and controlling the air. If it does hit an airborne opponent, it puts them in a free juggle state that can fairly consistently lead to follow-ups like 2MK, 2HK, or Yoga Blast.
The OD versions slowly bounce twice after hitting the ground, holding down a lot of space for quite some time; if the fireball lands behind the opponent before its first bounce, it will change its bouncing direction. Does not disappear if Dhalsim gets hit, allowing it to hit the opponent out of their combos after they attempt to mash out of your pressure. A simple application of this move is to slide in after you notice the opponent respecting it, as the fireball hitting their block will cover for your slide and leave you at a big advantage for free strike/throw. It does still create a big opening for an opponent to move in on you in neutral, however, so this move must be used more mindfully than a regular fireball.
If HK Yoga Arch is done point blank in the corner, it is possible for it to instantly hit the opponent regardless of if they are standing or crouching. This is useful for corner combos as it can leave you plus enough to link, but it is especially good when combined with the lack of pushback on 1MK, giving you an infinite blockstring on an opponent's Burnout.
Yoga Flame (63214P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 15 | 15 | SA3 | 800 | LH | KD +33 | -4 |
- Clashes with 1 hit of a meterless fireball
- Cancel Hitconfirm Window: 21f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 15 | 17 | SA3 | 450x2 | LH | KD +33 | -4 |
- Clashes with 2 hits of a meterless fireball
- Cancel Hitconfirm Window: 26f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 17 | 16 | SA3 | 400x3 | LH | KD +45(+47) | -4(-2) |
- Clashes with 3 hits of a meterless fireball
- Cancel Hitconfirm Window: 32f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 5,5,5,5,5 | 24 | SA2 SA3 | 100x2,200x3 (800) | LH | KD +50 | -11 |
- Clashes with 2 hits of an OD fireball
- Cancel Hitconfirm Window: 27f (Super)
One of Dhalsim's main pressure, meaty and frame trap tools. Higher strengths gain more range and an additional hit. While it lacks the damage and oki of HK Yoga Blast, it works from longer range and against crouching opponents, making it more consistent.
LP Yoga Flame is the fastest, but doesn't combo naturally from useful buttons like 5LP or 2LP. It is primarily used as a safe cancel from 1MK, and can also combo from 5LK (but whiffs at farther ranges). While it's the only version that can combo from 2MP, it won't work at most useful ranges.
MP Yoga Flame combos from 4MK and 4MP, making it one of the most useful for Dhalsim's combo routes. It forms a true blockstring from 4MK, but can be delayed to create a slight gap if you think the opponent might be mashing. This blockstring is also safe against every 4-frame normal in the game due to pushback. Since it can clash with 2-hit fireballs, it's possible for it to dissipate moves like Ryu's Denjin Hadouken and Guile's Sonic Cross, though it's not practical as a reaction counter to fast projectiles.
HP Yoga Flame is especially notable in pressure for its range, Drive damage, and built-in three hits, beating Drive Impact by itself. You can make a frame trap with it using a Drive Rush into 4MK or 1HP, catching both jumps and Drive Impact (two things that people really like to do when defending against Dhalsim).
OD Yoga Flame version is a combo-oriented launcher that allows for follow-ups on hit, which tends to be Dhalsim's most efficient use of Drive for damage. Unlike the others, it is very unsafe on block, so it should only be used in a hitconfirm combo.
Every meterless version is -4 on block, but the incredibly long active frames make each of them very strong meaties that can be made upwards of +10 with the right setups. Combined with the Drive damage, it will condition opponents to parry on wakeup, which then lets you push a strike/throw mixup more easily. Just be careful when using the slow HP version on the opponent's wakeup if they have a reversal with full or projectile invincibility.
Canceling any Yoga Flame into SA3 causes the Super's startup to become 2 frames, ensuring it will connect consistently.
Yoga Blast (63214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 10 | 23 | SA3 | 1000 | LH | KD +39 | -6 |
- Anti-Air Invuln (Head): 3-44f; can hit cross-up
- Strike hitbox with 1-hit projectile nullification; whiffs on crouching opponents unless they extend a vertical hurtbox
- Puts opponents into limited juggle state on hit
- Cancel Hitconfirm Window: 13f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 10 | 20 | SA3 | 1200 | LH | KD +42 | -3 |
- Anti-Air Invuln (Head): 3-44f; can hit cross-up
- Strike hitbox with 1-hit projectile nullification; whiffs on crouching opponents unless they extend a vertical hurtbox
- Puts opponents into limited juggle state on hit
- Cancel Hitconfirm Window: 13f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 10 | 20 | SA3 | 1200 | LH | KD +42 | -3 |
- Anti-Air Invuln (Head): 3-44f; can hit cross-up
- Steps forward on startup; strike hitbox with 1-hit projectile nullification; whiffs on crouching opponents unless they extend a vertical hurtbox
- Puts opponents into limited juggle state on hit
- Cancel Hitconfirm Window: 15f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 10 | 20 | SA2 SA3 | 500x2 | LH | KD +42 | 0 |
- Anti-Air Invuln (Head): 3-41f; can hit cross-up
- Steps forward on startup; strike hitbox with 2-hit OD projectile nullification; whiffs on crouching opponents unless they extend a vertical hurtbox
- Puts opponents into limited juggle state on hit
- Cancel Hitconfirm Window: 15f (Super)
Dhalsim's main combo ender on standing opponents; routing into 4MP at some point in the combo will ensure the opponent is standing (e.g. DR~2LP, 4MP > 63214HK). The LK version is the fastest, making it a good stationary anti-air. MK Blast is a few frames slower and also stationary, but a bit more rewarding on hit. HK Blast is identical to MK, except Dhalsim takes a step forward during startup; this makes it much more consistent in combos and allows it to anti-air from farther ranges.
OD Yoga Blast has the speed of the LK version with the forward movement and knockdown advantage of the HK version; it also launches higher, allowing for combos into SA2. It can be used as a predictive anti-air at mid range; both hits will come out regardless of which active frame connects against an airborne opponent. OD Blast also has a theoretical use against fireballs, destroying meterless fireballs and dissipating up to 2 hits of OD fireballs with very low recovery in situations where Dhalsim may struggle to counter with his own projectiles.
On a successful hit with the MK/HK/OD versions, Dhalsim can immediately do a forward Yoga Teleport to becomes +3 right behind the opponent. If the opponent was juggled, Dhalsim can still do this but the knockdown advantage will be less predictable.
Yoga Comet (j.63214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | [~55] | 8 land | - | 800 | LH | -4~ | -2~ |
- Button strength affects projectile speed (faster versions more likely to reach the ground)
- Frame advantage refers to close range minimum-height versions
- Dissipates after 55f; creates larger stationary hitbox that lasts 10f if it hits the ground
- The last 5 landing recovery frames put Dhalsim in a crouching state
- Projectile Speed: LP 0.03 / MP 0.045 / HP 0.055
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | until land | 3 land | - | 600x2 | LH | +5~ | +6~ |
- Frame advantage refers to close range minimum-height versions
- Dhalsim can follow with air normals or specials starting on frame 50
- Cannot use multiple Air Teleports or Yoga Floats in one jump
- Cannot throw another Yoga Comet until the first has dissipated
- Creates larger stationary hitbox that lasts 10f if it hits the ground
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Projectile Speed: 0.04
Dhalsim shoots a fireball diagonally downward across the screen, giving him a unique option for space control. Works from any jump direction, and can be input as early as the 2nd airborne jump frame, which is made easier with a Tiger Knee (63214,9+P) input. The startup is quite slow and halts Dhalsim's jump momentum, allowing many characters to easily slip underneath if used too high in the jump.
Each of the meterless versions have different speeds and travel distances, dissipating after a set time. From a distance, slower versions can be more effective at space control but are also less likely to actually make contact with the opponent. Slower versions are also less likely to hit the ground before dissipating, especially when performed higher in the jump.
The OD version remains active until making contact with the opponent or the ground, and gives much better frame advantage, making it a viable bait tool against the opponent's throw tech. A notable property of this version is that Dhalsim can act while in the air after throwing the fireball, allowing him to react to the situation and approach, retreat, or hold his ground. As an example, Tiger Knee OD Comet combos into j.MP on hit, allowing a combo into 2MP or 2HK. Any follow-up is still subject to height restrictions; at minimum height, he cannot activate Yoga Float or any divekick command normal, and j.MK / j.HP / j.HK are too slow to become active before landing. OD Yoga Comet can be used to stall for time in the air when combined with Float, Teleport, or additional Yoga Comets. And if the opponent is desperate to close the gap, Dhalsim can quickly switch to an offensive approach like an air normal or a forward Teleport instead. A good strategy after OD Comet is to do Float into j.HK to catch the opponent's jump. Keep in mind that you can't go into Float after OD Comet if you did Float earlier before the Comet.
Unlike most projectiles in the game, Yoga Comet is treated as an independent entity that can be activated alongside other projectiles like Yoga Fire or Yoga Arch. This makes it easier to limit the opponent's approach angles and set up a zoning flowchart with slower moves that would otherwise be risky in neutral. It also has the rare distinction of having more blockstun than hitstun. While safe on block, the meterless version can actually be punished on hit if used point blank in the corner.
Yoga Float (2KK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
36 | (85) | 20+3 land | - | - | - | - | - |
- Airborne 13f until landing (Forced Knockdown/Counter-hit state); final landing frame is in a crouching state
- Projectile Invuln (Legs): 23f~
- 3KK input causes Dhalsim to move forward while rising; 2KK or 1KK rises straight up
- Can move left/right or input aerial normals/specials after 36f startup; Movement Speed: 0.03
- Active frames refer to the time during which Dhalsim can move before starting to descend (ends immediately after air attack)
- Recovery refers to descent + landing time; can still input air attacks while falling, but cannot move
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | (81) | 18+3 land | - | - | - | - | - |
- Airborne until landing (Forced Knockdown/Counter-hit state); final landing frame is in a crouching state
- Projectile Invuln (Legs): 1f~
- No difference between 2KK or 3KK on aerial float; comes out on 8th airborne jump frame at the earliest
- Can move left/right or input aerial normals/specials after 15f startup; Movement Speed: 0.03
- Active frames refer to the time during which Dhalsim can move before starting to descend (ends immediately after air attack)
- Recovery refers to minimum-height descent + landing time; can still input air attacks while falling, but cannot move
Dhalsim floats in the air at around head-height, allowing access to horizontal air movement and the use of any air normals and specials. The aerial version can be done slightly lower to the ground, while starting up more quickly; the ground version is generally only used when special canceling into Float. Dhalsim can hover for over 80 frames before he begins falling, or he can end it prematurely with an air attack. Dhalsim can still input air attacks during his descent, but can no longer move horizontally. It can only be used once per jump, even with the use of OD Yoga Comet to reset his air movement options.
Yoga Float is an extremely versatile movement option that defines Dhalsim's air game alongside Yoga Teleport. His horizontal float movement is slightly faster than his usual walk speed, and the ability to quickly mix things up with a divekick, air teleport, or air fireball makes it difficult to find an approach angle once he gets going. Yoga Float can be used to set up divekick spacing, position himself for an air-to-air normal, in ambiguous left/right mixups or throw bait setups, and more.
Yoga Teleport (6 or 4 + PPP/KKK)



Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | - | 24(31) | - | - | - | - | - |
- Full Invuln: 5-15f
- 6KKK stays on same side near opponent; 6PPP teleports behind opponent if not fully cornered
- 7f extra recovery on Back version; no difference between 4PPP/4KKK versions
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(19) (3 land) | - | - | - | - | - |
- Full Invuln: 10-15f; Forced Knockdown/Punish Counter state until landing
- j.6KKK stays on same side above opponent; j.6PPP teleports above and behind opponent if not fully cornered
- 4f extra recovery on Back version (refers to time after reappearing before Dhalsim can act)
Another huge movement option for Dhalsim that allows him to quickly reposition himself on the screen to maintain a preferred range, get out of a dangerous position, or mix the opponent up.
Depending on your inputs and whether you're grounded or in the air, Yoga Teleport puts you in different locations:
- Ground and air 6PPP put you immediately behind your opponent (unless opponent is cornered)
- Ground and air 6KKK put you immediately in front of the opponent
- Ground 4PPP and 4KKK both send you back the same distance, about 3 character lengths
- Air 4PPP sends you back the same distance as the grounded version
- Air 4KKK sends you back further, about 150% of the distance of the punch version
Has some invincibility, but it's not frame 1, so it isn't a true reversal like it is in previous games. The grounded version has earlier invincibility, making it better for avoiding certain moves, but the air version can be made harder to react to as you're able to do it instantly off a jump and immediately fall with a j.LP to check or cross up the opponent. The air version can be used for safe jumps, while the grounded version can be used for strike/throw when the knockdown doesn't give enough time to safe jump. Since Dhalsim has many slow-moving projectiles to control space, it's quite easy for him to set up a fireball and then teleport behind the opponent as it's about to hit to instantly swap the side they need to block it from.
If the opponent attempts to chip out Dhalsim in Burnout with a raw Super, Dhalsim can react with a 6PPP teleport to escape and punish; the only exceptions are Ryu SA3 and Luke SA2, both of which only have 4 startup frames after the Super freeze compared to Dhalsim's 5f invincibility. This also does not apply to command throw Supers, which must be jumped out of.
Super Arts
Level 1 Super (236236P)




Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 104 | 15 | - | 1920 (792 rec oB) |
LH | KD +29 | -10 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 104 | 15 | - | 2100 (792 rec oB) |
LH | KD +29 | -10 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 84 | 40 | - | 2040 (792 rec oB) |
LH | KD +27 | -22 |
- Throw Invuln: 1-11f; Armor Break
- Deals 792 Recoverable Damage on Block; vs. Burnout, deals 492 Chip + 300 Recoverable
- Drive Gauge Depletion: 0.504 bars (hit/block)
- Distribution: 420x12 (hit) / 210x12 (block)
- 30% minimum damage scaling
A great combo ender which works in almost any juggle for good damage and a setup opportunity. Each version has its own unique advantages and disadvantages:
- LP has the best range, reaching nearly 1/2 screen
- MP does the most damage, but has less range than the other versions
- HP is a good anti-air with a crouching hurtbox on frames 1-12, but is the most unsafe on block and whiffs on crouching opponents unless they extend a vertical hurtbox
This Super has no strike or projectile invincibility, making it overall weak as a reversal; however, the throw invincibility can allow Dhalsim to escape corner throw loops. Since most players do not hesitate to pressure Dhalsim in the corner, it may occasionally be worth the risk.
The LP version (and to a lesser extend the MP version) can be used as a low-risk buffer from 2MP or 5HK at mid-range due to its high pushback and relative safety. Just be aware of any uniquely fast Supers, such as Cammy's SA3 that can punish if not perfectly spaced. SA1 should not be activated raw in neutral, as the opponent can jump safely after the Super freeze. Yoga Inferno deals twice as much Drive damage on block as a standard SA1, making it a great tool to force Burnout.
Once the opponent has blocked Yoga Inferno, you can deplete all their recoverable health by landing a hit quickly. If the opponent is in Burnout, they can be chipped out with around 8% health; this is because the game only looks at "real" health and ignores recoverable health when determining whether a Chip K.O. can occur. With 3 Super bars, you can quickly rack up almost a quarter of the opponent's health bar in recoverable + chip damage with minimal risk.
Level 2 Super (214214K)


(Distance: Hold 4/5/6)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | [142+20] | 60 | - | 450x4,1000 (2800) | LH | KD +50 | -4 |
- All Versions:
- Full Invuln: 1-9f; Armor Break
- 40% minimum damage scaling
- Upward hit cannot hit crouching opponents unless they extend a vertical hurtbox
- Upon hitting the ground, projectile creates larger stationary hitbox that lasts 20f
- [] refers to active projectile time after button release
- Projectile Speed: LK 0.014 / MK 0.021 / HK 0.04
- Drive Gauge Depletion: 1 bar (hit) / 0.25 bars (block)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23~70 | [142+20] | 58 | - | 400x6,700 (3100) | LH | KD | - |
- Drive Gauge Depletion: 1.4 bars (hit) / 0.35 bars (block)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
71~91 | [142+20] | 58 | - | 375x8,1000 (4000) | LH | KD | - |
- Drive Gauge Depletion: 1.8 bars (hit) / 0.45 bars (block)
- Reaches full charge after 71f; can hold an additional 20f for no added benefit
Dhalsim launches a large fireball upwards at an arc; if the initial hit doesn't connect, it will come back down with a trajectory based on the button strength used (LK close, MK mid, HK far). Holding the button will charge it up to become more powerful, gaining additional hits (5/7/9 hits total) and increasing the size of the hitbox. If the hitbox above Dhalsim's head makes contact with the opponent, he will immediately release the attack.
This Super actually has true invincibility, making it a viable reversal and anti-air. However, it will not connect on crouching opponents until it comes down from its arc, so Dhalsim can be safely pressured with crouching buttons even with 2 bars of Super gauge stocked. Using the LK version when cornered can prevent the opponent from maximizing their punish unless they have a specific setup planned; opponents will often resort to a throw to ensure they don't get hit by the descending fireball.
By activating at range or after a knockdown, this Super can be used to set up tricky mixups. It's also great against opponents in Burnout, as it becomes hard to avoid the chip damage. It can be juggled into, such as after a Punish Counter 4HP at certain ranges; however, the final hit of SA2 massively increases the juggle counter, preventing additional follow-ups.
Level 3 Super (236236K)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 75 | - | 4000 | LH | HKD +19 | -62 |
- Full Invuln: 1-14f; Armor Break
- 2f startup when canceled from 63214P (ensures combo consistency)
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
- Cinematic time regenerates ~2 Drive bars for Dhalsim
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 75 | - | 4500 | LH | HKD +19 | -62 |
- Full Invuln: 1-14f; Armor Break
- Available at 25% HP or below
- 2f startup when canceled from 63214P (ensures combo consistency)
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
- Cinematic time regenerates ~2.4 Drive bars for Dhalsim
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A cinematic Super primarily used as a combo ender, anti-air, and reversal. It is Dhalsim's only true reversal, with full invincibility and a hitbox that connects on crouching opponents. However, it is slow enough that some meaty light normals can safely recover when pressuring Dhalsim; for 3 bars of Super, this is an expensive risk to take on defense.
It does good damage in combos and juggles, and can be reliably hitconfirmed into. After spending the round chipping away at the opponent's Drive gauge, SA3 is a great way to force them into Burnout, severely limiting their ability to navigate Dhalsim's zoning tools.
If the opponent tries to jump over an extended limb and you don't have enough time to anti-air with a normal, the large anti-air hitbox is a great option, acting much like a standard uppercut special. However, if the opponent empty jumps and you react too late, they may be able to land and safely block the Super.
Note: the in-game frame display incorrectly shows a blocked SA3 as having 7 active frames and 20f blockstun; this is because hitstop is not applied to Dhalsim until the 3rd active frame.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
190 (total) | - | - | - | - | - | - | - |
Dhalsim's arm will stretch a different distance depending on how far you are away from the opponent when you taunt.
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
380 (total) | - | - | - | - | - | - | - |
Dhalsim high profiles many low attacks during this taunt.
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
430 (total) | - | - | - | - | - | - | - |
Dhalsim high profiles many low attacks during this taunt.