

Introduction
Color Options
Start | Default |
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Moves List
Normal Moves
Yoga Noogie: close, b or f + Medium Punch
Yoga Throw: close, b or f + Hard Punch
Yoga Spear: in air, d + Hard Kick
Yoga Mummy: in air, d + Hard Punch
Slide Kick: d + K
Double Headbutt: close, Hard Punch
Special Moves
Yoga Fire: d, df, f + Punch
Yoga Flame: b, db, d, df, f + Punch
The Basics
Anti Air: close Medium Punch
High Pokes: standing Medium and High Kick
Low Pokes: crouching Medium and High Punch
Combos
- cr.MK,cr.MK
- cr.Mk xx Yoga Fire
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +4 | ||||
Frame Count | 2 | 3 | 6 | 5 | |
Simplified | 5+1 | 6 | 4 |
- Standing MP:
Damage | 10 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | 0 | |||||||
Frame Count | 3 | 4 | 4 | 6 | 4 | 4 | 1 | |
Simplified | 1+7 | 10 | 9 |
- Standing HP:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -2 | |||||||
Frame Count | 3 | 4 | 4 | 6 | 10 | 8 | 1 | |
Simplified | 1+7 | 10 | 19 |
- Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -3 | ||||||
Frame Count | 2 | 3 | 8 | 4 | 4 | 1 | |
Simplified | 1+5 | 8 | 9 |
- Standing MK:
Damage | 10 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +4 | |||||
Frame Count | 2 | 3 | 8 | 4 | 5 | |
Simplified | 1+5 | 8 | 9 |
- Standing HK:
Damage | 14 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 80 | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | -2 | ||||||||
Frame Count | 1 | 2 | 3 | 4 | 6 | 10 | 8 | 1 | |
Simplified | 1+10 | 6 | 19 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +2 | ||||
Frame Count | 2 | 3 | 6 | 5 | |
Simplified | 1+2 | 9 | 5 |
- Close Standing MP:
Damage | 10 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +6 | |||||
Frame Count | 2 | 3 | 6 | 4 | 1 | |
Simplified | 1+2 | 9 | 5 |
- Close Standing HP:
Damage | 16,16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 2 | 3 | 3 | 8 | 10 | 7 | |
Simplified | 1+5 | 11 | 17 |
- Close Standing LK:
Damage | 6 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +2 | |||
Frame Count | 3 | 8 | 5 |
- Close Standing MK:
Damage | 10 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +7 | |||
Frame Count | 3 | 8 | 5 |
- Close Standing HK:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +9 | |||||||
Frame Count | 3 | 3 | 2 | 8 | 3 | 4 | 1 | |
Simplified | 1+8 | 8 | 8 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 2 | 3 | 3 | 6 | 4 | 5 | |
Simplified | 1+8 | 6 | 9 |
- Crouching MP:
Damage | 10 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +5 | ||||||
Frame Count | 2 | 3 | 3 | 6 | 4 | 5 | |
Simplified | 1+8 | 6 | 9 |
- Crouching HP:
Damage | 14 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 3 | 4 | 4 | 6 | 10 | 9 | |
Simplified | 1+11 | 6 | 19 |
- Crouching LK:
Damage | 8 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | -1 | ||||
Frame Count | 1 | 1 | 14 | 5 | |
Simplified | 1+2 | 14 | 5 |
- Crouching MK:
Damage | 12 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +3 | ||||
Frame Count | 3 | 4 | 16 | 5 | |
Simplified | 1+7 | 16 | 5 |
- Crouching HK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -27 | |||||
Frame Count | 3 | 4 | 18 | 20 | 1 | |
Simplified | 1+7 | 18 | 21 |
Close Crouching Normals
- Close Crouching LP:
Damage | 8 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +6 | |||
Frame Count | 2 | 4 | 5 |
- Close Crouching MP:
Damage | 12 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +8 | |||
Frame Count | 3 | 5 | 7 |
- Close Crouching MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +8 | |||
Frame Count | 1 | 8 | 5 |
Aerial Normals
- Neutral/Diagonal Jumping LP:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 3 | 4 | 16 | ? | ∞ | |
Simplified | 7 | 16 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 10 | ? | ∞ | |
Simplified | 7 | 10 | ∞ |
- Neutral/Diagonal Jumping HP:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 4 | ? | ∞ | |
Simplified | 7 | 4 | ∞ |
- Neutral/Diagonal Jumping LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 4 | 6 | 18 | 4 | ∞ | |
Simplified | 10 | 18 | ∞ |
- Neutral/Diagonal Jumping MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 4 | 6 | 12 | 4 | ∞ | |
Simplified | 10 | 12 | ∞ |
- Neutral/Diagonal Jumping HK:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 60 | ||||||||
Frame Count | 1 | 2 | 3 | 4 | 6 | 4 | 3 | ∞ | |
Simplified | 10 | 6 | ∞ |
Unique Moves
- Yoga Drill: (On air, ↓ + HK)
Damage | 12 | ![]() |
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Stun | 11~17 | ||
Stun Timer | 80 | ||
Frame Count | 5 | ∞ | |
Simplified | 4 | ∞ |
- Yoga Mummy: (On air, ↓ + HP)
Damage | 12 | ![]() |
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Stun | 11~17 | ||
Stun Timer | 80 | ||
Frame Count | 5 | ∞ | |
Simplified | 4 | ∞ |
Throws
- Yoga Smash: (←/→ + MP) and
- Yoga Throw: (←/→ + HP)
Throw | Hold | ![]() | |||
Damage | 30 | Damage | 20+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 7~13 | Stun | - | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 64 | Range (from axis) | 64 | ||
Range advantage | 29 | Range advantage | 29 |
Special Moves
- Yoga Fire: ↓↘→ + Punch
Start up:
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2 | 2 | 7 | 1 |
LP version:
Damage | 12 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 3 | 6 | 9... |
MP version:
Damage | 14 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 3 | 6 | 9... |
HP version :
Damage | 16 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 3 | 6 | 9... |
- Yoga Flame: ←↙↓↘→ + Punch
Start up:
Damage | 32 | ![]() |
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Stun | 13~19 | ||||||||||||
Stun Timer | 120 | ||||||||||||
Frame Advantage | - | ||||||||||||
Jab | 2 | 2 | 3 | 2 | 2 | 1 | 1 | 1 | 2 | 1 | 3 | 1 | |
Strong | 2 | 2 | 3 | 2 | 3 | 1 | 1 | 1 | 2 | 1 | 3 | 1 | |
Fierce | 2 | 2 | 4 | 2 | 4 | 1 | 1 | 1 | 2 | 1 | 3 | 1 |
Precycle:
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Frame Count | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 1 |
Cycle:
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Frame Count | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 1 |
Jab: 1 time
Strong: 2 times
Fierce: 3 times
Recovery:
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Jab | 0 | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 1 | 1 | 2 |
Strong | 0 | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 1 | 1 | 2 |
Fierce | 1 | 3 | 1 | 3 | 1 | 3 | 1 | 3 | 1 | 1 | 2 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Advanced Strategy
Dhalsim's gameplan is about zoning with his standing normals and projectiles,he isn't good with anti air and close combat but his crouching slides are useful for auto-crossup traps and holds
Sim's air game is tuned up now with his Drill and Mummy as command moves that can be used every active jumping frame and not along at the top of the jump anymore,however use carefully because he had the slowest jump in the game,but can use Drill for overheads and pressure at the shortest active jump frame.
At close combat his throws are useful to Yoga Fire traps and also his hold isn't damaging but are standing normal poke safe.
Match-Ups
Vs. Ryu
Vs. Ken
Vs. E.Honda
Vs. Chun Li
Vs. Blanka
Vs. Zangief
Vs. Guile
Vs. Dhalsim
Vs. Boxer
Vs. Claw
Vs. Sagat
Vs. Dictador
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |