Street Fighter V/Dhalsim

From SuperCombo Wiki

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
SFV-Dhalsim Portrait.jpg
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
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.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
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

5LP
Stand LP
5LP
SFV Dhalsim 5LP.png
Startup Active Recovery Hit
3(4) 3 8 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: sp su vt1 vt2
First active frame only hits airborne targets (so technically a 4-frame startup vs grounded opponents)
FATonline.png
5MP
Stand MP
5MP
SFV Dhalsim 5MP.png
Startup Active Recovery Hit
12 2 17(15) 4
Damage Stun Attack Block
60 100 H -4
  • Confirm windows:
    • Specials & CA: *14
    • V-Trigger: 13
    • Notes: *CA only
  • Cancel options: su vt1 vt2
2F less (15F) recovery frames on hit
Juggle Limit: 1
FATonline.png
5HP
Stand HP
5HP
SFV Dhalsim 5HP.png
Startup Active Recovery Hit
16 5 22 -3
Damage Stun Attack Block
90 150 L -6
  • Crush Counter: Spinning Knockdown, KD Adv, +100 V-Gauge.
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *20
    • V-Trigger: 19
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Low profiles slightly on frames 14-38
Considered crouching on frames 12-38
Upper part projectile invincible on frames 15-35
Does not hit air opponents
FATonline.png
5LK
Stand LK
5LK
SFV Dhalsim 5LK.png
Startup Active Recovery Hit
4 3 7 3
Damage Stun Attack Block
40 70 H 2
  • Cancel options: sp su vt1 vt2
FATonline.png
5MK
Stand MK
5MK
SFV Dhalsim 5MK.png
Startup Active Recovery Hit
10 2 15 2
Damage Stun Attack Block
50 100 H -4
  • Confirm windows:
    • Specials & CA: *14
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Juggle Limit: 1
Lingering hurtbox, can be whiff punished
FATonline.png
5HK
Stand HK
5HK
SFV Dhalsim 5HK.png
Startup Active Recovery Hit
15 2 21 4
Damage Stun Attack Block
90 150 H -4
  • Crush Counter: Stagger, 22 Adv, +150 V-Gauge.
  • Confirm windows:
    • Specials & CA: *16
    • V-Trigger: 16
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Can reliably trade with projectiles due to lack of projectile-vulnerable hurtbox extension before active frames
FATonline.png
2LP
Crouch LP
2LP
SFV Dhalsim 2LP.png
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 1
  • Cancel options: ch sp su vt1 vt2
FATonline.png
2MP
Crouch MP
2MP
SFV Dhalsim 2MP.png
Startup Active Recovery Hit
9 4 20 -1
Damage Stun Attack Block
70 100 H -3
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vs1 vs2 vt1 vt2
Cannot hit crouching
Can hit cross-up (behind Dhalsim)
Cancelable into V-Skill 1/2 on Hit/Block
FATonline.png
2HP
Crouch HP
2HP
SFV Dhalsim 2HP.png
Startup Active Recovery Hit
9 3 13 7
Damage Stun Attack Block
90 150 H 3
  • Confirm windows:
    • Specials & CA: 20
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
FATonline.png
2LK
Crouch LK
2LK
SFV Dhalsim 2LK.png
Startup Active Recovery Hit
4 6 14 -3(2)
Damage Stun Attack Block
30 70 L -6(-1)
  • Confirm windows:
    • V-Trigger: 13
  • Cancel options: vt1 vt2
Low profile and top of hurtbox projectile invincible on frames 5-16
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
FATonline.png
2MK
Crouch MK
2MK
SFV Dhalsim 2MK.png
Startup Active Recovery Hit
7 11 12 -2(8)
Damage Stun Attack Block
60 100 L -7(3)
  • Confirm windows:
    • V-Trigger: 22
  • Cancel options: vt1 vt2
Low profile and top of hurtbox projectile invincible on frames 4-20
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
FATonline.png
2HK
Crouch HK
2HK
SFV Dhalsim 2HK.png
Startup Active Recovery Hit
12 16 19 KD
Damage Stun Attack Block
90 150 L -20(-5)
  • Crush Counter: Hard Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 58(73) KD Adv, 9(24) Quick Rise Adv, 14(29) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 26
  • Cancel options: vt1 vt2
Low profile and goes under projectiles on frames 5-33
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
Cannot cancel during last 4 active frames
FATonline.png
8LP
Jump LP
8LP
SFV Dhalsim 8LP.png
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: vt2
Can instantly overhead crouching opponents (AKA Yoga Sniper)
Can juggle after some attacks
FATonline.png
8MP
Jump MP
8MP
SFV Dhalsim 8MP.png
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: vs1 vs2 vt2
Cannot hit grounded opponents
Cancelable into V-Skill on hit / block
Dhalsim has no hurtbox on his legs during this move
Can juggle after some attacks
FATonline.png
8HP
Jump HP
8HP
SFV Dhalsim 8HP.png
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: vt2
Can juggle after some attacks
FATonline.png
8LK
Jump LK
8LK
SFV Dhalsim 8LK.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: vt2
Can Cross-up
Can juggle after some attacks
FATonline.png
8MK
Jump MK
8MK
SFV Dhalsim 8MK.png
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: vt2
FATonline.png
8HK
Jump HK
8HK
SFV Dhalsim 8HK.png
Startup Active Recovery Hit
12 6 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: vt2
FATonline.png

Command Normals

1 or 2 or 3LK (air)
LK Drill Kick
1 or 2 or 3LK (air)
SFV Dhalsim 1 or 2 or 3LK (air).png
Startup Active Recovery Hit
12 - 7 9
Damage Stun Attack Block
60 70 H -4(6)
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
Cannot hit Cross-up
FATonline.png
2 or 2 or 3LK (air)
MK Drill Kick
1 or 2 or 3MK (air)
SFV Dhalsim 1 or 2 or 3MK (air).png
Startup Active Recovery Hit
12 - 7 10
Damage Stun Attack Block
60 70 H 0(7)
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
Cannot hit Cross-up
FATonline.png
1 or 2 or 3LK (air)
HK Drill Kick
1 or 2 or 3HK (air)
SFV Dhalsim 1 or 2 or 3HK (air).png
Startup Active Recovery Hit
12 - 7 11
Damage Stun Attack Block
60 70 H 0(8)
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
Cannot hit Cross-up
FATonline.png
4HP
Yoga Anvil
4HP
SFV Dhalsim 4HP.png
Startup Active Recovery Hit
12 6 24 -3
Damage Stun Attack Block
90 150 H -8
  • Crush Counter: Flipping Juggle, KD Adv, +150 V-Gauge.
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 20
    • V-Trigger: 20
  • Cancel options: sp su vs1 vs2 vt1 vt2
Strong long-range anti-air on first active frame
Can hit cross-up (behind Dhalsim)
Cancelable into V-Skill 1/2 on Hit/Block
Juggle Limit / Increase / Start: 0 / 1 / 0 (Free Juggle on Crush Counter)
FATonline.png
4MP
Yoga Upper
4MP
SFV Dhalsim 4MP.png
Startup Active Recovery Hit
8 4 16 4
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 20
  • Cancel options: sp su vt1 vt2
Forces standing state on hit
Can hit cross-up (behind Dhalsim)
FATonline.png
4MK
Divine Kick
4MK
SFV Dhalsim 4MK.png
Startup Active Recovery Hit
6 3 15 3
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
FATonline.png
1MK
Thrust Kick
1MK
SFV Dhalsim 1MK.png
Startup Active Recovery Hit
7 3 15 2
Damage Stun Attack Block
50 100 L -1
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
FATonline.png

Throws

LPLK
Yoga Rocket
Throw
LPLK
SFV Dhalsim LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 120 T -
  • Knockdown: 70 KD Adv, 21 Quick Rise Adv, 21 Back Rise Adv.
FATonline.png
4LPLK
Yoga Hoop
Back Throw
4LPLK
SFV Dhalsim 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 200 T -
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
FATonline.png

Special Moves

236LP
LP Yoga Fire
236LP
SFV Dhalsim 236LP.png
Startup Active Recovery Hit
15 - 33 -3
Damage Stun Attack Block
50 100 H -5
  • Cancel options: su
1-hit projectile that travels in an arc in the air
FATonline.png
236MP
MP Yoga Fire
236MP
SFV Dhalsim 236MP.png
Startup Active Recovery Hit
15 - 33 -3
Damage Stun Attack Block
50 100 H -5
  • Cancel options: su
1-hit projectile that travels in an arc in the air
FATonline.png
236HP
HP Yoga Fire
236HP
SFV Dhalsim 236HP.png
Startup Active Recovery Hit
15 - 33 -3
Damage Stun Attack Block
50 100 H -5
  • Cancel options: su
1-hit projectile that travels in an arc in the air
FATonline.png
236PP
EX Yoga Fire
236PP
SFV Dhalsim 236PP.png
Startup Active Recovery Hit
14 - 28 5
Damage Stun Attack Block
40*60 (100) 40*60 (100) H*H 3
3-hit projectile that travels on ground
Projectile speed varies based on button combination (LP+MP: 0.03 / LP+HP: 0.038 / MP+HP: 0.046)
Juggle Limit / Increase / Start: 2*3 / 1*1 / 3*3
FATonline.png
63214LP
LP Yoga Flame
63214LP
SFV Dhalsim 63214P.png
Startup Active Recovery Hit
13 23 21 KD
Damage Stun Attack Block
60 150 H -3
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Cancel options: su vt2
Projectile Hitbox
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Juggle Limit / Increase / Start: 0 / 3 / 4
FATonline.png
63214MP
MP Yoga Flame
63214MP
SFV Dhalsim 63214P.png
Startup Active Recovery Hit
18 27 14 KD
Damage Stun Attack Block
70 150 H -2
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: su vt2
Projectile Hitbox
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Juggle Limit / Increase / Start: 0 / 7 / 7
FATonline.png
63214HP
HP Yoga Flame
63214HP
SFV Dhalsim 63214P.png
Startup Active Recovery Hit
25 32 18 KD
Damage Stun Attack Block
90 200 H 3
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
  • Cancel options: su vt2
Launches grounded opponents into a free juggle state
Projectile Hitbox
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Juggle Limit / Increase / Start: 0 / 1 / 0
FATonline.png
63214PP
EX Yoga Flame
63214PP
SFV Dhalsim 63214PP.png
Startup Active Recovery Hit
12 10*7*6*9 23 KD
Damage Stun Attack Block
40*20x2*40 (120) 30x2*40*50 (150) H -8
  • Knockdown: 116 KD Adv, 57 Quick Rise Adv, 62 Back Rise Adv.
  • Cancel options: vs1 vs2 vt2
4-hit Projectile Hitboxes
Launches opponent into a limited juggle state
Spawns secondary hitboxes that activate / alter the trajectory of the V-Trigger 2 projectile
Can be canceled into V-Trigger 2 on hit or block
Can be canceled into V-Skill on hit
Juggle Limit / Increase / Start: 6 / 8 / 1 (3rd hit starts juggle: +1 and then 4th hit adds +8 Juggle Increase)
FATonline.png
63214LP (air)
LP Yoga Gale
63214LP (air)
SFV Dhalsim 63214P (air).png
Startup Active Recovery Hit
4+13 14 23 KD
Damage Stun Attack Block
80 150 H 2
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
  • Cancel options: su vt2
Projectile Hitbox
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Framedata refers to forward jump version (1 frame slower startup when initiated from a neutral or back jump due to pre-jump frames)
4 frames of landing recovery
Juggle Limit / Increase / Start: 5 / 5 / 2
FATonline.png
63214MP (air)
MP Yoga Gale
63214MP (air)
SFV Dhalsim 63214P (air).png
Startup Active Recovery Hit
4+15 16 25 KD
Damage Stun Attack Block
90 150 H 0
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Cancel options: su vt2
Projectile Hitbox
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Framedata refers to forward jump version (1 frame slower startup when initiated from a neutral or back jump due to pre-jump frames)
4 frames of landing recovery
Juggle Limit / Increase / Start: 5 / 5 / 2
FATonline.png
63214HP (air)
HP Yoga Gale
63214HP (air)
SFV Dhalsim 63214P (air).png
Startup Active Recovery Hit
4+17 18 25 KD
Damage Stun Attack Block
100 150 H -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: su vt2
Projectile Hitbox
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Framedata refers to forward jump version (1 frame slower startup when initiated from a neutral or back jump due to pre-jump frames)
4 frames of landing recovery
Juggle Limit / Increase / Start: 5 / 5 / 2
FATonline.png
63214PP (air)
EX Yoga Gale
63214PP (air)
SFV Dhalsim 63214PP (air).png
Startup Active Recovery Hit
10+10 18 33 KD
Damage Stun Attack Block
50*50*50 (150) 70*70*60 (200) H -12
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vs1 vs2 vt2
Spawns 3 separate 1-hit projectile hitboxes that overlap with each other
Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
Can be canceled into VT2 on hit or block
Framedata refers to forward jump version (1 frame slower startup when initiated from a neutral or back jump due to pre-jump frames)
4 frames of landing recovery
Cancelable into V-Skill 1/2 on Hit/Block/Whiff
Juggle Limit / Increase / Start: 10*10*10 / 0*0*10 / 1*1*1
FATonline.png
623PPP or KKK, or 421PPP
Yoga Teleport
623PPP or KKK, or 421PPP
SFV Dhalsim 623PPP or KKK or 421PPP.png
Startup Active Recovery Hit
1 - 38 -
Damage Stun Attack Block
- - - -
Strike & Projectile invincible on frames 1-28
Throw invincible on frames 5-28
Graphic appears on frame 9 but does not teleport until frame 16
Dhalsim's hurtboxes re-appear on frame 29
After re-appearing there are 25 recovery frames, the last 14 of them being grounded
Back + Kicks teleport adds 5 extra recovery frames for unknown reasons
FATonline.png
623 or 421+PPP or KKK (air)
Yoga Teleport (Air)
623 or 421+PPP or KKK (air)
SFV Dhalsim 623 or 421+PPP or KKK (air).png
Startup Active Recovery Hit
1 - - -
Damage Stun Attack Block
- - - -
No form of invincibility during teleport startup
Dhalsim initiates the teleport on frame 9 like grounded versions
Dhalsim's hurtboxes re-appear on frame 23
Can follow-up with moves on frame 29
4 frames of landing recovery
Dhalsim is susceptible to special counter-hits during the startup and reappear of teleport by any medium / heavy / command normal, this special counter-hit state puts Dhalsim into a free juggle state
FATonline.png

Critical Art

236236P (can hold)
Yoga Sunburst lvl 1
236236P (can hold)
SFV Dhalsim 236236P.png
SFV Dhalsim 236236P (can hold) 1.png
Startup Active Recovery Hit
10 117 41 KD
Damage Stun Attack Block
50x4*100 (300) 0 H 9
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
Throw invincible on frames 1-4
Strike and Projectile invincible on frames 1-9
Button strength determines arc
Hold the button for a more powerful version
Projectile onscreen for 117 frames
Puts the opponent into a free juggle state
Cannot hit crouching up close
FATonline.png
236236P (can hold)
Yoga Sunburst lvl 2
236236P (can hold)
SFV Dhalsim 236236P (can hold) 2.png
Startup Active Recovery Hit
40 117 43 KD
Damage Stun Attack Block
40x6*120 (360) 0 H 21
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
Throw invincible on frames 1-4
Strike and Projectile invincible on frames 1-9
Button strength determines arc
Hold button at least 40 frames to produce lvl 2 Yoga Sunburst
Sunburst starts as active projectile building power above Dhalsim and is thrown when button is released
Projectile travels onscreen 117 frames after release
Puts the opponent into a free juggle state
Cannot hit crouching up close
FATonline.png
236236P (can hold)
Yoga Sunburst lvl 3
236236P (can hold)
SFV Dhalsim 236236P (can hold) 3.png
Startup Active Recovery Hit
69 131 42 KD
Damage Stun Attack Block
30x9*130 (400) 0 H 39
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
Throw invincible on frames 1-4
Strike and Projectile invincible on frames 1-9
Button strength determines arc
Hold button at least 69 frames to produce lvl 3 Yoga Sunburst
Sunburst starts as active projectile building power above Dhalsim and is thrown when button is released
Projectile travels onscreen 131 frames after release
Puts the opponent into a free juggle state
Cannot hit crouching up close
FATonline.png
236236P (can hold) (air)
Air Yoga Sunburst lvl 1
236236P (can hold) (air)
SFV Dhalsim 236236P (can hold) (air) 1.png
Startup Active Recovery Hit
10 170 4 KD
Damage Stun Attack Block
50x4*100 (300) 0 H -
Throw invincible on frames 1-4
Strike and Projectile invincible on frames 1-9
Button strength determines arc
Hold the button for a more powerful version
Projectile onscreen for ~170 frames
Puts the opponent into a free juggle state
FATonline.png
236236P (can hold) (air)
Air Yoga Sunburst lvl 2
236236P (can hold) (air)
SFV Dhalsim 236236P (can hold) (air) 2.png
Startup Active Recovery Hit
40 170 4 KD
Damage Stun Attack Block
40x6*120 (360) 0 H -
Throw invincible on frames 1-4
Strike and Projectile invincible on frames 1-9
Button strength determines arc
Hold the button for a more powerful version
Projectile onscreen for ~170 frames
Puts the opponent into a free juggle state
FATonline.png
236236P (can hold) (air)
Air Yoga Sunburst lvl 3
236236P (can hold) (air)
SFV Dhalsim 236236P (can hold) (air) 3.png
Startup Active Recovery Hit
70 170 4 KD
Damage Stun Attack Block
30x9*130 (400) 0 H -
Throw invincible on frames 1-4
Strike and Projectile invincible on frames 1-9
Button strength determines arc
Hold the button for a more powerful version
Projectile onscreen for ~170 frames
Puts the opponent into a free juggle state
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Dhalsim 5PPPKKK.png
"You look impatient."
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1) or 6MPMK (VS1)
Yoga Float
MPMK (VS1) or 6MPMK (VS1)
SFV Dhalsim MPMK (VS1).png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: su
Dhalsim is in a counter-hit state from frame 1 and until landing
Dhalsim is susceptible to special counter-hits beyond frame 6 of this float (also any follow-ups done from the float) by any medium / heavy / command normal, this special counter-hit state puts Dhalsim into a free juggle state
Airborne starting on frame 6
28 frames until floating state, starts falling after 75 frames of float
All air normals from Float build 80 (~1/4th) V-Gauge on Hit and 40 (1/8th) on guard
FATonline.png
MPMK (VS1) (air)
Yoga Float (airborne)
MPMK (VS1) (air)
SFV Dhalsim MPMK (VS1).png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: su
Dhalsim is susceptible to special counter-hits for the entire duration of this air float (also any follow-ups done from the air float) by any medium / heavy / command normal, this special counter-hit state puts Dhalsim into a free juggle state
Cannot be performed until 11 frames into a jump
16 frames until floating state, starts falling at 75 frames
All air normals from Float build 80 (~1/4th) V-Gauge on Hit and 40 (1/8th) on guard
FATonline.png

V-Skill 2

MPMK (VS2)
Yoga Deep Breath
MPMK (VS2)
SFV Dhalsim MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
Next Yoga Fire gets increased properties (1 extra hit / improved damage and stun / better frame advantage)
LP and MP Yoga Fire bounce one time
HP Yoga Fire bounces backwards
Dhalsim is NOT in a counter-hit state during this power-up
FATonline.png
MPMK (VS2) (air)
Yoga Deep Breath (airborne)
MPMK (VS2) (air)
SFV Dhalsim MPMK (VS2) (air).png
Startup Active Recovery Hit
- - 76 -
Damage Stun Attack Block
- - - -
  • Cancel options: su vt2
Cannot be performed until 9 frames into a jump
Cancelable into air normals / specials on frame 56 until landing
4 landing recovery frames
Next Yoga Fire gets increased properties (1 extra hit / improved damage and stun / better frame advantage)
LP and MP Yoga Fire bounce one time
HP Yoga Fire bounces backwards
Dhalsim is NOT in a counter-hit state during this power-up
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236LP (VS2)
LP Yoga Fire (V-Skill 2)
236LP (VS2)
SFV Dhalsim 236LP (VS2).png
Startup Active Recovery Hit
15 - 28 4
Damage Stun Attack Block
35*35 (70) 60*60 (120) H*H 2
  • Cancel options: su
2-hit projectile that travels in an arc in the air
Trajectory can be altered by hitting the Yoga Fire with Yoga Flame or Yoga Gale
Bounces one time if it hits the ground
Builds 60/30 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 1*1 / 1*1 / 1*1
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236MP (VS2)
MP Yoga Fire (V-Skill 2)
236MP (VS2)
SFV Dhalsim 236MP (VS2).png
Startup Active Recovery Hit
15 - 28 4
Damage Stun Attack Block
35*35 (70) 60*60 (120) H*H 2
  • Cancel options: su
2-hit projectile that travels in an arc in the air
Trajectory can be altered by hitting the Yoga Fire with Yoga Flame or Yoga Gale
Bounces one time if it hits the ground
Builds 60/30 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 1*1 / 1*1 / 1*1
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236HP (VS2)
HP Yoga Fire (V-Skill 2)
236HP (VS2)
SFV Dhalsim 236HP (VS2).png
Startup Active Recovery Hit
15 - 28 4
Damage Stun Attack Block
35*35 (70) 60*60 (120) H*H 2
  • Cancel options: su
2-hit projectile that travels in an arc in the air
Trajectory can be altered by hitting the Yoga Fire with Yoga Flame or Yoga Gale
Bounces backwards if it hits the ground (even if offscreen)
Builds 60/30 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 1*1 / 1*1 / 1*1
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236PP (VS2)
EX Yoga Fire (V-Skill 2)
236PP (VS2)
SFV Dhalsim 236PP (VS2).png
Startup Active Recovery Hit
14 - 25 15
Damage Stun Attack Block
30*30*60 (120) 30*30*60 (120) H*H*H 16
  • Cancel options: vs1 vs2
Cancelable into V-Skill 2 on Hit/Block
3-hit projectile that travels on ground
Projectile speed varies based on button combination (LP+MP: 0.03 / LP+HP: 0.038 / MP+HP: 0.046)
Trajectory can be altered by hitting the Yoga Fire with Yoga Flame or Yoga Gale
Builds 60/30 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 2*2*3 / 0*0*1 / 3*3*3
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V-Trigger 1

HPHK (VT1)
Yoga Burner
HPHK (VT1)
SFV Dhalsim HPHK (VT1).png
Startup Active Recovery Hit
14 3 24 KD
Damage Stun Attack Block
120 150 - 4
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
2 bar V-Trigger
Fire carpet appears on frame 14, lasts 360 frames (6 seconds) and deals up to 200 white damage
Frames 14-16 is an active quarter-screen-length projectile hitbox knockdown that puts opponent into a limited juggle state (JC: 1)
Hitting opponent with this V-Trigger attack / Yoga Flame / Yoga Gale increases the juggle counter too much for the downed opponent to be burned
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V-Trigger 2

HPHK (VT2)
Yoga Sansara
HPHK (VT2)
SFV Dhalsim HPHK (VT2).png
SFV Dhalsim HPHK (VT2) transformed.png
Startup Active Recovery Hit
5(30) - 36(37) KD
Damage Stun Attack Block
50(100) 100(150) H -
  • Cancel options: sp vs1 vs2
2 bar V-Trigger
The V-Trigger 2 timer itself has a duration of 3000 frames (50 seconds)
Secondary activation spends all the remaining V-Timer
Spawns a 5-hit projectile (can absorb up to 5 hits of projectiles) that floats in place for 200 frames (3.33 seconds)
Cannot be reflected
The initial stationary flame can be transformed into a stronger mobile version if it is touched by either a Yoga Flame or Yoga Gale
Once transformed, the fireball gains more damage and stun, improved juggle properties on hit (free juggle state), grows in size and starts moving forward (trajectories of its movement depend on which move it was modified by)
The transformed fireball also regains its 5-hit projectile status (and can absorb up to 5 hits of projectiles again) and gains infinite active frames until it either gets destroyed or floats off screen
Framedata in the parentheses refers to the secondary post-activation version
KDA and frame advantage varies greatly depending on if it's the initial V-Trigger hit or a modified fireball hit (as well as their height and angle at time of collision)
Cancelable on frames 18-40 (44-66 on secondary version) into grounded specials or V-Skill on hit/block/whiff
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HPHK (VT2) (air)
Yoga Sansara (air)
HPHK (VT2) (air)
SFV Dhalsim HPHK (VT2) (air).png
SFV Dhalsim HPHK (VT2) (air) transformed.png
Startup Active Recovery Hit
5(30) - - KD
Damage Stun Attack Block
50(100) 100(150) H -
  • Cancel options: sp vs1 vs2
2 bar V-Trigger
The V-Trigger 2 timer itself has a duration of 3000 frames (50 seconds)
Secondary activation spends all the remaining V-Timer
Spawns a 5-hit projectile (can absorb up to 5 hits of projectiles) that floats in place for 200 frames (3.33 seconds)
Cannot be reflected
The initial stationary flame can be transformed into a stronger mobile version if it is touched by either a Yoga Flame or Yoga Gale
Once transformed, the fireball gains more damage and stun, improved juggle properties on hit (free juggle state), grows in size and starts moving forward (trajectories of its movement depend on which move it was modified by)
The transformed fireball also regains its 5-hit projectile status (and can absorb up to 5 hits of projectiles again) and gains infinite active frames until it either gets destroyed or floats off screen
Framedata in the parentheses refers to the secondary post-activation version
KDA and frame advantage varies greatly depending on if it's the initial V-Trigger hit or a modified fireball hit (as well as their height and angle at time of collision)
Cancelable on frames 18-40 (44-66 on secondary version) into airborne specials or V-Skill on hit/block/whiff
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Dhalsim 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 0.82 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Yoga Bazooka
5MKHP
SFV Dhalsim 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Yoga Mala
6PPP
SFV Dhalsim 6PPP.png
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
Strike and Projectile invincible on frames 1-30
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