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 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 2.2
Backward Walk Speed 2
Forward Dash Speed 21
Backward Dash Speed 25
Forward Dash Distance 119.6
Backward Dash Distance 82.5
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 224
Backward Jump Distance 192
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

Stand LP
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)
Stand MP
Stand MP
5MP
SFV Dhalsim 5MP.png
Startup Active Recovery Hit
12 2 17(15) 4
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • 2F less (15F) recovery frames on hit
  • Juggle Limit: 1
Stand HP
Stand HP
5HP
SFV Dhalsim 5HP.png
Startup Active Recovery Hit
16 5 22 -3
Damage Stun Attack Block
60 150 L -6
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Low profiles slightly on frames 14-38
  • Upper part projectile invincible on frames 15-35
Stand LK
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
  • Not cancelable into V-Trigger 2 activation (but can cancel into the secondary post-activation V-Trigger 2 version)
Stand MK
Stand MK
5MK
SFV Dhalsim 5MK.png
Startup Active Recovery Hit
10 2 15 2
Damage Stun Attack Block
50 100 H -4
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Juggle Limit: 1
Stand HK
Stand HK
5HK
SFV Dhalsim 5HK.png
Startup Active Recovery Hit
15 2 21 4
Damage Stun Attack Block
90 150 H -4
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Can reliably trade with projectiles due to lack of projectile-vulnerable hurtbox extension before active frames
Crouch LP
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
  • Not cancelable into V-Trigger 2 activation (but can cancel into the secondary post-activation V-Trigger 2 version)
Crouch MP
Crouch MP
2MP
SFV Dhalsim 2MP.png
Startup Active Recovery Hit
9 4 20 -1
Damage Stun Attack Block
70 100 H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Cannot hit crouching
  • Cancelable into V-Skill 1/2 on Hit/Block
Crouch HP
Crouch HP
2HP
SFV Dhalsim 2HP.png
Startup Active Recovery Hit
9 3 13 7
Damage Stun Attack Block
90 150 H 3
Crouch LK
Crouch LK
2LK
SFV Dhalsim 2LK.png
Startup Active Recovery Hit
4 6 14 -3
Damage Stun Attack Block
30 70 L -6
  • Cancel options: vt1 vt2
  • Low profile and top of hurtbox projectile invincible on frames 5-16
  • +2 oH / -1 oB on last active frame
Crouch MK
Crouch MK
2MK
SFV Dhalsim 2MK.png
Startup Active Recovery Hit
7 11 12 -2
Damage Stun Attack Block
60 100 L -7
  • Cancel options: vt1 vt2
  • Low profile and top of hurtbox projectile invincible on frames 4-20
  • +8 oH / +3 oB on last active frame
Crouch HK
Crouch HK
2HK
SFV Dhalsim 2HK.png
Startup Active Recovery Hit
12 16 19 KD
Damage Stun Attack Block
90 150 L -21
  • Cancel options: vt1 vt2
  • Low profile and goes under projectiles on frames 5-33
  • -6 oB on last active frame
Jump LP
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
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
Jump HP
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
60 150 M -
  • Cancel options: vt2
  • Can juggle after some attacks
Jump LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: vt2
  • Can Cross-up
Jump MK
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
70 100 M -
Jump HK
Startup Active Recovery Hit
12 6 - -
Damage Stun Attack Block
90 150 M -

Command Normals

LK Drill Kick
LK Drill Kick
2LK or 1LK or 3LK (air)
Startup Active Recovery Hit
12 11 7 9
Damage Stun Attack Block
60 70 H 6
  • Cancel options: -
  • Can't hit Cross-up
  • Frame advantage stated oH/oB are best case scenario
MK Drill Kick
MK Drill Kick
2MK or 1MK or 3MK (air)
Startup Active Recovery Hit
12 8 7 10
Damage Stun Attack Block
60 70 H 7
  • Cancel options: -
  • Can't hit Cross-up
  • Frame advantage stated oH/oB are best case scenario
HK Drill Kick
HK Drill Kick
2HK or 1HK or 3HK (air)
Startup Active Recovery Hit
12 9 7 11
Damage Stun Attack Block
60 70 H 8
  • Cancel options: -
  • Can't hit Cross-up
  • Frame advantage stated oH/oB are best case scenario
Yoga Anvil
Yoga Anvil
4HP
SFV Dhalsim 4HP.png
Startup Active Recovery Hit
12 6 24 -3
Damage Stun Attack Block
90 150 H -8
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Strong long-range anti-air on first active frame
  • Cancelable into V-Skill 1/2 on Hit/Block
  • Juggle Limit / Increase / Start: 0 / 1 / 0 (Free Juggle on Crush Counter)
Yoga Upper
Yoga Upper
4MP
SFV Dhalsim 4MP.png
Startup Active Recovery Hit
8 4 16 4
Damage Stun Attack Block
60 100 H 1
  • Cancel options: sp su vt1 vt2
  • Forces standing state on hit
Divine Kick
Divine Kick
4MK
SFV Dhalsim 4MK.png
Startup Active Recovery Hit
6 3 15 3
Damage Stun Attack Block
60 100 H 1
Thrust Kick
Thrust Kick
1MK
SFV Dhalsim 1MK.png
Startup Active Recovery Hit
7 3 15 2
Damage Stun Attack Block
50 100 L -1

Throws

Yoga Rocket
Yoga Rocket
Throw
LPLK
SFV Dhalsim LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 120 T -
Yoga Hoop
Yoga Hoop
Back Throw
4LPLK
SFV Dhalsim 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 200 T -

Special Moves

LP Yoga Fire
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
MP Yoga Fire
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
HP Yoga Fire
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
EX Yoga Fire
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
  • Cancel options: -
  • 3-hit projectile that travels on ground
  • Projectile speed varies based on button combination (LP+MP: 0.3 / LP+HP: 0.38 / MP+HP: 0.46)
  • Juggle Limit / Increase / Start: 2*3 / 1*1 / 3*3
LP Yoga Flame
LP Yoga Flame
63214LP
Startup Active Recovery Hit
13 23 22 KD
Damage Stun Attack Block
70 100 H -3
  • 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
MP Yoga Flame
MP Yoga Flame
63214MP
Startup Active Recovery Hit
18 27 15 KD
Damage Stun Attack Block
80 150 H -2
  • 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
HP Yoga Flame
HP Yoga Flame
63214HP
Startup Active Recovery Hit
25 32 19 KD
Damage Stun Attack Block
90 200 H 3
  • 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
EX Yoga Flame
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
  • Cancel options: 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 VT2 on hit or block
  • Juggle Limit / Increase / Start: 6 / 8 / 1 (3rd hit starts juggle: +1 and then 4th hit adds +8 Juggle Increase)
LP Yoga Gale
LP Yoga Gale
63214LP (air)
Startup Active Recovery Hit
4+13 14 23 KD
Damage Stun Attack Block
80 200 H 2
  • Cancel options: su
  • Projectile Hitbox
  • Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
  • 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
MP Yoga Gale
MP Yoga Gale
63214MP (air)
Startup Active Recovery Hit
4+15 16 25 KD
Damage Stun Attack Block
90 200 H 0
  • Cancel options: su
  • Projectile Hitbox
  • Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
  • 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
HP Yoga Gale
HP Yoga Gale
63214HP (air)
Startup Active Recovery Hit
4+17 18 25 KD
Damage Stun Attack Block
100 200 H -2
  • Cancel options: su
  • Projectile Hitbox
  • Spawns a secondary hitbox that activates / alters the trajectory of the V-Trigger 2 projectile
  • 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
EX Yoga Gale
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
  • Cancel options: vs1 vs2
  • 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
  • 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
Yoga Teleport
Yoga Teleport
623+PPP or KKK, or 421PPP
Startup Active Recovery Hit
1 - 38 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike & Projectile invincible on frames 1-28
  • Throw invincible on frames 5-28
  • Initiates teleport on frame 9
  • Dhalsim's hurtboxes re-appear on frame 29
  • After re-appearing there are 25 recovery frames, the last 14 of them being grounded
Yoga Teleport (B3K)
Yoga Teleport (B3K)
421KKK
Startup Active Recovery Hit
1 - 43 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike & Projectile invincible on frames 1-28
  • Throw invincible on frames 5-28
  • Dhalsim's hurtboxes re-appear on frame 29
  • After re-appearing there are 30 recovery frames, the last 19 of them being grounded
  • Back + Kicks teleport adds 5 extra recovery frames for unknown reasons
Yoga Teleport (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
- - - -
  • Cancel options: -
  • 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

Critical Arts

Yoga Sunburst lvl 1
Yoga Sunburst lvl 1
236236P (can hold)
Startup Active Recovery Hit
10 117 41 KD
Damage Stun Attack Block
300 0 H 9
  • Cancel options: -
  • 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
Yoga Sunburst lvl 2
Yoga Sunburst lvl 2
236236P (can hold)
Startup Active Recovery Hit
40 117 43 KD
Damage Stun Attack Block
360 0 H 21
  • Cancel options: -
  • 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
Yoga Sunburst lvl 3
Yoga Sunburst lvl 3
236236P (can hold)
Startup Active Recovery Hit
69 131 42 KD
Damage Stun Attack Block
400 0 H 39
  • Cancel options: -
  • 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
Air Yoga Sunburst lvl 1
Air Yoga Sunburst lvl 1
236236P (can hold) (air)
Startup Active Recovery Hit
10 170 4 KD
Damage Stun Attack Block
300 0 H -
  • Cancel options: -
  • 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
Air Yoga Sunburst lvl 2
Air Yoga Sunburst lvl 2
236236P (can hold) (air)
Startup Active Recovery Hit
40 170 4 KD
Damage Stun Attack Block
360 0 H -
  • Cancel options: -
  • 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
Air Yoga Sunburst lvl 3
Air Yoga Sunburst lvl 3
236236P (can hold) (air)
Startup Active Recovery Hit
70 170 4 KD
Damage Stun Attack Block
400 0 H -
  • Cancel options: -
  • 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

Taunts

Taunt
Taunt
5PPPKKK
SFV Dhalsim 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Yoga Float
Yoga Float
MPMK (VS1) or 6MPMK (VS1)
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 suspect 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
Yoga Float (airborne)
Yoga Float (airborne)
MPMK (VS1) (air)
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: su
  • Dhalsim is suspect 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

V-Skill 2

Yoga Deep Breath
Yoga Deep Breath
MPMK (VS2)
SFV Dhalsim MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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
Yoga Deep Breath (airborne)
Yoga Deep Breath (airborne)
MPMK (VS2)
SFV Dhalsim MPMK (VS2).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
LP Yoga Fire (V-Skill 2)
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
MP Yoga Fire (V-Skill 2)
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
HP Yoga Fire (V-Skill 2)
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
EX Yoga Fire (V-Skill 2)
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: 0.3 / LP+HP: 0.38 / MP+HP: 0.46)
  • 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

V-Trigger 1

Yoga Burner
Yoga Burner
HPHK (VT1)
SFV Dhalsim HPHK (VT1).png
Startup Active Recovery Hit
14 3 24 KD
Damage Stun Attack Block
120 150 - 4
  • Cancel options: -
  • 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

V-Trigger 2

Yoga Sansara
Yoga Sansara
HPHK (VT2)
SFV Dhalsim HPHK (VT2).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)
  • 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 projectils 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
Yoga Sansara (air)
Yoga Sansara (air)
HPHK (VT2 air)
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)
  • 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 projectils 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

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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

V-Shift Break

Yoga Bazooka
Yoga Bazooka
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Yoga Mala
Yoga Mala
6PPP
SFV Dhalsim 6PPP.png
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-30


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