![]() |
Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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: |
---|---|
|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Dhalsim | |
---|---|
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 | |
---|---|
Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
|
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.
|
Cancel |
Available options for canceling one move into another move.
|
Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
|
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.
|
Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
|
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.
|
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.
|
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.
|
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:
|
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.
|
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.
|
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.
|
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.
|
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 8 | Chn Sp SA | 300 | LH | +4 | -1 |
Your fastest normal. Decent range, but the fact that it's 4f allows you to use it for mashing. Can link into 4MK or 4MP on PC.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 19 | - | 700 | LH | 0 | -5 |
Fast, long reaching, and safe poke. Excellent for controlling midrange space and pre-emptively stopping the opponent from throwing projectiles. One of your primary key moves in neutral.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 4 | 27 | - | 1000 | LH | -6 | -11 |
Dhalsim's main answer to projectiles that isn't throwing one of his own. Against projectiles that travel like Hadoukens, his arms will go under the opponent and smack them out of their fireball. Unfortunately, depending on the speed of the projectile, Dhalsim can get hit himself out of 5HP's recovery.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 11 | Sp SA | 300 | LH | +2 | -6 |
One of your few cancelable zoom normals. At maximum range this doesn't really have any cancel routes except for a cancel into Level 1, so maybe only save it for mindgames and empty cancelling.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 18 | - | 600 | LH | -2 | -6 |
A solid poke, but mostly outshined by 5MP as that has more damage, more range, less startup and recovery, and is even one frame safer on block. It hits low profile opponents though!
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 20 | Sp SA | 800 | LH | +3 | -6 |
- Puts airborne opponents into limited juggle state
One of Dhalsim's longest range attacks that also special cancels.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 9 | Chn Sp SA | 300 | LH | +4 | -1 |
A quick crouching jab. This move allows Dhalsim to complete one of his only meterless light combos from up close, in 2LP XX HK Yoga Blast. Can also be used in pressure as it's not too bad on block and hit.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 16 | Sp SA | 600 | LH | 0 | -4 |
Another cancelable zoom normal. This one has decent reach, and cannot be ducked at long range like 5HK can. However, its cancel routes are slightly awkward.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 4 | 24 | - | 800 | L | -1 | -12 |
With quick reactions, this can be used to low profile many fireballs while counterattacking, making this an excellent response to them.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 7 | 16 | - | 200 | L | -5(+1) | -10(-4) |
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-air by sliding underneath them.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 13 | 14 | - | 500 | L | -3(+9) | -10(+2) |
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
Another slide. This one is an excellent fireball answer, as if it's spaced or on PC it can be linked out of into many options for canceling, and actually does slide under fireballs quite well. Note that it's not actually fireball invincible in any way.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 16 | 20 | - | 900 | L | HKD +22(+37) | -16(-1) |
One of Dhalsim's two sweeps. This one is a slide that travels far and has some juggle potential, making this a decent followup after some launches, such as his OD Yoga Flame.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 4 | 3 land | - | 300 | H | +8(+13) | 0(+5) |
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 a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
A far reaching punch. It can be cancelled 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) |
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
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) |
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 a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
A move that reaches decently far below Dhalsim. A bit slow, so hard to use for instant overhead abuse or as a jump in from teleports.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 10 | 3 land | - | 800 | H | +5(+15) | +1(+11) |
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
One of Dhalsim's highest hitstun jump-in attacks, but it doesn't have a great hitbox for hitting crouchers so it's somewhat outclassed by j.HP.
Command Normals
4MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 16 | Sp SA | 700 | LH | +2 | -3 |
- Forces stand
An excellent anti-air. Being fast, wide and tall makes this an excellent choice. It also has some utility in grounded combos and drive rush conversions.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 7 | 29 | Sp SA | 900 | LH | -9 | -16 |
- Causes a knockdown on counterhit
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
Slower than 4MP, but more range and higher reward to compensate.
4MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 17 | Sp SA | 600 | LH | +3 | 0 |
One of your main cancelling normals, as it has decent hitstun and good cancel options.
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 20 | - | 1000 | LH | 0 | -9 |
- Causes a knockdown on counterhit
Slow but rewarding anti-air if you can react fast enough. Counterhit juggles into 1HK are possible in the corner, and Level 1 anywhere.
1HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | Sp SA | 800 | LH | +3 | -3 |
A very good cancellable heavy for Dhalsim. This is one of his only cancels into HP Yoga Flame. Drive rushing into this move makes it +7 and you can link 4MK on hit.
1LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | Chn | 200 | L | +1 | -5 |
A fast low kick. Allows him to start a combo from a low that can actually be confirmed into a special move.
1MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 20 | Sp SA | 500 | L | -3 | -7 |
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
A decent range low option with much safer frame data than his slides. Can be used in some meaty combos or empty cancelling.
1HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 22 | - | 900 | L | HKD +33 | -7 |
A quick low sweep. Knocks down on hit. Notable for having juggle potential, allowing this to link after certain moves in the corner 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) |
Can be cancelled on hit or block into any special. Does not cancel into float.
j.2K
No results
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
A very slow semi-divekick. Hard to make safe or plus, and can grant some combos if you hit at the 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 | - |
After a forward throw, performing a Drive Rush into 2MK will hit meaty and leave you +5 on block.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +19 | - |
Crouch Throw (2LPLK)
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 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
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 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Yoga Fire (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15(11) | - | 33 | SA3 | 600 | LH | -2 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
43 | - | 30 | SA3 | 400x2 | LH | KD +51 | -1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | - | 32 | SA2 SA3 | 500x2 | LH | KD +49 | -3 |
An extremely good fireball. Starts up fast, and has wildly varying speeds depending on the version chosen. It can be charged for an additional hit and more damage. The OD version is fast enough to combo from light attacks, making it a reliable combo ender, as well as a great way to eat through other meterless fireballs as it's an OD projectile.
Yoga Arch (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | [81+10] | 27 | SA3 | 600 | LH | +1 | -1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | [190+10] | 27 | SA2 SA3 | 500x2 | LH | +1 | -3 |
A very setup based fireball which arcs through the air. Each version travels in different arc, LK being close, MK being medium, and HK being far. The OD versions of all of these hit twice, but more importantly bounce twice on the ground as they travel. The OD version also has three variants, with LK+MK and LK+HK bouncing forward, while MK+HK goes over the opponents head and bounces backward toward you. If you're able to put this out, it can hold down a good space to cover for quite some time.
Yoga Flame (63214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 15 | 15 | SA3 | 800 | LH | KD +33 | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 15 | 17 | SA3 | 450x2 | LH | KD +33 | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 17 | 16 | SA3 | 400x3 | LH | KD +45(+47) | -4(-2) |
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 |
One of Dhalsim's main combo enders, and combos from almost anything. HP is notable as it has three hits, which means it beats Drive Impact by itself. The OD version is a launcher that allows for followups on hit.
Yoga Blast (63214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 10 | 23 | SA3 | 1000 | LH | KD +39 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 10 | 20 | SA3 | 1200 | LH | KD +42 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 10 | 20 | SA3 | 1200 | LH | KD +42 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 10 | 20 | SA2 SA3 | 500x2 | LH | KD +42 | 0 |
A combo ender on standing opponents, and a good predictive anti-air that allows for followups depending on how it hits. The OD version has the speed of the light version and the range of the heavy version, while also launching higher, making followups easier.
Yoga Comet (j.63214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | [~55] | 8 land | - | 800 | LH | -4~ | -2~ |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | until land | 3 land | - | 600x2 | LH | +5~ | +6~ |
A very interesting space control move, as Dhalsim shoots a fireball diagonally downward across the screen. Each of the meterless version have a different speed and travel different distances because of it. The OD version can be acted out of shortly after launching the projectile, and can go into almost any other air action.
Yoga Float (2KK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
36 | (85) | 20+3 land | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | (81) | 18+3 land | - | - | - | - | - |
Dhalsim floats in place for a short time. You can press forward and backward to levitate in that direction freely. At any point, you can attack or use an aerial special move out of your float. You do have a limited time you can remain in the air, but this is a great way to hang back and play mindgames.
Yoga Teleport (6/4 + PPP/KKK)
No results
No results No results No results One of Dhalsim's main ways to open opponents up, as it allows him to teleport to different places around the screen. Teleporting backward teleports him fixed distances each time. Teleporting forward with punches puts you behind your opponent, while doing it with kicks puts you in front of your opponent. Has invincibility, but it's not frame 1, so it does not function well as a reversal unlike previous games.
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 |
A great combo ender which works in almost any juggle for good damage and a setup opportunity. The LP version goes the farthest, the MP version does the most damage, and the HP version has the most knockdown advantage. Each one has their own uses, so experiment. Note that this has NO invincibility of any kind, so don't use it like a reversal.
Level 2 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | [142+20] | 60 | - | 450x4,1000 (2800) | LH | KD +50 | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23~70 | [142+20] | 58 | - | 400x6,700 (3100) | LH | KD | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
71~91 | [142+20] | 58 | - | 375x8,1000 (4000) | LH | KD | - |
An actually fully invincible reversal for Dhalsim, but it doesn't hit crouching opponents. More commonly will be used as a massive hitbox to control a wide swath of the screen for a period of time. Effective in burnout, when chip becomes a big issue.
Level 3 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 75 | - | 4000 | LH | HKD +19 | -62 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 75 | - | 4500 | LH | HKD +19 | -62 |
A cinematic super where Dhalsim whips his opponent in the air with his limbs, then headbutts them to the ground again. Fully invincible, fast, and hits crouching opponents unlike his Level 2, making this the only reliable reversal he has. Does good damage when used in combos.
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.