Street Fighter Alpha 3/Dhalsim

From SuperCombo Wiki

Introduction

Once again, Dhalsim fights to protect his family and the poor. After sensing a disturbance caused by the evil energy of the Psycho Drive, Dhalsim leaves his village to investigate further, but fears that by doing so, he will further the chances of him becoming corrupted with darkness.

Pros Cons
  • Insane speed and priority on all his normals, making it very difficult to find any safe openings against him
  • Very high priority anti-airs that setup juggles
  • Strong at close, mid and long range unlike most incarnations of the character
  • Gigantic air throw range that practically looks like a bug at times
  • Drills are incredibly fast with great pushback and can make him look like a divekick character at times
  • Slides are cancellable, can low profile, and are very safe on block.
  • Can act/air block after air teleports
  • Teleport lets him bail out of bad activates
  • Difficult to keep cornered due to teleport and a large array of air mobility options
  • Strong set of custom combos give him big burst potential and a strong reversal option
  • Can easily bully opponents into the corner for hadou rave pressure
  • Air blocking nullifies a lot of the downsides of his jump
  • Has a unique yoga escape move that allows him to teleport out of juggles, including CC infinites, making him completely immune
  • Undisputed best character in the game with no bad match-ups
  • Slow, floaty jump
  • Tall/fat hurtbox makes him susceptible to jab pressure and some normally "standing-only" combos
  • Teleport has a lot of recovery
  • Can be reset out of yoga escape by players who know what they're doing, making it a better idea just to take the full VC and teleport out of any infinites that follow


Dhalsim
SFA3 Dhalsim Art.png
Character Data

The definitive version of Dhalsim.

A3simsjc.png

Moves List

NoteĀ : Dhalsims "close" normals are activated in A/V by holding back, or downback when crouching, while in X, they function like real proximity normals.

Ground Normals

  • Close Standing Jab:
Damage 6 A3simcloselp.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/9/10
Block Stun -4
Hit Stun/Counter Hit -3/+2

Close lp is an exception, as it's just neutral or back + lp in A/V. Has an insane amount of priority as an anti-air.

  • Far Standing Jab:
Damage AZ 6/X 3 A3simfarlp.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count (A/V) 3/9/10
Frame Count (X) 4/4/10
Block Stun +0
Hit Stun/Counter Hit +1/+6

Far lp is an exception, as it's forward + lp in A/V.

  • Close Standing Strong:
Damage 13 A3simclosemp.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A3/XV4
Frame Count 4/5/24
Block Stun -10
Hit Stun/Counter Hit -9/-5

In V, the second active part can also cancel.

  • Far Standing Strong:
Damage 10 A3simfarmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 10/4/15
Block Stun +0
Hit Stun/Counter Hit +1/+5
  • Close Standing Fierce:
Damage 9+8 A3simclosehp.png
Stun 4+3
Chain Cancel No/No
Special Cancel Yes/No
Super Cancel Yes/No
Meter on whiff/hit 1/A3+1/XV4+1
Frame Count 5/6/7/27
Block Stun -11
Hit Stun/Counter Hit -10/Launch
  • Far Standing Fierce:
Damage 13 A3simfarhp.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 13/2/23
Block Stun -2
Hit Stun/Counter Hit -1/Launch
  • Close Standing Short:
Damage 6 A3simcloselk.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/5/13
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • Far Standing Short:
Damage 3 A3simfarlk.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 8/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close Standing Forward:
Damage 11 A3simclosemk.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A3/XV4
Frame Count 5/3/17
Block Stun -1
Hit Stun/Counter Hit +0/+4
  • Far Standing Forward:
Damage 9 A3simfarmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 10/3/21
Block Stun -5
Hit Stun/Counter Hit -4/+0
  • Close Standing Roundhouse:
Damage 16 A3simclosehk.PNG
Stun 6
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A4/XV6
Frame Count 6/4/27
Block Stun -8
Hit Stun/Counter Hit -7/Launch
  • Far Standing Roundhouse:
Damage 14 A3simfarhk.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 12/3/22
Block Stun -2
Hit Stun/Counter Hit -1/Launch
  • Close Crouching Jab:
Damage 5 A3simclosecrlp.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/3/9
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Far Crouching Jab:
Damage 2 A3simfarcrlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 10/2/21
Block Stun -9
Hit Stun/Counter Hit -8/-3
  • Close Crouching Strong:
Damage 11 A3simclosecrmp.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A3/XV4
Frame Count 4/4/11
Block Stun +4
Hit Stun/Counter Hit +5/+9
  • Far Crouching Strong:
Damage 9 A3simfarcrmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 12/4/24
Block Stun -9
Hit Stun/Counter Hit -8/-4
  • Close Crouching Fierce:
Damage 14 A3simclosecrhp.PNG
Stun 6
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A4/XV6
Frame Count 5/4/13
Block Stun +6
Hit Stun/Counter Hit +7/Launch
  • Far Crouching Fierce:
Damage 12 A3simfarcrhp.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 14/6/27
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Close Crouching Short:
Damage 5 A3simcrlk.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/11
Block Stun -1
Hit Stun/Counter Hit +0/+5
  • Far Crouching Short:
Damage 5 A3simlkslide.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/9/9
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • Close Crouching Forward:
Damage 10 A3simcrmk.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A3/XV4
Frame Count 5/4/14
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Far Crouching Forward:
Damage 9 A3simmkslide.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 7/11/13
Block Stun -5
Hit Stun/Counter Hit -4/+0
  • Close Crouching Roundhouse:
Damage 14 A3simcrhk.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 6/4/25
Block Stun -6
Hit Stun/Counter Hit Knockdown/Launch
  • Far Crouching Roundhouse:
Damage 14 A3simhkslide.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 8/13/25
Block Stun -15
Hit Stun/Counter Hit Knockdown/Launch

Air Normals

Note: Dhalsims "close" air normals are done by holding back in A/V, in X they function like proximity normals.

  • Close Neutral Jump Jab:
Damage 7 A3simclosejlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/11
Block Stun N/A
Hit Stun/Counter Hit N/A


  • Close Diagonal Jump Jab:
Damage 6 A3simclosejlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/11
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Neutral Jump Jab:
Damage 4 A3simfarjlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 7/2/20
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Diagonal Jump Jab:
Damage 4 A3simfarjlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 7/4/20
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Neutral Jump Strong:
Damage 12 A3simclosejmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 4/8/13
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Diagonal Jump Strong:
Damage 11 A3simclosejmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 4/8/13
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Neutral/Diagonal Jump Strong:
Damage 8 A3simfarjmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 8/2/22
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Neutral/Diagonal Jump Fierce:
Damage 16 A3simclosejhp.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A4/XV6
Frame Count 4/6/10
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Neutral/Diagonal Jump Fierce:
Damage 12 A3simfarjhp.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A4/XV6
Frame Count 8/4/19
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Neutral/Diagonal Jump Short:
Damage 6 A3simclosejlk.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 4/10/12
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Neutral/Diagonal Jump Short:
Damage 3 A3simfarjlk.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 8/4/21
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Neutral Jump Forward:
Damage 10 A3simclosejmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 7/6/12
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Diagonal Jump Forward:
Damage 10 A3simclosejmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 5/8/12
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Neutral/Diagonal Jump Forward:
Damage 8 A3simfarjmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 11/3/21
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Close Neutral/Diagonal Jump Roundhouse:
Damage 15 A3simclosejhk.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A4/XV6
Frame Count 8/6/14
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Far Neutral/Diagonal Jump Roundhouse:
Damage 13 A3simfarjhk.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A4/XV6
Frame Count 12/4/26
Block Stun N/A
Hit Stun/Counter Hit N/A

Command Normals

  • Yoga Mummy/Drill Head: d+HP (Air Only)
Damage 10 A3simdrillhead.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/A3/XV4
Frame Count 7/Until Grounded/9
Block Stun N/A
Hit Stun/Counter Hit N/A

Dhalsim spins across the screen head-first. Unlike the Yoga Spear, there in no way to choose the angle of the attack.

  • Yoga Spear/Drill Zutsuki: d+K (Air Only)
Damage 10 A3simkdrills.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit (Neutral Jump) 2/A3/XV4
Meter on whiff/hit (Diagonal Jump) 1/A3/XV4
Frame Count 7/Until Grounded/9
Block Stun N/A
Hit Stun/Counter Hit N/A

Dhalsim spins to the ground feet-first. Using LK will dive almost straight across the screen, MK will dive at a slight angle, and HK will dive almost straight down.


Yoga Escape: (when knocked down) B,DB,D+Kick [A/V Only]

-Dhalsim will teleport before hitting the ground and re-appear standing on
 the ground.
  • Yoga Shock: b+lP (A-ism Only)
Damage 12 A3simoverhead.PNG
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/3
Frame Count 45/5/20
Block Stun -2
Hit Stun/Counter Hit -1/?

Done By holding down the LP button when doing back+lp in A-ism. When fully charged for about a second, this move hits harder, and becomes an overhead.

Special Moves

Yoga Fire: QCF+Punch [X Z V]

-Dhalsim exhales a tiny fireball across the screen. In Z-Ism and V-Ism, the
 fireball will dissipiate as it travels, and the stronger the Punch button
 used, the faster the fireball will go but the sooner it will dissipiate. In
 X-Ism, the fireball will not dissipiate.

Yoga Flame: HCB+Punch [Z V]

-Dhalsim exhales a large fire in front of him. The stronger the Punch button
 used, the longer Dhalsim keeps the fire in front of him. Note that the Z-Ism
 and V-Ism Yoga Flame has a different control motion than in X-Ism.

Yoga Flame: HCF+Punch [X]

-Dhalsim exhales a large fire in front of him. The stronger the Punch button
 used, the longer Dhalsim keeps the fire in front of him. Note that the X-Ism
 Yoga Flame has a different control motion than in Z-Ism and V-Ism

Yoga Blast: HCB+Kick [Z V]

-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button
 used, the longer Dhalsim keeps the fire in the air. Note that the Z-Ism and
 V-Ism Yoga Blast has a different control motion than in X-Ism.

Yoga Blast: HCF+Kick [X]

-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button
 used, the longer Dhalsim keeps the fire in the air. Note that the X-Ism
 Yoga Blast has a different control motion than in Z-Ism and V-Ism.

Yoga Teleport: F,D,DF or B,D,DB + (PPP or KKK) (air) [X Z V]

-Dhalsim will teleport either forward or backward, depending if (F,D,DF) or
 (B,D,DB) is used. Using (LK+HP) will teleport Dhalsim halfway across the
 screen, while (LP+HK) travels all the way across. Dhalsim cannot be attacked
 while he is teleporting. In Z-Ism and V-Ism, Dhalsim can Teleport while in
 the air, but not in X-Ism

Super Combos

Yoga Tempest: HCF,HCF+Punch [X]

-A more powerful version of the Yoga Flame, Dhalsim exhales a large
 multi-hitting fire in front of him
    X-Ism: 5 Hits

Yoga Inferno: QCF,QCF+Punch [Z]

-A more powerful version of the Yoga Flame, Dhalsim exhales a twisting spray
 of fire in front of him
    Level 1: 3 Hits      Level 2: 8 Hits       Level 3: 13 Hits

Yoga Strike: QCF,D,DF+Kick [Z]

-Dhalsim leaps up and flips in the air. If he touches his opponent while in
 the air, he will grab them and slam them into he ground with his legs. This
 will only attack opponents in the air and will do nothing to them on the
 ground.
    Level 1: 1 Hit       Level 2: 2 Hits       Level 3: 3 Hits

Yoga Stream: QCB,QCB+Punch [Z]

-Dhalsim exhales a spray of fire along the ground. This attack must be
 blocked low
    Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

The Basics

Which Ism?

Anyone

A-Ism

Still top tier due to yoga escape nullifying a lot of V-ISM threats and his anti-air super making it super risky to get counter-hit by any of his anti-airs.

V-Ism

Easily his best ISM, as it gives him access to scary customs that make it risky to use sustained pressure against him. Hadou rave is easy damage against characters who lack meter to counter-activate and can be used to force alpha counters.

X-Ism

One of the best supers in the game, but loses access to air block and controllable normals.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Misc

If you taunt while airborne, Dhalsim will slowly float towards the ground while in his teleport stance. This is usually very unsafe and useless, in some rare cases however you can use it to avoid attacks when coming down from a jump/air tech.

Match-ups

Notable Players

Japan

AL (X-Dhalsim)

Darumo (A-Dhalsim)

Doronbo (A-Dhalsim)

En (X-Dhalsim)

Enmachi (V-Dhalsim)

Gorin (A-Dhalsim)

Hiro (X-Dhalsim)

Masumi (A-Dhalsim)

MC (A-Dhalsim)

Mukai (A/V-Dhalsim)

Muse (V-Dhalsim)

Nike (V-Dhalsim)

Nishikawaguchi Dhalsim (A-Dhalsim)

Nitto (V-Dhalsim)

P40 (V-Dhalsim)

RF (A-Dhalsim)

Ryuji (V-Dhalsim)

S (V-Dhalsim)

Shindy (V-Dhalsim)

Shiba (A-Dhalsim)

Shiva Dhalsim (A-Dhalsim)

Supu Shin (A-Dhalsim)

Tadakichi (A-Dhalsim)

Takamari Maximum (V-Dhalsim)

Takedaru (A/V/X-Dhalsim)

Taro (V-Dhalsim)

Teruchika (A-Dhalsim)

Tokido (A-Dhalsim)

Tosa (V-Dhalsim)

VER (V-Dhalsim)

Versus (V-Dhalsim)

WC Dhalsim (A-Dhalsim)

YMD Tosa (V-Dhalsim)

Zabon (A-Dhalsim)

North America

Arturo Sanchez / Sabin (A-Dhalsim)

a-v-karin (A/V-Dhalsim)

Carvd / tomass (V-Dhalsim)

Jason Cole / Afrocole (A-Dhalsim)

Kyokuji (V-Dhalsim)

OCxRiDaH (V-Dhalsim)

Ryu1999 (A-Dhalsim)

SabreAZ (V-Dhalsim)

Europe

IMX (A-Dhalsim)

Thompsoni (V-Dhalsim)

Latin America

Fox and Capcom (V-Dhalsim)

Ganfleim! (V-Dhalsim)

Discussion

Game Navigation

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Adon
Akuma
Balrog
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Blanka
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