Street Fighter 6/Dhalsim

From SuperCombo Wiki


Introduction

A monk and yoga master from India who has served as a guide for countless suffering souls. Prefers to avoid conflict when possible, but his innate hatred of evil compels him to dispense stern justice.

Dhalsim is the archetypal normals zoner, a character who dominates the screen with incredibly long-range normals and a variety of projectiles. Dhalsim has the ability to stretch his limbs across huge portions of the screen, and is capable of covering entire lanes of movement, locking an opponent in place and checking their actions. Combined with his unorthodox movement, Dhalsim can be a difficult target to keep pinned down for long, and even more difficult to approach safely.

As a master of the art of yoga, Dhalsim is all about patient play and dedicated but rewarding moves. The key element of Dhalsim's kit is that many of his tools are very slow, but cash out for large reward if they land. For example, Dhalsim's 5HP, 5HK, and j.HP are slow to start up but deal great damage if they land and have exceptional reach. Dhalsim's jump might be slow, but it allows him a large amount of control over the screen thanks to his stellar air normals, and synergizes well with his divekick, Yoga Float and Yoga Teleport abilities. All of Dhalsim's crouching kicks slide him forward for dealing with opposing projectiles and other high attacks, and he has a good number of cancelable pokes that lead into respectable damage and okizeme. Overall, Dhalsim is very dominant at controlling the screen whether he's in the air or on the floor.

Dhalsim is also well known for his stellar setplay. If Dhalsim has gotten you blocking for long enough, he can set up for powerful mixup scenarios using Yoga Arch. The fireball launched from Yoga Arch controls a large portion of the screen and is difficult to deal with unless you spend resources, giving Dhalsim a way to funnel you into specific responses. Similarly, Dhalsim's reward once he's gotten a hit is fairly good. He does great damage and can often spend resources to set up for additional mixup scenarios to snowball his damage. His various Teleports also allow him to go on the offensive once he has an opponent afraid of his reach, opening them up for simple, yet devastating returns.

Dhalsim's largest weakness should be obvious - his speed. While a fair tradeoff for his reach, Dhalsim is undeniably one of the slowest characters in the game, both on the ground and in the air. He often requires additional setup to make situations like strike/throw possible where other characters can threaten it in basic pressure. His speed also makes him a prime target for aggressive characters, and he often has to fight hard to control neutral against them. Without a fully invulnerable reversal to bank on, Dhalsim often has to be very careful when he's in a pressure situation.

Overall, Dhalsim is a great character for those who have the patience and confidence to play him. If you like belligerent screen control combined with lots of reward for zen-like patience, begin your inner cultivation with Dhalsim.

Yoga!


Pick if you like: Avoid if you dislike:
  • Being an undisputed master of space control, with normals that can hit every part of the screen and specials that allow you to position wherever you like
  • Transitioning from zoning into strong offense and mix-ups once you land a hit
  • Strange but tricky movement options including a float, a teleport, divekicks, and low profile slides
  • Lots of setups that can knowledge check unaware opponents and still lead to good outcomes against aware ones
  • Challenging and unorthodox characters
  • Being incredibly slow and floaty, relying heavily on your unique movement options
  • Needing setup to get things that other characters get for free, like strike/throw mixups
  • Extremely flawed defense with no meterless reversals and even risky metered ones
  • Lacking traditional mid-range pokes and needing to cycle between many different moves that all hit independent parts of the screen
  • Having lackluster light confirm combos, requiring the opponent to be close and standing or spending meter just to get a knockdown
  • Challenging and unorthodox characters


Classic & Modern Versions Comparison

List of differences with Modern Dhalsim
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Yoga Mountain (4HK)
  • Karma Kick (1HK)
  • Yoga Mummy (j.2LP)
Shortcut-Only Specials
  • Yoga Arch (6S)
    • Medium / OD (Medium) Only
  • Yoga Blast (2S)
    • Heavy/OD Only
Miscellaneous Changes
  • 1L is 1LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • Divine Kick (4MK) is now the Starter for M Auto Combo
  • L Auto Combo starter is a Medium normal, Crouching Medium Punch (2MP)
  • Yoga Inferno (236236P) input determines angle
    • 5H+S = LP version, aimed downward
    • 6H+S = MP version, aimed straight forward
    • 236236L = HP version, aimed upward


Dhalsim
SF6 Dhalsim Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.028
Backward Walk Speed 0.025
Forward Dash Speed 25
Backward Dash Speed 23
Forward Dash Distance 1.467
Backward Dash Distance 1.00
Drive Rush Min. Distance (Throw) 0.471
Drive Rush Min. Distance (Block) 1.787
Drive Rush Max Distance 2.700
Jumping
Jump Speed 4+68+3
Jump Apex 2.178
Forward Jump Distance 2.04
Backward Jump Distance 1.768
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Dhalsim 5lp.png
SF6 Dhalsim 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/1LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +5 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Dhalsim's fastest normal. Like many 5LPs in the game, it's best used as an abare or to check your opponent rushing in.

In terms of combo usage, 5LP can reliably link into 2LP and itself. Unfortunately, Dhalsim needs to spend drive meter to reliably combo into a special, the only one being OD Yoga Fire. If you have the extra bar, it's better to go for a Drive Rush combo for higher reward and damage.

The other best-case usage for 5LP is combo filler after a Drive Rush cancel. It leaves Dhalsim +8 on hit, allowing you to link into his various medium normals.

Many combos involving this move can often be substituted for 2LP which has one more frame of startup but has slightly better range.

5MP
Standing Medium Punch
5MP
SF6 Dhalsim 5mp.png
SF6 Dhalsim 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 19 - 700 LH -2 -5
  • Extends a hurtbox 1f before active (susceptible to counterpokes)


A poke that can hit the opponent at round start distance. Use it in conjunction with Yoga Fire and Yoga Arch to force the opponent to block, making them lose valuable Drive gauge. Dhalsim’s 5MP and other pokes have combo potential if you can time your fireballs to hit the opponent before or after your poke hits them. For example, at round start distance, you can do MK Yoga Arch > 5MP > (fireball hit) > 5HP. This also works well as a blockstring. 5MP can also be a great button to throw out at the very start of a round. If the opponent chooses to jump in, it will recover in time for you to anti-air with 4MP. Opponents will often use Drive Impact to beat this move, so be careful not to be too predictable; it’s possible to recover in time to counter it, but only if they DI right before your active frames begin.

5HP
Standing Heavy Punch
5HP
SF6 Dhalsim 5hp.png
SF6 Dhalsim 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 27 - 1000 LH -6 -11
  • Punish Counter: KD +32
  • Extended hurtbox remains vulnerable on recovery frames 1-16 (slightly retracts on frames 12-16)


Dhalsim’s longest normal. It doesn’t quite hit at fullscreen — its range is merely a few steps back from round start distance. It has considerable pushback on hit and block, allowing Dhalsim to keep the opponent at bay despite its poor frame advantage. It has a very long extended hurtbox, so be careful not to whiff this move; sweeps are a consistent whiff punish option, as well as character-specific ranged cancels.

Like his other pokes, you should use 5HP in conjunction with Yoga Fire and Yoga Arch to force the opponent to block, making them lose valuable Drive gauge. This move in particular causes the opponent to lose half a drive bar on block, making it extremely good in this niche. However, the opponent can parry to build extra Drive meter if you are too predictable with your button timing.

Punish Counter causes a knockdown on hit, greatly expanding the distance between you and your opponent. This is mostly useful for incidental whiff punishes; the cancelable 5HK is generally a better option if you are knowingly attempting a long-range punish.

5LK
Standing Light Kick
5LK
SF6 Dhalsim 5lk.png
SF6 Dhalsim 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 11 Sp SA 300 LH +2 -6
  • Cancel Hitconfirm Window: 14f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +6 oH / -2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A special-cancelable midrange normal with frame data comparable to a medium button. You will occasionally use this as a whiff punishing tool and an abare in instances where the opponent is out of range of 2LP. It's also excellent at checking your opponent's ground approaches.

At max range, 5LK has very few reliable combo routes aside from Drive Rush or SA1, so make sure you have enough Drive Bar or Super Meter before attempting to capitalize on it.

5MK
Standing Medium Kick
5MK
SF6 Dhalsim 5mk.png
SF6 Dhalsim 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 18 - 600 LH -2 -6
  • Extends a hurtbox 1f before active (susceptible to counterpokes)


A poke similar to 5MP that has less range but makes up for it by having less startup and recovery. Its good frame data makes it less susceptible to Drive Impact. Despite not being considered a low, its angle allows you to catch opponents in the event they attempt to check your other normals, and can also beat low profiles or upper-body armor like Zangief 5HP and Marisa 214K.

5HK
Standing Heavy Kick
5HK
SF6 Dhalsim 5hk.png
SF6 Dhalsim 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 20 Sp SA 800 LH +1 -6
  • Punish Counter: +21 Stagger
  • Foot hurtbox is Anti-Air Invuln 16-23f
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 20f
    • Special/DR cancel is delayed until after 2nd recovery frame
  • Drive Rush cancel advantage: +10 oH / -3 oB
  • Extends a hurtbox 2f before active that is vulnerable to projectiles
  • Extends a hurtbox 1f before active (susceptible to counterpokes)


A very big poke that is by far the longest special-cancelable normal in the game. Has slightly shorter range than 5HP, and whiffs on crouchers at longer ranges due to the upward attack angle.

This move serves as Dhalsim’s go-to punish combo starter after blocking a high-recovery move like a Shoryuken, leaving him at +21; this allows for easy meterless follow-ups or a 1-bar Parry Drive Rush extension to close the gap. After a max range Punish Counter, canceling directly to DR~~2MK leaves Dhalsim +5 to +12 on hit.

5HK can be a surprisingly effective long-range anti-air when the opponent tries to jump over a fullscreen projectile. Even without a Counter-hit, you can combo from an anti-air with a DRC into 2MK and immediately linking into SA1 or SA3.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Dhalsim 2lp.png
SF6 Dhalsim 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/1LK
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +6 oH / +1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A quick crouching jab with much better range than 5LP. This move allows Dhalsim to complete one of his only meterless light combos from up close, in 2LP > HK Yoga Blast. Can also be used in pressure as it's not too bad on block and hit. Link into this move once the opponent is out of range of 5LP.

2MP
Crouching Medium Punch
2MP
SF6 Dhalsim 2mp.png
SF6 Dhalsim 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 16 Sp SA 600 LH 0 -4
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +9 oH / +5 oB
  • Extends a hurtbox 1f before active (susceptible to counterpokes)


A fantastic cancelable poke that can get much of Dhalsim's gameplan started. Opponents that would otherwise use Drive Impact to catch your high-recovery normals can be caught with a counter-DI if you react quickly enough. It also has fairly low recovery, so even if you miss the cancel window or if the opponent jumps after you throw it out, you may still be able to act. If you condition the opponent to acknowledge the threat of countering their Drive Impact with your own, going into Yoga Arch instead can prevent jump-ins and can give you a safe mixup opportunity, while Yoga Fire can serve as a frame trap or (depending on the spacing) a safe setup for 2MK.

2HP
Crouching Heavy Punch
2HP
SF6 Dhalsim 2hp.png
SF6 Dhalsim 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 4 24 - 800 L -1 -12
  • Upper Body Projectile Invuln: 11-39f; Low Profile 11-46f


With quick reactions, this can be used to low profile many fireballs while counterattacking, making this an excellent response to them. Unlike his 2HK slide, 2HP allows you to maintain your position relative to opponent for continued zoning.

2LK
Crouching Light Kick
2LK
SF6 Dhalsim 2lk.png
SF6 Dhalsim 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 16 - 200 L -5(+1) -10(-4)
  • Upper Body Projectile Invuln: 4-10f; Semi-Low Profile 2-26f


A slide which starts up and recovers pretty quickly. Unfortunately it isn't really good at sliding under fireballs, but it does make for an unorthodox anti-cross-up tool by allowing you to slide underneath the opponent's hitbox.

2MK
Crouching Medium Kick
2MK
SF6 Dhalsim 2mk.png
SF6 Dhalsim 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 13 14 - 500 L -3(+9) -10(+2)
  • Upper Body Projectile Invuln: 10-22f; Semi-Low Profile 10-30f
    • Dhalsim's foot remains projectile invuln until frame 28
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Dhalsim’s most versatile slide. If you manage to hit the opponent at the tip of this move (which is roughly an inch forward from round start distance), you can be up to +9 on hit, allowing you to perform meterless combos from midrange. This is exacerbated with the use of Drive Rush, and many of Dhalsim's knockdowns allow you to set such a situation up as a meaty on their wakeup. Spaced correctly, it puts you at point-blank range, perfect for setting up a strike/throw mixup on block. It’s also a good answer to fireballs if you’re in range, with less commitment than 2HK. If used in this manner, the spacing is more lenient for a follow-up combo due to the 4-frame Punish Counter bonus.

2HK
Crouching Heavy Kick
2HK
SF6 Dhalsim 2hk.png
SF6 Dhalsim 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 16 20 - 900 L HKD +22(+37) -16(-1)
  • Upper Body Projectile Invuln: 8-27f; Low Profile 8-39f
  • Counter-hit/Punish Counter: HKD +37~52
  • Has juggle potential; not a Hard Knockdown when juggled into


Arguably a more reliable anti-fireball tool than 2MK since it travels farther and you don’t have to worry about spacing. However, setting up for a meaty can vary depending on the initial distance from the opponent. Here are some sample meaty setups:

  • If you used 2HK at round start distance, TK j.2LK will leave you up to +3 on block.
  • If you used 2HK at close range, TK j.2HK will leave you up to +2 on block.

If you’re in the corner, 2HK can also serve as a high-risk/low-reward option for getting out. The safest way to do this is: 2HK (knockdown), Forward Jump until directly above opponent, Yoga Float, then come down with cross-up j.HP; while floating, you can avoid DPs and anti-airs while contesting air-to-airs with j.LP.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Dhalsim jlp.png
SF6 Dhalsim jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 3 land - 300 H - -
  • Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief


A short range slap. Has decent hitstun for linking into lights or 4MK after teleports, where this is most used. Note that it doesn't hit crouching opponents when used in this way.

j.MP
Jumping Medium Punch
j.MP
SF6 Dhalsim jmp.png
SF6 Dhalsim jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land Sp 700 LH - -
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Does not hit Overhead, and whiffs on crouching opponents unless they extend a vertical hurtbox


A far reaching punch. It can be canceled into his special moves and float, which allows him to use this as a long range anti-air, provided you react fast enough.

j.HP
Jumping Heavy Punch
j.HP
SF6 Dhalsim jhp.png
SF6 Dhalsim jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents
  • Very long horizontal range on 2nd active frame; later active frames hit far downward
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Can be used as a (very slow) instant overhead (unsafe on hit/block)


A big swipe with a ton of range and coverage. On airborne opponents it spikes them into the ground, scoring you a knockdown, and on grounded opponents it has plenty of hitstun to combo out of. Especially useful after his teleport for pressure.

j.LK
Jumping Light Kick
j.LK
SF6 Dhalsim jlk.png
SF6 Dhalsim jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 300 H - -
  • Can hit cross-up
  • Can be used as an instant overhead (works vs. crouching, no fuzzy setup required)


A very fast downward kick. This is good out of a very low air teleport, as it still functions as an overhead while also having just enough hitstun to combo out of. It also can function as an instant overhead to close out a round, though this is a very unsafe use for the move if it doesn't kill.

j.MK
Jumping Medium Kick
j.MK
SF6 Dhalsim jmk.png
SF6 Dhalsim jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 500 H - -
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Can be used as an instant overhead vs. Dee Jay/JP/Marisa/Zangief (no fuzzy setup required)
  • Can be used as a fuzzy instant overhead vs. standard height characters (opponent must be in Burnout for true blockstring)


A kick with good horizontal range and a downward angle that can stuff grounded approaches while floating. A bit slow, making it harder to use for instant overhead mixups or as a jump-in from Air Teleport.

j.HK
Jumping Heavy Kick
j.HK
SF6 Dhalsim jhk.png
SF6 Dhalsim jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 10 3 land - 800 H - -
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


One of Dhalsim's highest hitstun jump-in attacks. It doesn't have a great hitbox for hitting crouchers, but the fact that it will hit deeper in the jump can potentially lead to better frame advantage. If the opponent tries to jump while you are floating, this button will easily swat them out of the air on reaction at nearly any range.


Command Normals

4MP
Yoga Uppercut
4MP
SF6 Dhalsim 4mp.png
SF6 Dhalsim 4mp hitbox.png
Hitboxes Off
Hitboxes On

4MP
Yoga Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 16 Sp SA 700 LH +2 -3
  • Anti-Air Invuln (Head/Arm): 8-13f; cannot hit cross-up
  • Forces stand; only 1st active frame can hit crouching
  • Cancel Hitconfirm Window: 19f; all active frames are cancelable
    • Special/DR cancel is delayed until after 4th active frame
  • Drive Rush cancel advantage: +11 oH / +6 oB


Dhalsim's most well-rounded anti-air option in speed and range. In most cases, it will only lead to a meaty Yoga Fire or Yoga Flame on the opponent's landing, but a DR~4MP starter can lead to a juggle if you call out the opponent's neutral or back jump.

Despite the high active frame count and decent frame data, 4MP is a poor meaty option, as only the 1st frame will connect on a crouch blocking opponent. If you do connect it on the ground, the hitconfirm window is quite lenient for a medium normal.

4HP
Yoga Lance
4HP
SF6 Dhalsim 4hp.png
SF6 Dhalsim 4hp hitbox.png
Hitboxes Off
Hitboxes On

4HP
Yoga Lance
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 7 29 Sp SA 900 LH -9 -16
  • Long range anti-air (cannot hit cross-up); whiffs on crouching opponents
  • Counter-hit/Punish Counter puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 21f
  • Drive Rush cancel advantage: +17 oH / +10 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A slower anti-air option than 4MP, but has far more vertical range and reward on counter-hit. If you see the Counter message, you can react with a Drive Rush into 4MP > HK Yoga Blast. You can also cancel into a projectile, which can set up a juggle or meaty teleport pressure depending on the opponent's position.

Good against people that like to jump back rather than forward in neutral, or against characters with air options that may cause them to stall in the air and mess up your 4MP timing.

4MK
Divine Kick
4MK
SF6 Dhalsim 4mk.png
SF6 Dhalsim 4mk hitbox.png
Hitboxes Off
Hitboxes On

4MK
Divine Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 17 Sp SA 600 LH +3 0
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +14 oH / +11 oB


One of Dhalsim's most well-rounded cancelable normals, with decent range and frame data. It is also his only real disjointed move, so it can be quite useful in stuffing moves like Honda's Headbutt or Blanka Ball. The high number of active frames makes it useful as a meaty.

4HK
Yoga Mountain
4HK
SF6 Dhalsim 4hk.png
SF6 Dhalsim 4hk hitbox.png
Hitboxes Off
Hitboxes On

4HK
Yoga Mountain
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 6 20 - 1000 LH 0 -9
  • Anti-Air Invuln (Leg): 14-27f; cannot hit cross-up
  • Low Profile 10-13f, 33-38f
  • Counter-hit/Punish Counter puts airborne opponents into limited juggle state


Slow but rewarding anti-air. It's more lenient to use on reaction than 4HP despite what the frame data may say, as Dhalsim quickly crouches low to the ground during the startup, reducing the chance of jump-ins hitting him. A counter-hit can juggle into 1HK in the corner or SA1 midscreen.

1HP
Nirvana Punch
1HP
SF6 Dhalsim 1hp.png
SF6 Dhalsim 1hp hitbox.png
Hitboxes Off
Hitboxes On

1HP
Nirvana Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 20 Sp SA 800 LH +3 -3
  • Cancel Hitconfirm Window: 18f
  • Drive Rush cancel advantage: +17 oH / +11 oB
  • Extends a hurtbox 1f before active; extended hurtbox remains for 12 recovery frames


A somewhat short but very useful cancelable heavy for Dhalsim, used in links, punishes, and pressure. A Drive Rush into this move makes it +7 on hit, letting you link into 4MK. It also combos into HP Yoga Flame at most ranges, and gives a DI-safe string on block.

1LK
Agile Kick
1LK
SF6 Dhalsim 1lk.png
SF6 Dhalsim 1lk hitbox.png
Hitboxes Off
Hitboxes On

1LK
Agile Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Chn 200 L +1 -5
  • Chains into 5LP/2LP/1LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A fast low kick that works like a standard 2LK. It is absurdly minus on block for a light, however, so try to chain it into other lights if possible.

1MK
Thrust Kick
1MK
SF6 Dhalsim 1mk.png
SF6 Dhalsim 1mk hitbox.png
Hitboxes Off
Hitboxes On

1MK
Thrust Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 Sp SA 500 L -3 -7
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Dhalsim's version of the standard cancelable low poke, but with horrible range and frame disadvantage. The low pushback on block gives it a niche use in Burnout infinite loops, as it keeps the opponent in range for Yoga Arch to connect on the way up.

1HK
Karma Kick
1HK
SF6 Dhalsim 1hk.png
SF6 Dhalsim 1hk hitbox.png
Hitboxes Off
Hitboxes On

1HK
Karma Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 22 - 900 L HKD +33 -7
  • Counter-hit/Punish Counter: HKD +48


A quick low sweep that knocks down on hit. The range is a bit mediocre, but leaves Dhalsim safer than most characters sweeps, especially near max range.

Notable for having juggle potential, allowing it to link after corner moves like HK Yoga Blast for slightly higher damage.

j.2LP
Yoga Mummy
j.2LP
SF6 Dhalsim j2lp.png
SF6 Dhalsim j2lp hitbox.png
Hitboxes Off
Hitboxes On

j.2LP
Yoga Mummy
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 until land 9 land Sp 500 LH -18(+8) -22(+4)
  • Forced Knockdown state until landing
  • Cancel Hitconfirm Window: 24f~ (until final 6 landing frames)
  • Can come out on the 8th airborne jump frame at the earliest


A head-first divekick that can be canceled on hit or block into Air Teleport or Yoga Comet before landing. Can only cancel if it hits the upper half of the opponent's body, as a low connect will be under the minimum height restriction for air specials.

j.2K
Drill Kick
j.2K
SF6 Dhalsim j2k.png
SF6 Dhalsim j2k hitbox.png
Hitboxes Off
Hitboxes On

j.2LK
Drill Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 until land 6(11) land - 500 LH -23(+12) -30(+5)
j.2MK
Drill Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 until land 6(11) land - 500 LH -15(+10) -20(+5)
j.2HK
Drill Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 until land 6(11) land - 500 LH -17(+10) -22(+5)
  • Angle depends on button strength; LK shallow/horizontal, MK medium, HK steep/vertical
  • Forced Knockdown state until landing; 5f extra landing recovery on whiff
  • Dhalsim is in a crouching state during landing recovery
  • Can come out on the 8th airborne jump frame at the earliest
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A divekick with multiple angles and very slow travel speed. The advantage on hit and block varies heavily based on when it connects; the spacing to be safe on block is quite precise, so it usually involves specific blockstring setups to space it properly. On hit, Dhalsim can get follow-up combos if he connects near the opponent's feet.


Target Combos

Dhalsim has no target combos.

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Dhalsim lplk.png
SF6 Dhalsim lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Yoga Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +31 -
  • Punish Counter: HKD +31
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


In the corner, Dhalsim has several options for throw loop pressure. He can walk to manually time the follow-up throw, which also allows more precise spacing to shimmy back out of the opponent's throw range even with his poor walk speed. A forward dash leaves Dhalsim at +6, which also requires a manual delay of 1-4 frames before throwing again and leaves him too close for a shimmy. Whiffing a 2LK slide sets up the perfect throw loop timing at +5, while a DR~2MK leaves Dhalsim +5 on block for a mixup between strike and tick throw.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Dhalsim 4lplk.png
SF6 Dhalsim lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Yoga Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +19 -
  • Side switch
  • Punish Counter: HKD +19
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Important throw for resetting the screen position, but doesn't allow a meaty throw after a corner side switch. Dhalsim can still pressure the opponent with a meaty 2MK (0 on block) or DR~4MK (+6 on block).

Crouch Throw (2LPLK)
Crouch Throw
2LPLK
SF6 Dhalsim 2lplk.png
SF6 Dhalsim 2lplk hitbox.png
Hitboxes Off
Hitboxes On

2LPLK
Yoga Splash
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +35 -
  • Punish Counter: HKD +35
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


A unique throw for Dhalsim that tosses the opponent a full screen away, allowing him to easily set up his zoning game.

In the corner, Dhalsim gets access to a throw loop just like his regular forward throw. He has a bit more knockdown advantage, so the follow-up throw must be manually timed after walking or dashing (+10).


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Dhalsim hphk.png
SF6 Dhalsim hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Yoga Rise
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 1HP/4HP or Punish Counter 5HK/4MK (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 4MK, 1HP: 6[2]
  • 4HP: 7[3]
  • 4MP, 1MK: 11[7]
  • 2MP: 12[8]
  • 5HK: 14[10]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 4MK > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • 1HP > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • 4HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~4MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~1MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Dhalsim 6hphk.png
SF6 Dhalsim 6hphk hitbox.png
SF6 Dhalsim 6hphk hitbox2.png
Hitboxes Off
Hitboxes On

6HPHK
Yoga Illusion
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(6)3 26(32) - 250x2 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 2 hits; if first hit is Perfect Parried, opponent can interrupt with 7f attack or faster
  • 6f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Primary method of getting out of tough situations, due to Dhalsim's lack of reliable reversals.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Dhalsim mpmk.png
SF6 Dhalsim mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Dhalsim 66.png
SF6 Dhalsim 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.471 (min, cancel into immediate Throw)
    • 1.787 (min, earliest blocking/movement frame)
    • 2.700 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Yoga Fire (236P)
Yoga Fire
236P
SF6 Dhalsim 236p.png

SF6 Dhalsim 236pp.png
SF6 Dhalsim 236p hitbox.png
Hitboxes Off
Hitboxes On

236P
Yoga Fire
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(11) - 33 SA3 600 LH -2 -6
  • 1-hit projectile; speed depends on button strength (LP slow, MP mid, HP fast)
  • Can hold button to charge; releasing early throws 1-hit fireball with 11f startup
  • Cancel Hitconfirm Window: 4f (Super)
  • Projectile Speed: LP 0.033 / MP 0.044 / HP 0.06
236[P]
Yoga Fire (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
45 - 32 SA3 400x2 LH KD +49 -3
  • 2-hit projectile; speed depends on button strength (LP slow, MP mid, HP fast)
  • Cancel Hitconfirm Window: 11f (Super)
  • Projectile Speed: LP 0.033 / MP 0.044 / HP 0.06
236PP
Yoga Fire
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - 32 SA2 SA3 500x2 LH KD +49 -3
  • 2-hit OD projectile; speed depends on button combination (LPMP slow, LPHP mid, MPHP fast)
  • Cancel Hitconfirm Window: 11f (Super)
  • Projectile Speed: LPMP 0.033 / LPHP 0.044 / MPHP 0.06


A solid fireball that travels a bit slower than most. Meterless versions can be charged by holding the button for an additional hit and more damage. The OD version is fast enough to combo from lights and gives very good oki, making it a reliable combo ender; at longer ranges it makes a fantastic pressure tool on block. Overall, it's very good at complementing Dhalsim's space control, especially when canceling his long reaching buttons on block.

Yoga Arch (236K)
Yoga Arch
236K
SF6 Dhalsim 236k.png
LK + MK = LK Arc
LK + HK = MK Arc
MK + HK = HK Arc
SF6 Dhalsim 236k hitbox.png
Falling hitbox

SF6 Dhalsim 236k hitbox2.png
Floor hitbox
Hitboxes Off
Hitboxes On

236LK
Yoga Arch
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 [81+10] 27 SA3 600 LH +1 -1
  • 1-hit projectile; upon hitting the ground, creates larger stationary hitbox that lasts 10f
  • Button strength affects trajectory (LK close, MK mid, HK far)
  • Frame advantage refers to point blank hit on the way up
  • Puts airborne opponents into free juggle state
  • Cancel Hitconfirm Window: 11f (Super)
  • Projectile Speed: LK 0.0195 / MK 0.0385 / HK 0.07
236KK
Yoga Arch
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 [190+10] 27 SA2 SA3 500x2 LH +1 -3
  • 2-hit OD projectile; after the final bounce, creates larger stationary hitbox that lasts 10f
  • Button combination affects trajectory (LK+MK close, LK+HK mid, MK+HK far)
  • Frame advantage refers to point blank hit on the way up
  • Projectile dissipates if completely off-screen
  • Puts airborne opponents into free juggle state
  • Cancel Hitconfirm Window: 11f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Projectile Speed: LKMK 0.0195 / LKHK 0.033 / MKHK 0.05 / Bounce 0.02


A fireball that travels upward in an arc. One of Dhalsim's most unique tools, primarily used for pressure setups and controlling the air. If it does hit an airborne opponent, it puts them in a free juggle state that can fairly consistently lead to follow-ups like 2MK, 2HK, or Yoga Blast.

The OD versions slowly bounce twice after hitting the ground, holding down a lot of space for quite some time; if the fireball lands behind the opponent before its first bounce, it will change its bouncing direction. Does not disappear if Dhalsim gets hit, allowing it to hit the opponent out of their combos after they attempt to mash out of your pressure. A simple application of this move is to slide in after you notice the opponent respecting it, as the fireball hitting their block will cover for your slide and leave you at a big advantage for free strike/throw. It does still create a big opening for an opponent to move in on you in neutral, however, so this move must be used more mindfully than a regular fireball.

If HK Yoga Arch is done point blank in the corner, it is possible for it to instantly hit the opponent regardless of if they are standing or crouching. This is useful for corner combos as it can leave you plus enough to link, but it is especially good when combined with the lack of pushback on 1MK, giving you an infinite blockstring on an opponent's Burnout.

Yoga Flame (63214P)
Yoga Flame
63214P
SF6 Dhalsim 63214lp.png

SF6 Dhalsim 63214pp.png
SF6 Dhalsim 63214lp hitbox.png
Light Punch

SF6 Dhalsim 63214mp hitbox.png
Medium Punch

SF6 Dhalsim 63214hp hitbox.png
Heavy Punch

SF6 Dhalsim 63214pp hitbox.png
OD Version
Hitboxes Off
Hitboxes On

63214LP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 15 15 SA3 800 LH KD +33 -4
  • Clashes with 1 hit of a non-OD fireball
  • Cancel Hitconfirm Window: 21f (Super)
63214MP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 15 17 SA3 450x2 LH KD +33 -4
  • Clashes with 2 hits of a non-OD fireball
  • Cancel Hitconfirm Window: 26f (Super)
63214HP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 17 16 SA3 400x3 LH KD +45(+47) -4(-2)
  • Clashes with 3 hits of a non-OD fireball
  • Cancel Hitconfirm Window: 32f (Super)
63214PP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 5,5,5,5,5 24 SA2 SA3 100x2,200x3 (800) LH KD +50 -11
  • Clashes with 2 hits of an OD fireball
  • Cancel Hitconfirm Window: 27f (Super)


One of Dhalsim's main pressure, meaty and frame trap tools. Though HK Yoga Blast is typically a better resourceless combo ender since it's faster, does the same damage, and gives better oki, Yoga Flame is still sometimes usable in combos if the opponent is crouching or at a longer range. The HP version is especially notable in pressure for its range, drive damage, and built-in three hits, beating Drive Impact by itself. You can make a frame trap with it using a Drive Rush into 4MK or 1HP, catching both jumps and Drive Impact (two things that people really like to do when defending against Dhalsim). The OD version is a combo-oriented launcher that allows for follow-ups on hit, which tends to be Dhalsim's most efficient use of Drive for damage. The MP version is also a bit notable in that it can clash with two-hit non-OD fireballs, such as Ryu's Denjin Hadouken and Guile's Sonic Cross.

Every non-OD version is -4 on block naturally, but the incredibly long active frames make each of them very strong meaties that can be made upwards of +10 with the right setups. Combined with the Drive damage, it will condition opponents to parry on wakeup, which then lets you strike/throw them for even greater reward.

Yoga Blast (63214K)
Yoga Blast
63214K
SF6 Dhalsim 63214lk.png

SF6 Dhalsim 63214kk.png
SF6 Dhalsim 63214lk hitbox.png
L/M/H Versions

SF6 Dhalsim 63214kk hitbox.png
OD Version
Hitboxes Off
Hitboxes On

63214LK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10 23 SA3 1000 LH KD +39 -6
  • Anti-Air Invuln (Head): 3-44f; can hit cross-up
  • Strike hitbox with 1-hit projectile nullification; whiffs on crouching opponents
  • Puts opponents into limited juggle state on hit
  • Cancel Hitconfirm Window: 13f (Super)
63214MK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 10 20 SA3 1200 LH KD +42 -3
  • Anti-Air Invuln (Head): 3-44f; can hit cross-up
  • Strike hitbox with 1-hit projectile nullification; whiffs on crouching opponents
  • Puts opponents into limited juggle state on hit
  • Cancel Hitconfirm Window: 13f (Super)
63214HK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 10 20 SA3 1200 LH KD +42 -3
  • Anti-Air Invuln (Head): 3-44f; can hit cross-up
  • Steps forward on startup; strike hitbox with 1-hit projectile nullification; whiffs on crouching opponents
  • Puts opponents into limited juggle state on hit
  • Cancel Hitconfirm Window: 15f (Super)
63214KK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10 20 SA2 SA3 500x2 LH KD +42 0
  • Anti-Air Invuln (Head): 3-41f; can hit cross-up
  • Steps forward on startup; strike hitbox with 2-hit OD projectile nullification; whiffs on crouching opponents
  • Puts opponents into limited juggle state on hit
  • Cancel Hitconfirm Window: 15f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Dhalsim's main combo ender on standing opponents; routing into 4MP at some point in the combo will ensure the opponent is standing (e.g. Drive Rush 2LP, 4MP > 63214HK). The LK version is the fastest, making it a good stationary anti-air. MK Blast is a few frames slower and also stationary, but a bit more rewarding on hit. HK Blast is identical to MK, except Dhalsim takes a step forward during startup; this makes it much more consistent in combos and allows it to anti-air from farther ranges.

OD Yoga Blast has the speed of the LK version with the forward movement and knockdown advantage of the HK version; it also launches higher, allowing for combos into SA2. It can be used as a predictive anti-air at mid range; both hits will come out regardless of which active frame connects against an airborne opponent. OD Blast also has a theoretical use against fireballs, destroying meterless fireballs and dissipating up to 2 hits of OD fireballs with very low recovery in situations where Dhalsim may struggle to counter with his own projectiles.

On a successful hit with the MK/HK/OD versions, Dhalsim can immediately do a forward Yoga Teleport to becomes +3 right behind the opponent. If the opponent was juggled, Dhalsim can still do this but the knockdown advantage will be less predictable.

Yoga Comet (j.63214P)
Yoga Comet
j.63214P
SF6 Dhalsim j63214p.png

SF6 Dhalsim j63214pp.png
SF6 Dhalsim j63214p hitbox.png
Hitboxes Off
Hitboxes On

j.63214LP
Yoga Comet
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 [~55] 8 land - 800 LH -4~ -2~
  • Button strength affects projectile speed (faster versions more likely to reach the ground)
  • Frame advantage refers to close range minimum-height versions
  • Dissipates after 55f; creates larger stationary hitbox that lasts 10f if it hits the ground
  • The last 5 landing recovery frames put Dhalsim in a crouching state
  • Projectile Speed: LP 0.03 / MP 0.045 / HP 0.055
j.63214PP
Yoga Comet
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 [~80] 3 land - 600x2 LH +5~ +6~
  • Frame advantage refers to close range minimum-height versions
  • Dhalsim can follow with air normals or specials starting on frame 50
    • Cannot use multiple Air Teleports or Yoga Floats in one jump
    • Cannot throw another Yoga Comet until the first has dissipated
  • Dissipates after 80f; creates larger stationary hitbox that lasts 10f if it hits the ground
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Projectile Speed: 0.04


Dhalsim shoots a fireball diagonally downward across the screen, giving him a unique option for space control. Works from any jump direction, and can be input as early as the 2nd airborne jump frame, which is made easier with a Tiger Knee (63214,9+P) input. The startup is quite slow and halts Dhalsim's jump momentum, allowing many characters to easily slip underneath if used too high in the jump.

Each of the meterless versions have different speeds and travel distances, dissipating after a set time. From a distance, slower versions can be more effective at space control but are also less likely to actually make contact with the opponent. Slower versions are also less likely to hit the ground before dissipating, especially when performed higher in the jump.

The OD version lasts much longer before dissipating and gives much better frame advantage, making it a viable bait tool against the opponent's throw tech. A notable property of this version is that Dhalsim can act while in the air after throwing the fireball, allowing him to react to the situation and approach, retreat, or hold his ground. As an example, Tiger Knee OD Comet combos into j.MP on hit, allowing a combo into 2MP or 2HK. Any follow-up is still subject to height restrictions; at minimum height, he cannot activate Yoga Float or any divekick command normal, and j.MK / j.HP / j.HK are too slow to become active before landing. OD Yoga Comet can be used to stall for time in the air when combined with Float, Teleport, or additional Yoga Comets. And if the opponent is desperate to close the gap, Dhalsim can quickly switch to an offensive approach like an air normal or a forward Teleport instead. A good strategy after OD Comet is to do Float into j.HK to catch the opponent's jump. Keep in mind that you can't go into Float after OD Comet if you did Float earlier before the Comet.

Unlike most projectiles in the game, Yoga Comet is treated as an independent entity that can be activated alongside other projectiles like Yoga Fire or Yoga Arch. This makes it easier to limit the opponent's approach angles and set up a zoning flowchart with slower moves that would otherwise be risky in neutral. It also has the rare distinction of having more blockstun than hitstun. While safe on block, the meterless version can actually be punished on hit if used point blank in the corner.

Yoga Float (2KK)
Yoga Float
2KK or 3KK (AIR OK)
SF6 Dhalsim 2kk.png
SF6 Dhalsim 2kk hitbox.png
Hitboxes Off
Hitboxes On

2KK or 3KK
Yoga Float
Startup Active Recovery Cancel Damage Guard On Hit On Block
36 (85) 20+3 land - - - - -
  • Airborne 13f until landing (Forced Knockdown/Counter-hit state); final landing frame is in a crouching state
  • Projectile Invuln (Legs): 23f~
  • 3KK input causes Dhalsim to move forward while rising; 2KK or 1KK rises straight up
  • Can move left/right or input aerial normals/specials after 36f startup
  • Active frames refer to the time during which Dhalsim can move before starting to descend (ends immediately after air attack)
  • Recovery refers to descent + landing time; can still input air attacks while falling, but cannot move
j.2KK
Aerial Yoga Float
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 (81) 18+3 land - - - - -
  • Airborne until landing (Forced Knockdown/Counter-hit state); final landing frame is in a crouching state
  • Projectile Invuln (Legs): 1f~
  • No difference between 2KK or 3KK on aerial float; comes out on 8th airborne jump frame at the earliest
  • Can move left/right or input aerial normals/specials after 15f startup
  • Active frames refer to the time during which Dhalsim can move before starting to descend (ends immediately after air attack)
  • Recovery refers to minimum-height descent + landing time; can still input air attacks while falling, but cannot move


Dhalsim floats in the air at around head-height, allowing access to horizontal air movement and the use of any air normals and specials. The aerial version can be done slightly lower to the ground, while starting up more quickly; the ground version is generally only used when special canceling into Float. Dhalsim can hover for over 80 frames before he begins falling, or he can end it prematurely with an air attack. Dhalsim can still input air attacks during his descent, but can no longer move horizontally. It can only be used once per jump, even with the use of OD Yoga Comet to reset his air movement options.

Yoga Float is an extremely versatile movement option that defines Dhalsim's air game alongside Yoga Teleport. His horizontal float movement is slightly faster than his usual walk speed, and the ability to quickly mix things up with a divekick, air teleport, or air fireball makes it difficult to find an approach angle once he gets going. Yoga Float can be used to set up divekick spacing, position himself for an air-to-air normal, in ambiguous left/right mixups or throw bait setups, and more.

Yoga Teleport (6 or 4 + PPP/KKK)
Yoga Teleport
6 or 4 + PPP/KKK (AIR OK)
SF6 Dhalsim 6ppp.png
SF6 Dhalsim 6ppp hitbox.png
Hitboxes Off
Hitboxes On

4 or 6 + PPP/KKK
Yoga Teleport
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 - 24(31) - - - - -
  • Full Invuln: 5-15f
  • 6KKK stays on same side near opponent; 6PPP teleports behind opponent if not fully cornered
  • 7f extra recovery on Back version; no difference between 4PPP/4KKK versions
4 or 6 + j.PPP/j.KKK
Aerial Yoga Teleport
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(19) (3 land) - - - - -
  • Full Invuln: 10-15f; Forced Knockdown/Punish Counter state until landing
  • j.6KKK stays on same side above opponent; j.6PPP teleports above and behind opponent if not fully cornered
  • 4f extra recovery on Back version (refers to time after reappearing before Dhalsim can act)


Another huge movement option for Dhalsim that allows him to quickly reposition himself on the screen to maintain a preferred range, get out of a dangerous position, or mix the opponent up.

Depending on your inputs and whether you're grounded or in the air, Yoga Teleport puts you in different locations:

  • Ground and air 6PPP put you immediately behind your opponent
  • Ground and air 6KKK put you immediately in front of the opponent
  • Ground 4PPP and 4KKK both send you back the same distance, about 3 character lengths
  • Air 4PPP sends you back the same distance as the grounded version
  • Air 4KKK sends you back further, about 150% of the distance of the punch version

Has some invincibility, but it's not frame 1, so it isn't a true reversal like it is in previous games. The grounded version has earlier invincibility, making it better for avoiding certain moves, but the air version can be made harder to react to as you're able to do it instantly off a jump and immediately fall with a j.LP to check or cross up the opponent. The air version can be used for safe jumps, while the grounded version can be used for strike/throw when the knockdown doesn't give enough time to safe jump. Since Dhalsim has many slow-moving projectiles to control space, it's quite easy for him to set up a fireball and then teleport behind the opponent as it's about to hit to instantly swap the side they need to block it from.

If the opponent attempts to chip out Dhalsim in Burnout with a raw Super, Dhalsim can react with a 6PPP teleport to escape and punish; the only exceptions are Ryu SA3 and Luke SA2, both of which only have 4 startup frames after the Super freeze compared to Dhalsim's 5f invincibility. This also does not apply to command throw Supers, which must be jumped out of.


Super Arts

Level 1 Super (236236P)
Yoga Inferno
Level 1 Super Art
236236P
SF6 Dhalsim 236236lp.png

SF6 Dhalsim 236236mp.png

SF6 Dhalsim 236236hp.png
SF6 Dhalsim 236236lp hitbox.png
Light Punch

SF6 Dhalsim 236236mp hitbox.png
SF6 Dhalsim 236236mp hitbox2.png
Medium Punch

SF6 Dhalsim 236236hp hitbox.png
Heavy Punch
Hitboxes Off
Hitboxes On

236236LP
Yoga Inferno
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 104 20 - 160x12 (1920) LH KD +24 -15
236236MP
Yoga Inferno
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 104 20 - 175x12 (2100) LH KD +24 -15
236236HP
Yoga Inferno
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 84 40 - 170x12 (2040) LH KD +27 -22
  • Throw Invuln: 1-11f; Armor Break
  • Drive Gauge Depletion: 0.504 bars (hit) / 0.252 bars (block)
    • Distribution: 420x12 (hit) / 210x12 (block)
  • 30% minimum damage scaling


A great combo ender which works in almost any juggle for good damage and a setup opportunity. Each version has its own unique advantages and disadvantages:

  • LP has the best range, reaching nearly 1/2 screen
  • MP does the most damage, but has less range than the other versions
  • HP has the best KD Advantage and a great disjointed hitbox for mid-range anti-airs, but whiffs on crouching opponents and is the most unsafe on block

This Super has no strike or projectile invincibility, making it overall weak as a reversal; however, the throw invincibility can allow Dhalsim to escape corner throw loops. Since most players do not hesitate to pressure Dhalsim in the corner, it may occasionally be worth the risk.

Level 2 Super (214214K)
Yoga Sunburst
Level 2 Super Art
214214K (HOLD OK)
SF6 Dhalsim 214214k hold.png

SF6 Dhalsim 214214k.png
SF6 Dhalsim 214214k hitbox.png
SF6 Dhalsim 214214k hitbox2.png
SF6 Dhalsim 214214k hitbox3.png
Hitboxes Off
Hitboxes On

214214K
Yoga Sunburst
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 [142+20] 60 - 450x4,1000 (2800) LH KD +50 -4
  • All Versions:
    • Full Invuln: 1-9f; Armor Break
    • 40% minimum damage scaling
    • Upward hit cannot hit crouching; upon hitting the ground, creates larger stationary hitbox that lasts 20f
    • [] refers to active projectile time after button release
    • Projectile Speed: LK 0.014 / MK 0.021 / HK 0.04
  • Drive Gauge Depletion: 1 bar (hit) / 0.25 bars (block)
214214{K}
Yoga Sunburst
Startup Active Recovery Cancel Damage Guard On Hit On Block
23~70 [142+20] 58 - 400x6,700 (3100) LH KD -
  • Drive Gauge Depletion: 1.4 bars (hit) / 0.35 bars (block)
214214[K]
Yoga Sunburst
Startup Active Recovery Cancel Damage Guard On Hit On Block
71~91 [142+20] 58 - 375x8,1000 (4000) LH KD -
  • Drive Gauge Depletion: 1.8 bars (hit) / 0.45 bars (block)
  • Reaches full charge after 71f; can hold an additional 20f for no added benefit


Dhalsim launches a large fireball upwards at an arc; if the initial hit doesn't connect, it will come back down with a trajectory based on the button strength used (LK close, MK mid, HK far). Holding the button will charge it up to become more powerful, gaining additional hits (5/7/9 hits total) and increasing the size of the hitbox. If the hitbox above Dhalsim's head makes contact with the opponent, he will immediately release the attack.

This Super actually has true invincibility, making it a viable reversal and anti-air. However, it will not connect on crouching opponents until it comes down from its arc, so Dhalsim can be safely pressured with crouching buttons even with 2 bars of Super gauge stocked. Using the LK version when cornered can prevent the opponent from maximizing their punish unless they have a specific setup planned; opponents will often resort to a throw to ensure they don't get hit by the descending fireball.

By activating at range or after a knockdown, this Super can be used to set up tricky mixups. It's also great against opponents in Burnout, as it becomes hard to avoid the chip damage. It can be juggled into, such as after a Punish Counter 4HP at certain ranges; however, the final hit of SA2 massively increases the juggle counter, preventing additional follow-ups.

Level 3 Super (236236K)
Merciless Yoga
Level 3 Super Art
236236K
SF6 Dhalsim 236236k.png

SF6 Dhalsim 236236k(ca).png
CA version grants 500 extra damage
SF6 Dhalsim 236236k hitbox.png
Hitboxes Off
Hitboxes On

236236K
Merciless Yoga
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 75 - 4000 LH HKD +19 -62
  • Full Invuln: 1-14f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2 Drive bars for Dhalsim
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236K
Merciless Yoga (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 75 - 4500 LH HKD +19 -62
  • Full Invuln: 1-14f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.4 Drive bars for Dhalsim
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A cinematic Super primarily used as a combo ender, anti-air, and reversal. It is Dhalsim's only true reversal, with full invincibility and a hitbox that connects on crouching opponents. However, it is slow enough that some meaty light normals can safely recover when pressuring Dhalsim; for 3 bars of Super, this is an expensive risk to take on defense.

It does good damage in combos and juggles, and can be reliably hitconfirmed into. After spending the round chipping away at the opponent's Drive gauge, SA3 is a great way to force them into Burnout, severely limiting their ability to navigate Dhalsim's zoning tools.

If the opponent tries to jump over an extended limb and you don't have enough time to anti-air with a normal, the large anti-air hitbox is a great option, acting much like a standard uppercut special. However, if the opponent empty jumps and you react too late, they may be able to land and safely block the Super.

Note: the in-game frame display incorrectly shows a blocked SA3 as having 7 active frames and 20f blockstun; this is because hitstop is not applied to Dhalsim until the 3rd active frame.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Dhalsim 5pppkkk.png
"What is it... already finished?"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
190 (total) - - - - - - -

Dhalsim's arm will stretch a different distance depending on how far you are away from the opponent when you taunt.

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Dhalsim 6pppkkk.png
"Unleash your heart!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
380 (total) - - - - - - -

Dhalsim high profiles many low attacks during this taunt.

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Dhalsim 4pppkkk.png
"I am in no hurry. Everything flows as one."

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
430 (total) - - - - - - -

Dhalsim high profiles many low attacks during this taunt.



SF6 Navigation

General
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
Game Data •
Patch Notes •
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
A.K.I. •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
E. Honda •
Ed •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
Manon •
Marisa •
Rashid •
Ryu •