Dhalsim (SFIV)

From SuperCombo Wiki

Introduction

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
stand LP 30 50 4 1 12 16 -2 +1 10 13 20 HL X O O -
stand MP 50 80 10 3 14 26 -3 0 13 16 40 HL X X X -
stand HP 80 140 10 6 16 31 -4 0 17 21 60 HL X X X -
stand LK 30 50 4 4 8 18 -1 +2 10 13 20 HL X X X -
stand MK 60 100 9 3 14 25 -3 0 13 16 40 HL X X X -
stand HK 90 160 13 4 16 32 -2 +2 17 21 60 HL X X X -
B+LP 50 50 14 2(1)2 11 29 -2 +1 13 16 20 H X X X Mid attack
B+MP 70 100 6 6 11 22 -3 0 13 16 40 HL X O O -
B+HP 70*50 100*100 7 3*3 17 29 -2 +2 17 20*21 60*20 HL X O O 1st hit cancellable
B+LK 40 50 3 4 8 14 -1 +2 10 13 20 HL X O O -
B+MK 70 100 5 4 12 20 -2 +1 13 16 40 HL X O O -
B+HK 110 200 6 5 15 25 -2 +2 17 21 60 HL X X X -
D or DF+LP 15 25 9 4 11 23 -4 -1 10 13 20 L X X X Low attack
D or DF+MP 50 60 12 3 16 30 -5 -2 13 16 40 L X X X Low attack
D or DF+HP 70 100 14 3 21 37 -6 -2 17 21 60 L X X X Low attack
D or DF+LK 30 50 3 8 12 22 -9 -6 10 13 20 L X O O Low attack
D or DF+MK 70 100 6 11 11 27 -8 -5 13 16 40 L X X X Low attack
D or DF+HK 100 200 10 12 24 45 -18 D 17 - 60 L X X X Low attack, cannot fast recover
DB+LP 20 50 4 3 8 14 0 +3 10 13 20 HL X O O -
DB+MP 70 100 6 4 8 17 +2 +5 13 16 40 HL X O O -
DB+HP 80 150 7 5 10 21 +3 +7 17 21 60 HL X X X -
DB+LK 30 50 5 6 7 17 -2 +1 10 13 20 L X O O Low attack
DB+MK 60 100 6 5 11 21 -2 +1 13 16 40 L X O O Low attack
DB+HK 100 200 12 3 20 34 -5 D 17 - 60 L X X X Low attack, cannot fast recover
jump LP 20 25 7 9 - - - - 8 11 20 H - - - -
jump MP 60 140 8 4 - - - - 11 15 40 H - - - -
jump HP 70 140 9 4 - - - - 15 18 60 H - - - -
jump LK 30 25 10 5 - - - - 8 11 20 H - - - -
jump MK 50 120 12 3 - - - - 11 15 40 H - - - -
jump HK 90 160 10 6 - - - - 15 18 60 H - - - -
jump B+LP 20 25 6 7 - - - - 8 11 20 H - - - -
jump B+MP 40 50 6 8 - - - - 11 15 40 H - - - -
jump B+HP 70 100 6 6 - - - - 15 18 60 H - - - -
jump B+LK 40 25 6 9 - - - - 8 11 20 H - - - -
jump B+MK 60 50 8 7 - - - - 11 15 40 H - - - -
jump B+HK 100 150 7 6 - - - - 15 18 60 H - - - -
D+K (air) 60 50 12 Until ground 8 - - - 11 15 40 HL - - - 1~8f (translate)
D+P (air) 80 100 13 Until ground 8 - - - 15 18 60 HL - - - 1~12f (translate), Pursuit property
Yoga Tower - - - - 120 120 - - - - - - - - - -
Focus Attack LVL1 50 100 20 3 34 56 -21 -21 15 15 20 HL - - - -
Focus Attack LVL2 70 150 18+10 3 34 64 -15 D 21 - 40 HL - - - -
Focus Attack LVL3 100 200 58 2 28 87 D D - - 60 - - - - -
F+LP+LK 120 80 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
B+LP+LK 120 80 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Yoga Fire LP 50 50 14 95 48 48 -8 -4 18 22 20/20 HL X X O -
Yoga Fire MP 70 100 14 57 48 48 -8 D 18 - 20/20 HL X X O -
Yoga Fire HP 80 100 14 43 48 48 -8 D 18 - 20/20 HL X X O -
Yoga Fire EX 50*50 50*50 14 95 50 50 -7 -4 13 16 0/0 HL X X O Pursuit property
Yoga Flame LP 80 100 15 23 22 59 -6 D 20 - 30/30 HL X X O Armor break
Yoga Flame MP 90 100 17 27 16 59 -1 D 20 - 30/30 HL X X O Armor break
Yoga Flame HP 100 100 34 32 13 78 +2 D 20 - 30/30 HL X X O Armor break
Yoga Flame EX 80*80 100*100 17 32 16 64 -1 D 20 - 0/0 HL X X O Pursuit property, Armor break
Yoga Blast LK 80 100 11 20 45 75 - D - - 30/40 HL X X O -
Yoga Blast MK 90 100 15 20 36 70 - D - - 30/40 - X X O -
Yoga Blast HK 100 100 30 20 22 71 - D - - 30/40 - X X O -
Yoga Blast EX 50*50 100*100 5 17 30 51 - D - - 0/0 - X X O 1~4f invincible, Pursuit property
Teleport PPP - - - - 48 48 - - - - - - - - - 1~29f invincible
Teleport KKK - - - - 30 30 - - - - - - - - - 1~24f invincible
Super Combo LP 70x5 0 1+3 14 21 38 -5 D 20 - 0/0 HL X X X 1~4f invincible, Pursuit property
Super Combo MP 70x5 0 1+3 23 21 47 -9 D 20 - 0/0 HL X X X 1~5f invincible, Pursuit property
Super Combo HP 70x5 0 1+3 47 21 71 -17 D 20 - 0/0 HL X X X 1~7f invincible, Pursuit property
Ultra Combo 60x5 0 1+11 142 25 26 +44 D 17 - 0/0 HL X X X 1f invincible, Pursuit property
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer