

Introduction
Color Options
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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
Advanced Strategy
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 LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | ||||
Frame Count | 4 | 8 | 5 |
- 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: At the top of the jump HK
Damage | 12 | ![]() |
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Stun | 11~17 | ||
Stun Timer | 80 | ||
Frame Count | 5 | ∞ | |
Simplified | 4 | ∞ |
- Yoga Mummy: At the top of the jump H
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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Match-Ups
Vs. Ryu
Evade his Hadoken with Crouch Roundhouse
Vs. Ken
Same as Ryu but better Kick Throw
Vs. E.Honda
You can spam Yoga Fire and low attacks will be your best option
Vs. Chun Li
Her Spinning Bird Kick can be countered with Crouch Fierce
Vs. Blanka
Yoga Fire him if he Rollling Attack you
Vs. Zangief
Your best option will be low attacks if he evades your Yoga Fire with SPD
Vs. Guile
Sonic Boom can be evaded with Crouch Roundhouse
Glitches
Reset
- On all known revisions of the arcade game, Dhalsim can reset the machine by performing a HP yoga fire, but pressing HK immediately before pressing the HP button.
Invisibility
- From arcade revision 910214 and up, Dhalsim can become invisible by performing a MP yoga fire, but pressing MK immediately before pressing the MP button. For earlier arcade revisions, this resets the machine.
- If an opponent doesn't hit Dhalsim before the round is over, the game is hard-locked.