Introduction
About Dhalsim
A yoga master seeking to help those understand the power of yoga, he fights only when it is required.
Final Patch
Players to Watch
- Commander Jesse
- FChamp
- Mister Crimson
- Sabin
- YHC-Mochi
Dhalsim | |
---|---|
Vitals | |
Life Points | 950 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.022 |
Backward Walk Speed | 0.02 |
Forward Dash Speed | 21 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.196 |
Backward Dash Distance | 0.825 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 72(4+64+4) |
Neutral Jump Speed | 72(4+64+4) |
Forward Jump Speed | 71(3+64+4) |
Forward Jump Distance | 2.24 |
Backward Jump Distance | 1.92 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
LK Drill Kick
MK Drill Kick
HK Drill Kick
Yoga Anvil
Yoga Upper
Divine Kick
Thrust Kick
Throws
Yoga Rocket
Yoga Hoop
Special Moves
LP Yoga Fire
MP Yoga Fire
HP Yoga Fire
EX Yoga Fire
LP Yoga Flame
MP Yoga Flame
HP Yoga Flame
EX Yoga Flame
LP Yoga Gale
MP Yoga Gale
HP Yoga Gale
EX Yoga Gale
Yoga Teleport
Yoga Teleport (Air)
Critical Art
Yoga Sunburst lvl 1
Yoga Sunburst lvl 2
Yoga Sunburst lvl 3
Air Yoga Sunburst lvl 1
Air Yoga Sunburst lvl 2
Air Yoga Sunburst lvl 3
Taunts
Taunt
V-System
V-Skill 1
Yoga Float
Yoga Float (airborne)
V-Skill 2
Yoga Deep Breath
Yoga Deep Breath (airborne)
LP Yoga Fire (V-Skill 2)
MP Yoga Fire (V-Skill 2)
HP Yoga Fire (V-Skill 2)
EX Yoga Fire (V-Skill 2)
V-Trigger 1
Yoga Burner
V-Trigger 2
Yoga Sansara
Yoga Sansara (air)
V-Shift
V-Shift
V-Shift Break
Yoga Bazooka
V-Reversal
Yoga Mala