Street Fighter 6/Dhalsim/Data

From SuperCombo Wiki


Character Vitals

Dhalsim
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Dhalsim Portrait.png SF6 Dhalsim Face.png 10000 0.8 / 0.33 4+68+3 2.178 0.471
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.028 25 1.467 2.04 1.787
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.025 23 1.00 1.768 2.700


Normals

Standing Normals

5LP
Dhalsim
dhalsim_5lp

5LP

Standing Light Punch
SF6 Dhalsim 5lp.png
SF6 Dhalsim 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 8 14 15 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +8 +3 +5 0
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/1LK
5MP
Dhalsim
dhalsim_5mp

5MP

Standing Medium Punch
SF6 Dhalsim 5mp.png
SF6 Dhalsim 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 3 19 35 20 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +2 -1 - -
Punish Advantage Hit Advantage Block Advantage
+2 -2 -5
Notes
Long range poke; extends hurtbox 1f before active so it can be counterpoked
5HP
Dhalsim
dhalsim_5hp

5HP

Standing Heavy Punch
SF6 Dhalsim 5hp.png
SF6 Dhalsim 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 4 27 46 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 -2 -7 - -
Punish Advantage Hit Advantage Block Advantage
KD +32 -6 -11
Notes
Long range poke; extended hurtbox lingers for the first 16 recovery frames (slightly retracts on 12-16f of recovery), making it easily whiff punished even at max range
5LK
Dhalsim
dhalsim_5lk

5LK

Standing Light Kick
SF6 Dhalsim 5lk.png
SF6 Dhalsim 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 14
Startup Active Recovery Total Hitstun Blockstun
9 4 11 23 17 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +6 -2 +6 -2
Punish Advantage Hit Advantage Block Advantage
+6 +2 -6
Notes
Extremely long range for a light normal, but has startup similar to a medium poke; DR cancel is delayed until after 2nd active frame
5MK
Dhalsim
dhalsim_5mk

5MK

Standing Medium Kick
SF6 Dhalsim 5mk.png
SF6 Dhalsim 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
12 3 18 32 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +2 -2 - -
Punish Advantage Hit Advantage Block Advantage
+2 -2 -6
Notes
Long range poke; extends hurtbox 1f before active so it can be counterpoked
5HK
Dhalsim
dhalsim_5hk

5HK

Standing Heavy Kick
SF6 Dhalsim 5hk.png
SF6 Dhalsim 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 20
Startup Active Recovery Total Hitstun Blockstun
17 3 20 39 24 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [8000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +2 -2 +10 -3
Punish Advantage Hit Advantage Block Advantage
+21 Stagger +1 -6
Notes
Cannot hit crouching opponents from longer range due to upward angle; extremely long range cancelable poke and anti-air; puts airborne opponents into limited juggle state; stagger on Punish Counter can combo into 5HP at most ranges, or can confirm into Drive Rush for stronger punishes; leg has an extended hurtbox 2f before active that is vulnerable to projectiles, and 1f before active that can be counterpoked; tip of Dhalsim's foot hurtbox is anti-air invincible on frames 16-23; special/DR cancel is delayed until after 2nd recovery frame

Crouching Normals

2LP
Dhalsim
dhalsim_2lp

2LP

Crouching Light Punch
SF6 Dhalsim 2lp.png
SF6 Dhalsim 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
5 3 9 16 16 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +8 +3 +6 +1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/1LK
2MP
Dhalsim
dhalsim_2mp

2MP

Crouching Medium Punch
SF6 Dhalsim 2mp.png
SF6 Dhalsim 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
12 3 16 30 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +4 0 +9 +5
Punish Advantage Hit Advantage Block Advantage
+4 0 -4
Notes
Long range cancelable poke; extends hurtbox 1f before active so it can be counterpoked
2HP
Dhalsim
dhalsim_2hp

2HP

Crouching Heavy Punch
SF6 Dhalsim 2hp.png
SF6 Dhalsim 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - L - -
Startup Active Recovery Total Hitstun Blockstun
19 4 24 46 27 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [8000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
11-39 Projectile (Upper Body) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 +3 -8 - -
Punish Advantage Hit Advantage Block Advantage
+3 -1 -12
Notes
Low Profile 11-46f (until recovery); can be used to punish projectiles from long range
2LK
Dhalsim
dhalsim_2lk

2LK

Crouching Light Kick
SF6 Dhalsim 2lk.png
SF6 Dhalsim 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - - L - -
Startup Active Recovery Total Hitstun Blockstun
4 7 16 26 18 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Projectile 4-10 (Upper Body) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21(-15) -1(+5) -6(0) - -
Punish Advantage Hit Advantage Block Advantage
-1(+5) -5(+1) -10(-4)
Notes
Short range slide; semi-low profile 2-26f (until recovery)
2MK
Dhalsim
dhalsim_2mk

2MK

Crouching Medium Kick
SF6 Dhalsim 2mk.png
SF6 Dhalsim 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L - -
Startup Active Recovery Total Hitstun Blockstun
10 13 14 36 24 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [3000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Projectile 10-22 (Upper Body), 10-28 (Foot) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25(-13) +1+13 -6(+6) - -
Punish Advantage Hit Advantage Block Advantage
+1+13 -3(+9) -10(+2)
Notes
Medium range slide; semi-low profile 10-30f; can lead to follow-up combos or pressure if well spaced
2HK
Dhalsim
dhalsim_2hk

2HK

Crouching Heavy Kick
SF6 Dhalsim 2hk.png
SF6 Dhalsim 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
12 16 20 47 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Projectile 8-27 (Upper Body) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-34(-19) HKD +22(+37) -12(+3) - -
Punish Advantage Hit Advantage Block Advantage
HKD +37(+52) HKD +22(+37) -16(-1)
Notes
Long range slide; low profile 8-39f; best version of slide for countering projectiles; has juggle potential (no longer a Hard Knockdown if juggled into)

Jumping Normals

j.LP
Dhalsim
dhalsim_jlp

j.LP

Jumping Light Punch
SF6 Dhalsim jlp.png
SF6 Dhalsim jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 4 3 land - 17 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 750 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only
j.MP
Dhalsim
dhalsim_jmp

j.MP

Jumping Medium Punch
SF6 Dhalsim jmp.png
SF6 Dhalsim jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - 20% Starter LH Sp -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 17 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cancelable into Float, Air Teleport, or Yoga Comet; great horizontal range for use as an air-to-air; does not hit overhead and cannot hit crouching opponents unless they extend a vertical hurtbox
j.HP
Dhalsim
dhalsim_jhp

j.HP

Jumping Heavy Punch
SF6 Dhalsim jhp.png
SF6 Dhalsim jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter H - -
Startup Active Recovery Total Hitstun Blockstun
13 4 3 land - 23 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Causes spike knockdown vs. airborne opponents; very long horizontal range on 2nd active frame, then hits far below Dhalsim (hurtbox extends outside the hitbox, making it prone to trading/losing to anti-airs); can hit as an instant overhead (but slow startup makes this incredibly risky; too slow for fuzzy overhead setups)
j.LK
Dhalsim
dhalsim_jlk

j.LK

Jumping Light Kick
SF6 Dhalsim jlk.png
SF6 Dhalsim jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 4 3 land - 12 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 750 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; can be used as an instant overhead (no fuzzy setup required; works on all crouchers)
j.MK
Dhalsim
dhalsim_jmk

j.MK

Jumping Medium Kick
SF6 Dhalsim jmk.png
SF6 Dhalsim jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter H - -
Startup Active Recovery Total Hitstun Blockstun
11 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Good horizontal range and a downward angle (very effective at stopping approaches when used out of Float); can be used as an instant overhead vs. Dee Jay/JP/Marisa/Zangief, or as a fuzzy instant overhead vs. opponents in Burnout
j.HK
Dhalsim
dhalsim_jhk

j.HK

Jumping Heavy Kick
SF6 Dhalsim jhk.png
SF6 Dhalsim jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter H - -
Startup Active Recovery Total Hitstun Blockstun
10 10 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Great horizontal range at an upward angle for air-to-airs (especially out of Float)

Command Normals

4MP
Dhalsim
dhalsim_4mp

4MP

Yoga Uppercut
SF6 Dhalsim 4mp.png
SF6 Dhalsim 4mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA 19
Startup Active Recovery Total Hitstun Blockstun
8 6 16 29 24 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
8-13 Air (Head/Arm) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +6 +1 +11 +6
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
Forces stand on hit; good close-range anti-air but cannot hit cross-up; only 1st active frame can hit crouching opponents making it a poor meaty option; all active frames are cancelable giving it a lenient hitconfirm window; special/DR cancel is delayed until after 4th active frame
4HP
Dhalsim
dhalsim_4hp

4HP

Yoga Lance
SF6 Dhalsim 4hp.png
SF6 Dhalsim 4hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - 20% Starter LH Sp SA 21
Startup Active Recovery Total Hitstun Blockstun
14 7 29 49 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-34 -5 -12 +17 +10
Punish Advantage Hit Advantage Block Advantage
-5 (KD) -9 -16
Notes
Whiffs on crouching opponents; long-range anti-air (cannot hit cross-up); Counter-hit/Punish Counter puts airborne opponents into limited juggle state; canceling anti-air into a projectile can lead to juggles on CH/PC or meaty/teleport pressure
4MK
Dhalsim
dhalsim_4mk

4MK

Divine Kick
SF6 Dhalsim 4mk.png
SF6 Dhalsim 4mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
7 4 17 27 24 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +7 +4 +14 +11
Punish Advantage Hit Advantage Block Advantage
+7 +3 0
Notes
Important combo tool; good meaty option due to high active frame count and safety on block
4HK
Dhalsim
dhalsim_4hk

4HK

Yoga Mountain
SF6 Dhalsim 4hk.png
SF6 Dhalsim 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 6 20 39 26 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
14-27 Air (Leg) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 +4 -5 - -
Punish Advantage Hit Advantage Block Advantage
+4 0 -9
Notes
Slow anti-air (cannot hit cross-up); low profile 10-13f and 33-38f; Counter-hit/Punish Counter puts airborne opponents into limited juggle state
1HP
Dhalsim
dhalsim_1hp

1HP

Nirvana Punch
SF6 Dhalsim 1hp.png
SF6 Dhalsim 1hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 18
Startup Active Recovery Total Hitstun Blockstun
10 4 20 33 27 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +7 +1 +17 +11
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Decent range cancelable attack, primarily used out of Drive Rush; extends a hurtbox 1f before active and hurtbox lingers 12f after recovery making it susceptible to whiff punishes
1LK
Dhalsim
dhalsim_1lk

1LK

Agile Kick
SF6 Dhalsim 1lk.png
SF6 Dhalsim 1lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 3 10 17 14 8
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +5 -1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -5
Notes
Chains into 5LP/2LP/1LK
1MK
Dhalsim
dhalsim_1mk

1MK

Thrust Kick
SF6 Dhalsim 1mk.png
SF6 Dhalsim 1mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
8 3 20 30 20 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +1 -3 +8 +4
Punish Advantage Hit Advantage Block Advantage
+1 -3 -7
Notes
Acts like a standard cancelable 2MK but with below-average range; Range: 1.19; DR cancel is delayed until after active frames
1HK
Dhalsim
dhalsim_1hk

1HK

Karma Kick
SF6 Dhalsim 1hk.png
SF6 Dhalsim 1hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
9 3 22 33 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 HKD +33 -3 - -
Punish Advantage Hit Advantage Block Advantage
HKD +48 HKD +33 -7
Notes
Traditional sweep; can be difficult to punish if well spaced (much better block advantage than most sweeps)
j.2LP
Dhalsim
dhalsim_j2lp

j.2LP

Yoga Mummy
SF6 Dhalsim j2lp.png
SF6 Dhalsim j2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp 24~
Startup Active Recovery Total Hitstun Blockstun
10 until land 9 land - 18 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-34(-8) - - - -
Punish Advantage Hit Advantage Block Advantage
-14(+12) -18(+8) -22(+4)
Notes
Cancelable into Air Teleport or Yoga Comet until the final 6 active frames before landing; can come out on 8th airborne jump frame at the earliest
j.2LK
Dhalsim
dhalsim_j2lk

j.2LK

Drill Kick
SF6 Dhalsim j2k.png
SF6 Dhalsim j2k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
9 until land 6(11) land - 20 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-42(-6) - - - -
Punish Advantage Hit Advantage Block Advantage
-19(+16) -23(+12) -30(+5)
Notes
Shallow trajectory; advantage depends on connect height; 5f extra landing recovery on whiff; Dhalsim is in a crouching state during landing recovery; can come out on 8th airborne jump frame at the earliest
j.2MK
Dhalsim
dhalsim_j2mk

j.2MK

Drill Kick
SF6 Dhalsim j2k.png
SF6 Dhalsim j2k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
9 until land 6(11) land - 18 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32(-6) - - - -
Punish Advantage Hit Advantage Block Advantage
-11(+14) -15(+10) -20(+5)
Notes
Medium trajectory; advantage depends on connect height; 5f extra landing recovery on whiff; Dhalsim is in a crouching state during landing recovery; can come out on 8th airborne jump frame at the earliest
j.2HK
Dhalsim
dhalsim_j2hk

j.2HK

Drill Kick
SF6 Dhalsim j2k.png
SF6 Dhalsim j2k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
9 until land 6(11) land - 18 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35(-6) - - - -
Punish Advantage Hit Advantage Block Advantage
-13(+14) -17(+10) -22(+5)
Notes
Steep trajectory; advantage depends on connect height; 5f extra landing recovery on whiff; Dhalsim is in a crouching state during landing recovery; can come out on 8th airborne jump frame at the earliest

Target Combos

Dhalsim has no target combos.


Throws

LPLK
Dhalsim
dhalsim_lplk

LPLK

Yoga Smash
SF6 Dhalsim lplk.png
SF6 Dhalsim lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +31 KD +31 -
Notes
Allows for a corner throw loop; walk for manual timing, dash (+6) and delay throw by 1-4f, or whiff 2LK (+5) for auto-timing
4LPLK
Dhalsim
dhalsim_4lplk

4LPLK

Yoga Throw
SF6 Dhalsim 4lplk.png
SF6 Dhalsim lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +19 KD +19 -
Notes
Side switch; no meaty throw after throwing opponent into corner, but can meaty with 2MK (0 oB) or DR 4MK (+6 oB)
2LPLK
Dhalsim
dhalsim_2lplk

2LPLK

Yoga Splash
SF6 Dhalsim 2lplk.png
SF6 Dhalsim 2lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +35 KD +35 -
Notes
Throws opponent full screen; allows for a corner throw loop with manual timing (+10 after dash, or walk)

Drive Moves

HPHK
Dhalsim
dhalsim_hphk

HPHK

Yoga Rise
SF6 Dhalsim hphk.png
SF6 Dhalsim hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Dhalsim
dhalsim_6hphk

6HPHK

Yoga Illusion
SF6 Dhalsim 6hphk.png
SF6 Dhalsim 6hphk hitbox.pngSF6 Dhalsim 6hphk hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x2 recoverable 62,63 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3(6)3 26(32) 57(63) - 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 (2nd) 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
2 hits, 6f extra recovery on hit; see Drive Reversal; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster
MPMK
Dhalsim
dhalsim_mpmk

MPMK

Drive Parry
SF6 Dhalsim mpmk.png
SF6 Dhalsim mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Dhalsim
dhalsim_66

66

Drive Rush
SF6 Dhalsim 66.png
SF6 Dhalsim 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.471 (min/throw), 1.787 (min/block), 2.700 (max/final DR frame)

Special Moves

Yoga Fire

236P
Dhalsim
dhalsim_236p

236P

Yoga Fire
SF6 Dhalsim 236p.png
SF6 Dhalsim 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
15(11) - 33 48 32 28
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [3000] 2000 600 (420) 300 (150) LP 0.033 / MP 0.044 / HP 0.06
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
+2 -2 -6
Notes
1-hit projectile; can hold the button for charged 2-hit version (releasing the button early throws the regular version with 11f startup); speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range
236[P]
Dhalsim
dhalsim_236p_hold

236[P]

Yoga Fire (hold)
File:SF6 Dhalsim 236p hold.png
File:SF6 Dhalsim 236p hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 200x2 - LH SA3 11
Startup Active Recovery Total Hitstun Blockstun
45 - 32 77 - 30(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [1500x2] 1000x2 400x2 (280x2) 200x2 (100x2) LP 0.033 / MP 0.044 / HP 0.06
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +49 KD +49 -3
Notes
2-hit projectile; speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range
236PP
Dhalsim
dhalsim_236pp

236PP

Yoga Fire
SF6 Dhalsim 236pp.png
File:SF6 Dhalsim 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 - LH SA2 SA3 11
Startup Active Recovery Total Hitstun Blockstun
13 - 32 45 - 30(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [2500x2] -20000 400x2 (280x2) 200x2 (100x2) LPMP 0.033 / LPHP 0.044 / MPHP 0.06
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +49 KD +49 -3
Notes
2-hit OD projectile; speed depends on button combination (LP+MP slowest, LP+HP mid, MP+HP fastest); frame advantage increases significantly outside of close range

Yoga Arch

236K
Dhalsim
dhalsim_236k

236LK

Yoga Arch
SF6 Dhalsim 236k.png
SF6 Dhalsim 236k hitbox.pngSF6 Dhalsim 236k hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 11
Startup Active Recovery Total Hitstun Blockstun
18 [81+10] 27 45 29 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [3000] 2000 600 (420) 300 (150) LK 0.0195 / MK 0.0385 / HK 0.07
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -1
Notes
1-hit projectile thrown upward before coming down; button strength determines projectile speed and max distance (LK short, MK mid, HK far); upon hitting the floor, creates a larger stationary hitbox that lasts 10f; frame advantage refers to point blank upward hit
236KK
Dhalsim
dhalsim_236kk

236KK

Yoga Arch
SF6 Dhalsim 236kk.png
File:SF6 Dhalsim 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 20% Starter; Combo (2 hits) LH SA2 SA3 11
Startup Active Recovery Total Hitstun Blockstun
18 [190+10] 27 45 29 total 25 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] -20000 400x2 (280x2) 200x2 (100x2) LKMK 0.0195 / LKHK 0.033 / MKHK 0.05 / Bounce 0.02
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-6 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
2-hit OD projectile thrown upward before coming down; button combination determines projectile speed and max distance (LKMK short, LKHK mid, MKHK far); projectile bounces twice toward the opponent upon hitting the floor (can only change direction on the first bounce); after the final bounce, creates a larger stationary hitbox that lasts 10f; projectile dissipates if completely off-screen; frame advantage refers to point blank upward hit, and varies significantly depending on range (canceling into 236KK can create enough pushback for much better frame advantage)


Yoga Flame

63214LP
Dhalsim
dhalsim_63214lp

63214LP

Yoga Flame
SF6 Dhalsim 63214lp.png
SF6 Dhalsim 63214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 21
Startup Active Recovery Total Hitstun Blockstun
16 15 15 45 - 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 900 (630) 450 (225) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -4
Notes
1-hit stationary projectile hitbox; on Perfect Parry, opponent only has 1f recovery despite no screen freeze
63214MP
Dhalsim
dhalsim_63214mp

63214MP

Yoga Flame
File:SF6 Dhalsim 63214mp.png
SF6 Dhalsim 63214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450x2 112x2 - LH SA3 26
Startup Active Recovery Total Hitstun Blockstun
20 15 17 51 - 28 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] 1200x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-41 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -4
Notes
2-hit stationary projectile hitbox (both hits come out even if final active frame connects); on Perfect Parry, opponent only has 1f recovery despite no screen freeze
63214HP
Dhalsim
dhalsim_63214hp

63214HP

Yoga Flame
File:SF6 Dhalsim 63214hp.png
SF6 Dhalsim 63214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x3 100x3 - LH SA3 32
Startup Active Recovery Total Hitstun Blockstun
26 17 16 58 - 29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x3 [1500,2000] 900x3 350x2,400 (245x2,280) 175x2,200 (87x2,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30(-28) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +45(+47) KD +45(+47) -4(-2)
Notes
3-hit projectile hitbox (only 1-hit if final active frame connects, otherwise all 3 hits come out); hitbox range increases until reaching max range on 3rd active frame; slightly better advantage at max range; on Perfect Parry, opponent only has 1f recovery despite no screen freeze
63214PP
Dhalsim
dhalsim_63214pp

63214PP

Yoga Flame
SF6 Dhalsim 63214pp.png
SF6 Dhalsim 63214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100x2,200x3 (800) 25x2,50x2 (150) - LH SA2 SA3 27
Startup Active Recovery Total Hitstun Blockstun
18 5,5,5,5,5 24 66 - 38 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 [1000x5] -20000 200x4,300 (140x4,210) 100x4 (50x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-38 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 KD +50 -11
Notes
5-hit OD projectile hitbox that launches opponent upward into a limited juggle state; causes free juggle state if only the 5th hit connects vs. airborne opponent; 5th hit does not connect on grounded opponents (only 4 hits on block)


Yoga Blast

63214LK
Dhalsim
dhalsim_63214lk

63214LK

Yoga Blast
SF6 Dhalsim 63214lk.png
SF6 Dhalsim 63214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 13
Startup Active Recovery Total Hitstun Blockstun
12 10 23 44 - 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [6000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-44 Head - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +39 -6
Notes
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit; whiffs on crouching opponents
63214MK
Dhalsim
dhalsim_63214mk

63214MK

Yoga Blast
File:SF6 Dhalsim 63214mk.png
File:SF6 Dhalsim 63214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 - LH SA3 13
Startup Active Recovery Total Hitstun Blockstun
15 10 20 44 - 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [6000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-44 Head - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -3
Notes
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit; whiffs on crouching opponents
63214HK
Dhalsim
dhalsim_63214hk

63214HK

Yoga Blast
File:SF6 Dhalsim 63214hk.png
File:SF6 Dhalsim 63214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 - LH SA3 15
Startup Active Recovery Total Hitstun Blockstun
15 10 20 44 - 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [6000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-44 Head - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -3
Notes
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; steps forward during startup (otherwise identical to MK version); puts opponent into limited juggle state on hit; whiffs on crouching opponents
63214KK
Dhalsim
dhalsim_63214kk

63214KK

Yoga Blast
SF6 Dhalsim 63214kk.png
SF6 Dhalsim 63214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 20% Starter LH SA2 SA3 15
Startup Active Recovery Total Hitstun Blockstun
12 10 20 41 - 30
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] -20000 600x2 (420x2) 300x2 (150x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-41 Head - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 0
Notes
Strike hitbox with 2-hit OD projectile nullification; useful anti-air that can hit cross-up; steps forward during startup; puts opponent into limited juggle state on hit; both hits come out even if final active frame connects; whiffs on crouching opponents


Yoga Comet

j.63214P
Dhalsim
dhalsim_j63214p

j.63214LP

Yoga Comet
SF6 Dhalsim j63214p.png
SF6 Dhalsim j63214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH - -
Startup Active Recovery Total Hitstun Blockstun
30 [~55] 8 land - 33 35
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [3000] 2000 1000 (700) 500 (250) LP 0.03 / MP 0.045 / HP 0.055
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26~ - - - -
Punish Advantage Hit Advantage Block Advantage
0~ -4~ -2~
Notes
Button strength affects projectile speed (LP slowest, HP fastest); frame advantage refers to close range minimum height version; can come out on 2nd airborne jump frame at the earliest; disappears after 55f if no contact is made; if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground (more likely to happen with faster versions); the last 5f of landing recovery is in a crouching state; can be performed from any jump direction


j.63214PP
Dhalsim
dhalsim_j63214pp

j.63214PP

Yoga Comet
SF6 Dhalsim j63214pp.png
File:SF6 Dhalsim j63214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150x2 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
30 [~80] 3 land - 37 total 38 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [2500x2] -20000 500x2 (350x2) 250x2 (125x2) 0.04
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10~ - - - -
Punish Advantage Hit Advantage Block Advantage
+9~ +5~ +6~
Notes
Frame advantage refers to close range minimum height version; Dhalsim can perform air normals and specials mid-air after throwing projectile on frame 50 onward (cannot perform multiple Yoga Floats or Air Teleports in one jump, and cannot throw another OD Yoga Comet until the first has disappeared); can come out on 2nd airborne jump frame at the earliest; at minimum height, Dhalsim is too low to follow up with Float, j.2LP, or j.2K (but can still teleport); disappears after 80f if no contact is made; if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground; can be performed from any jump direction


Yoga Float

2KK
Dhalsim
dhalsim_2kk

2KK or 3KK

Yoga Float
SF6 Dhalsim 2kk.png
SF6 Dhalsim 2kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
36 (85) 20+3 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
23~ Projectile (Legs) - 13~Land (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can use aerial normals/specials and move left/right after 36f rising animation; 3KK versions moves Dhalsim forward before rising; Counter-hit state on frame 1 until landing; active time refers to the airborne period in which Dhalsim can move (can input air attacks during his 20f descent); crouching state on final landing frame
j.2KK
Dhalsim
dhalsim_j2kk

j.2KK

Aerial Yoga Float
File:SF6 Dhalsim j2kk.png
File:SF6 Dhalsim j2kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
15 (81) 18+3 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1~ Projectile (Legs) - Until Land (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can come out on 8th airborne jump frame at the earliest; can use aerial normals/specials and move left/right during float; Counter-hit state on frame 1 until landing; active time refers to airborne period in which Dhalsim can move (can input air attacks during his descent, which depends on float height; 18f at minimum height); crouching state on final landing frame; can only be used once per jump even after using OD Yoga Comet to regain air control

Yoga Teleport

6PPP or 6KKK
Dhalsim
dhalsim_6ppp_6kkk_4ppp_4kkk

4 or 6 + PPP/KKK

Yoga Teleport
SF6 Dhalsim 6ppp.png
SF6 Dhalsim 6ppp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
4 - 24(31) 39(46) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5-15 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
6PPP version crosses up (but cannot switch sides with fully cornered opponent); 6KKK version stays on same side next to opponent; 4PPP and 4KKK versions are identical; 7f extra recovery on backward version
j.6PPP or j.6KKK
Dhalsim
dhalsim_j6ppp_6kkk_4ppp_4kkk

4 or 6 + j.PPP/j.KKK

Aerial Yoga Teleport
SF6 Dhalsim 6ppp.png
SF6 Dhalsim 6ppp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
9 - 15(19) (3 land) - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
10-15 Full - Until Land (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Punish Counter state until landing; recovery refers to vulnerable air recovery time before Dhalsim can act (air moves can be used after 29f forward, 35f back); total recovery time depends on activation height; j.6PPP version crosses up (but cannot switch sides with fully cornered opponent); j.6KKK version stays on same side; j.4KKK version travels back slightly farther (2.5 units) than j.4PPP version (1.5 units); 4f extra air recovery on backward version

Super Arts

236236LP
Dhalsim
dhalsim_236236lp

236236LP

Yoga Inferno
SF6 Dhalsim 236236lp.png
SF6 Dhalsim 236236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
160x12 (1920) 41x12 (492) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 104 20 133 - 109 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
210x12 (2520) 420x12 (5040) - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +24 KD +24 -15
Notes
Flames are low to the ground with ~1/2 screen range
236236MP
Dhalsim
dhalsim_236236mp

236236MP

Yoga Inferno
SF6 Dhalsim 236236mp.png
SF6 Dhalsim 236236mp hitbox.pngSF6 Dhalsim 236236mp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
175x12 (2100) 41x12 (492) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 104 20 133 - 109 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
210x12 (2520) 420x12 (5040) - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +24 KD +24 -15
Notes
Shorter range than LP version (~1/3 screen), ends with upward angled flame and deals more damage
236236HP
Dhalsim
dhalsim_236236hp

236236HP

Yoga Inferno
SF6 Dhalsim 236236hp.png
SF6 Dhalsim 236236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
170x12 (2040) 41x12 (492) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 84 40 133 - 102 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
210x12 (2520) 420x12 (5040) - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -22
Notes
The flames are aimed upward making it a great anti-air, but whiffs on crouching opponents
214214K
Dhalsim
dhalsim_214214k

214214K

Yoga Sunburst
SF6 Dhalsim 214214k.png
SF6 Dhalsim 214214k hitbox.pngSF6 Dhalsim 214214k hitbox2.pngSF6 Dhalsim 214214k hitbox3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450x4,1000 (2800) 150x5 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
7 [142+20] 60 67 - 61(57) total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 2000x5 - -20000 -20000 LK 0.014 / MK 0.021 / HK 0.04
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Full Break - 1 6,6,6,6,100
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-4 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 KD +50 -4
Notes
Button strength determines trajectory; 5-hit projectile; cannot hit crouching opponents on the way up (opponent can safely pressure Dhalsim with a crouching meaty attack); automatically releases if the hitbox above Dhalsim's head connects; can hold the button to charge into a more powerful version; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release
214214{K}
Dhalsim
dhalsim_214214k_partial_hold

214214{K}

Yoga Sunburst
SF6 Dhalsim 214214k hold.png
File:SF6 Dhalsim 214214k hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x6,700 (3100) 105x6,120 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
23~70 [142+20] 58 81~128 - 75 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x7 2000x7 - -20000 -20000 LK 0.014 / MK 0.021 / HK 0.04
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Full Break - 1 6,6,6,6,100
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD KD -
Notes
Button strength determines trajectory; 7-hit projectile; cannot hit crouching opponents on the way up; larger hitbox than uncharged version; automatically releases if the hitbox above Dhalsim's head connects; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release
214214[K]
Dhalsim
dhalsim_214214k_hold

214214[K]

Yoga Sunburst
SF6 Dhalsim 214214k hold.png
File:SF6 Dhalsim 214214k hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
375x8,1000 (4000) 80x8,110 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
71~91 [142+20] 58 129~148 - 89 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x9 2000x9 - -20000 -20000 LK 0.014 / MK 0.021 / HK 0.04
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Full Break - 1 6,6,6,6,100
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD KD -
Notes
Button strength determines trajectory; 9-hit projectile; cannot hit crouching opponents on the way up; larger hitbox than partially charged version; automatically releases if the hitbox above Dhalsim's head connects; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release; Dhalsim can hold the fireball for 20f after fully charged (no benefit for doing this)
236236K
Dhalsim
dhalsim_236236k

236236K

Merciless Yoga
SF6 Dhalsim 236236k.png
SF6 Dhalsim 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
10 5 75 89 - 18*
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Full Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-78 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +19 HKD +19 -62
Notes
Cinematic time regenerates ~2 Drive bars for Dhalsim; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun)
236236K (CA)
Dhalsim
dhalsim_236236k(ca)

236236K

Merciless Yoga (CA)
SF6 Dhalsim 236236k(ca).png
File:SF6 Dhalsim 236236k(ca) hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
10 5 75 89 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Full Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-78 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +19 HKD +19 -62
Notes
Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim

Taunts

5PPPKKK
Dhalsim
dhalsim_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Dhalsim 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
190 (total) - - 190 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"What is it... already finished?"
6PPPKKK
Dhalsim
dhalsim_6pppkkk

6PPPKKK

Forward Taunt
SF6 Dhalsim 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
380 (total) - - 380 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Unleash your heart!"
4PPPKKK
Dhalsim
dhalsim_4pppkkk

4PPPKKK

Back Taunt
SF6 Dhalsim 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
430 (total) - - 430 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"I am in no hurry. Everything flows as one."



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