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{{USFIVMoveListRow|Dhalsim|YogaSmash| | {{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|Dhalsim|YogaThrow| | {{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 === |
Revision as of 08:52, 17 February 2015

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.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame
- Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50
- Back + MK: Pushback on hit and block reduced
- Stand HP: Damage increased to 80 from 75; on hit is now +1 from 0
- Back + HK: Damage increased to 100 from 90
- Yoga Blast: Light version Hurtbox reduced
- Yoga Blast: Medium version startup reduced to 14 frames from 15 frames
- EX Yoga Flame: Damage increased to 70 + 70 from 50 + 70; Hitbox slightly expanded horizontally
- EX Yoga Blast: Damage increased to 90 + 60 from 90 + 50; Hitbox slightly expanded forward
- Yoga Shangri-La (UC2): Grab range slightly increased; input changed to QCF QCF + KKK in air from QCF QCF + PPP in air
(New to Ultra SFIV Console Digital Release)
- Back + HP: Startup reduced to 5 frames from 7 frames
- EX Yoga Flame: Damage decreased to 50+50 from 50+70; recovery reduced to 13 frames from 16 frames
- EX Yoga Flame: Hitbox slightly expanded horizontally; on hit now allows for a Free Juggle
- Yoga Catastrophe (UC1): can now be activated even when Yoga Fire remains on-screen
(Removed from Ultra SFIV Arcade Japan)
Back + LK: Damage increased to 40 from 30Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50EX Yoga Blast: On hit now causes Soft Knockdown instead of Hard Knockdown
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.
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 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. | ||||
File:No image.png |
Stand LK |
Far Short | lk | |
~~ Uses and Strategies ~~ 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. | ||||
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 | speccancel supercancel |
~~ 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 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. | ||||
File:No image.png |
Back HP |
Back Fierce | Back hp | speccancel supercancel |
~~ 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 cancel into MP Yoga Flame. | ||||
File:No image.png |
Back LK |
Back Short | Back lk | speccancel supercancel |
~~ 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 | speccancel supercancel |
~~ 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 high level players use this as a go-to poke to cancel into LP Yoga Flame on hit. | ||||
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 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. |
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 low poke. | ||||
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 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. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel supercancel |
~~ 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 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. | ||||
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 launch his own while the opponent cannot due to still having one on the screen. | ||||
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 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. |
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 cancel the second into yoga flame" replace the first one with this for an easier link and more damage. | ||||
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 low profile moves of all sorts. | ||||
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 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. |
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 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. | ||||
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) d + hp | |
~~ Uses and Strategies ~~ This move has a very high juggle potential which makes it suitable as a combo extender after Ultra 1. | ||||
File:No image.png |
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 |
~~ 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 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. | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ Use the crumple like you would level 2. |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Smash |
Forward Throw | f or n + lp + lk | |
~~ 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 + lp + lk | |
~~ Uses and Strategies ~~ 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. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Fire |
Yoga Fire | qcf + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Flame |
Yoga Flame | hcb + p ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Blast |
Yoga Blast | hcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
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 |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
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 |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Inferno |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Catastrophe |
Ultra Combo I | qcf qcf + 3p | |
~~ 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 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. | ||||
File:No image.png | Yoga Shangri-La | Ultra Combo II | (in air) qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data