Street Fighter X Tekken/Dhalsim

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Dhalsim

Sfxt dhalsim face.jpg

Ideal Team Position: Point


Dhalsim is a very mature and disciplined man. He is a pacifist but for some reason is one of the most recognizable Street Fighter characters. In this game, Dhalsim is partnered with Sagat.


I think we all know how Dhalsim plays by now, but I'll go over it anyways. Dhalsim is a keepway/zoning character. He has extremely long range normals, good special moves make to keep them out, and pretty much everything you'd want in a keepaway character. However, Dhalsim is lacking in literally every other aspect. His health is awful, his jumps are extremely floaty, he has terrible dashes and slow walkspeed, he doesn't do much damage, and doesn't have very much combo potential. Dhalsim relies on partners to cover his many weaknesses. However, what he does, he does well and can be a very valuable teammate since his keepaway is so good.


Strengths Weaknesses
  • Some of the best zoning potential in the game.
  • Safe tag option from a very long range instant overhead.
  • Full screen mixups by making your opponent block fireball and teleporting on either side of them while they do so.
  • Multiple anti-fireball zoning tools to complement his own zoning.
  • Solid anti-air options.
  • Dive kicks can be used to throw off opponent anti-air timing, and if spaced properly, can convert into combos.
  • Very low damage output and combo potential.
  • Slow walk speed, dashes, and jumps.
  • Low health at 900.
  • No reliable reversal options to stop pressure outside of universal mechanics.
  • Despite having the overall longest range normals in the game, his boost combo-able heavy attacks have short range, forcing him to forgo them at max range, limiting his damage even further.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png on 1st hit
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
crossup
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Yoga Spear
air D.png + K.png
Yoga Mummy
air D.png + Hp.png
Knockdown.png vs airborne
Yoga Tower
D.png + 3p.png
Razor Chop
F.png + Lp.png
High.png
Zoom Straight
F.png + Mp.png
Double Zoom Straight
F.png + Hp.png
Zoom Low Kick
F.png + Lk.png
Zoom High Kick (M)
F.png + Mk.png
Zoom High Kick (H)
F.png + Hk.png
Zoom Punch (L)
Df.png + Lp.png
Low.png
Zoom Punch (M)
Df.png + Mp.png
Low.png
Double Zoom Punch
Df.png + Hp.png
Low.png
Sliding
Df.png + Lk.png
Low.png
Speccancel.png
Yoga Sliding
Df.png + Mk.png
Low.png
Long Sliding
Df.png + Hk.png
Low.png
Hardknockdown.png
Jump Zoom Under Punch
air F.png + Lp.png
High.png
Jump Zoom Side Punch
air F.png + Mp.png
High.png
Jump Double Zoom Punch
air F.png + Hp.png
High.png
Jump Zoom Forward Kick (L)
air F.png + Lk.png
High.png
Jump Zoom Forward Kick (M)
air F.png + Mk.png
High.png
Jump Zoom High Kick
air F.png + Hk.png
High.png

Throws

Name
Command
Notes
Yoga Smash
F.png or N.png + Lp.png + Lk.png
Throw.png
Yoga Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Yoga Fire
Qcf.png + P.png
Ex.png
Knockdown.png vs airborne
Yoga Teleport
Dp.png or Rdp.png +
3p.png or 3k.png
Aerial Yoga Teleport
air Dp.png or Rdp.png + 3p.png or 3k.png
Yoga Flame
Hcb.png + P.png
Ex.png Chrg.png
Knockdown.png
Yoga Blast
Hcb.png + K.png
Ex.png Chrg.png
Knockdown.png

Super Combo

Name
Command
Notes
Yoga Inferno
Hcb.png + 3p.png
Yoga Volcano
Hcb.png + 3k.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Standing LP **LC H 30 4 4 10 +3 -1 SM,EX,SA,CA 1 1 1 -
Standing MP H 60 6 6 14 +3 -3 SM,EX,SA,CA 2 1 1 Forces standing
Standing HP H 50,40 7 3,3 21 +2 -4 1st hit SM,EX,SA,CA 3,3 1,1 1 -
Standing LK H 30 4 4 9 +4 0 SM,EX,SA,CA 1 1 1 -
Standing MK H 60 5 4 16 +1 -3 SM,EX,SA,CA 2 1 1 -
Standing HK H 90 6 5 16 +5 -1 - 3 1 1 Forces standing, Knockdown on airborne opponent
f+MP H 60 10 3 19 -1 -5 - 2 1 1 -
f+HP H 80 10 6 19 0 -5 - 3 1 1 -
f+LK H 30 7 4 13 0 -4 - 1 1 1 -
f+MK **LC H 60 9 3 18 0 -4 - 2 1 1 -
f+HK H 90 13 4 16 +5 0 - 3 1 1 -
Crouch LP H 30 4 3 9 +3 +1 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 5 5 8 +8 +4 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90 7 6 15 +4 -1 SM,EX,SA,CA 3 1 1 -
Crouch LK H 30 5 6 8 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK H 60 6 6 13 +2 -2 SM,EX,SA,CA 2 1 1 -
Crouch HK H 90 12 3 24 hard knockdown -7 - 3 1 - -
df+LP L 30 9 4 11 +2 -2 - 1 1 1 -
df+MP **LC L 60 12 5 18 -2 -6 - 2 1 1 -
df+HP **LC L 80 14 3 23 -1 -6 - 3 1 1 -
df+LK L 30 3 8 12 -3 -7 SM,EX,SA,CA 1 1 1 -
df+MK L 60 6 11 14 -4 -8 - 2 1 1 -
df+HK **LC L 90 10 12 26 hard knockdown -18 - 3 1 - -
Jump LP M 40 6 7 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 6 8 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 6 6 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 6 9 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 8 7 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
f+LP (air) M 40 7 11 until ground+4 +12 +4 - 1 1 1 -
f+MP (air) M 70 8 4 until ground+4 +16 +5 - 2 1 1 -
f+HP (air) M 80 8 4 until ground+4 +19 +5 - 3 1 1 -
f+LK (air) M 40 10 6 until ground+4 +12 +4 - 1 1 1 -
f+MK (air) M 70 12 3 until ground+4 +16 +5 - 2 1 1 -
f+HK (air) M 100 10 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK while blocking H 60,60 7 3 18 hard knockdown -1 - - - - Invulnerability frames 1-7, Resembles Standing HK into Yoga Blast
Yoga Smash LP+LK throw 120 5 2 20 hard knockdown - - - - - -
Yoga Throw b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Yoga Spear d+K (air) H 70 12 until ground 6 +12 +4 - 1(LK)/2(MK)/3(HK) 1 1 Button strength determines angle
Yoga Mummy d+HP (air) H 90 13 until ground 6 +18 +5 - 3 1 1 Knockdown on airborne opponent
Yoga Tower d+PPP - - - - 122 - - 32f+: Everything - - - Lower and middle body invulnerability frames 1-60
Razor Chop f+LP M 30 14 5 11 +3 -3 - 1 1 1 Hits crouching opponent on frame 16
Yoga Fire LP qcf+LP H 50 15 - 35 -5 -10 - 3 3 0 Projectile active for 91 frames, Knockdown on airborne opponent
Yoga Fire MP qcf+MP H 50 15 - 35 knockdown -10 - 3 3 0 Projectile active for 55 frames
Yoga Fire HP qcf+HP H 50 15 - 35 knockdown -10 - 3 3 0 Projectile active for 41 frames
Yoga Fire EX qcf+PP H 40x2 15 - 29 +7 +2 - 3,3 0,3 0 Knockdown on airborne opponent
Yoga Teleport **LC f,d,df or b,d,db + PPP\KKK - - - - 49 - - - - - - Invulnerability frames 1-29, Crushes crouching attacks frames 30-33
Yoga Teleport (air) f,d,df or b,d,db + PPP\KKK - - - - 30 - - - - - - Invulnerability frames 1-25
Yoga Flame LP hcb+LP H 80 16 23 22 knockdown -5 - 3 3 0 Chargeable: 51F for EX Version and 100F for Yoga Inferno, Hit counts as projectile
Yoga Flame MP hcb+MP H 90 19 27 15 knockdown -2 - 3 3 0 "Chargeable: 51F for EX Version and 100F for Yoga Inferno, Hit counts as projectile
"
Yoga Flame HP hcb+HP H 100 22 32 12 knockdown +1 - 3 3 0 Chargeable: 51F for EX Version and 100F for Yoga Inferno, Hit counts as projectile
Yoga Flame EX hcb+PP H 80x2 13 32 11 knockdown +5 - 4,4 4,4 0 Chargeable: 51F for Yoga Inferno, Projectile invulnerability frames 1-12, Hit counts as projectile
Yoga Blast LK **LC hcb+LK H 130 13 20 45 hard knockdown -24 - 3 3 0 "Chargeable: 51F for EX Version and 100F for Yoga Volcano, Hit counts as projectile
"
Yoga Blast MK **LC hcb+MK H 150 17 20 37 hard knockdown -17 - 3 3 0 Chargeable: 51F for EX Version and 100F for Yoga Volcano, Hit counts as projectile
Yoga Blast HK **LC hcb+HK H 180 32 20 23 hard knockdown -3 - 3 3 0 Chargeable: 51F for EX Version and 100F for Yoga Volcano, Hit counts as projectile
Yoga Blast EX **LC hcb+KK H 70x2 5 16 31 hard knockdown -5 - 4,4 1,1 4,0 Chargeable: 51F for Yoga Volcano, Invulnerability frames 2-4, Hit counts as projectile
Yoga Inferno **LC hcb+PPP H 50x5 6 40 23 hard knockdown -3 - 3,3,3,3,3 0,0,0,0,3 - 78 frames cinematic freeze before attack begins, Invulnerability frames 1-3, Hits count as projectile
Yoga Volcano **LC hcb+KKK H 56x5 7 40 20 hard knockdown +1 - 3,3,3,3,3 0,0,0,0,3 - 67 frames cinematic freeze before attack begins, Invulnerability frames 1-8, Hits count as projectile
Cross Art **LC qcf+MP+MK H 150+ 9 2 50 switch -30 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Standing MP H 42 6 6 21 -4 -10 EX,SA,CA Forces standing
Standing HP **LC H 35,28 7 3,3 32 -9 -15 1st hit EX,SA,CA -
Standing MK **LC H 42 5 4 24 -7 -11 EX,SA,CA -
Standing HK **LC H 63 6 5 30 -9 -15 - Forces standing, Knockdown on airborne opponent
Crouch MP **LC H 42 5 5 22 -6 -10 EX,SA,CA -
Crouch HP **LC H 63 7 6 30 -11 -16 EX,SA,CA -
Crouch MK **LC H 42 6 6 21 -6 -10 EX,SA,CA -
Crouch HK H 63 12 3 29 hard knockdown -12 - -

Move Analysis

Normal Moves

Dhalsim's most notable normal moves are the following:

  • st.MP - Best anti-air option, hits far above himself and can lead to combos on counterhit.
  • st.MK - Furthest reaching non-command normal, generally you will cancel this straight into launcher on hit as his other heavy normals do not have the range to combo at max range.
  • st.LP - Fairly long range for a 4 frame normal, can be used to interrupt some pressure and can start a boost combo.
  • st.HK - Sometimes works as an anti-air, and leads to combos without needing a counterhit.
  • cr.MP - Main hit confirm and frame trap tool as it leaves dhalsim with a large amount of frame advantage on hit or block.
  • cr.HP - Has enough hitstun to combo into Yoga Flame which allows you to convert into Dhalsim's most damaging combos in the corner.
  • cr.HK - Sweep for when you need a hard knockdown.
  • j.HP - Fast to come out and has a lot of frame advantage on hit or block, making it a great normal to press after instant air teleports.


Unique Attacks

Dhalsim's most notable unique attacks are the following:

  • f+MP - Dhalsim's most well rounded long range poke with a good balance of speed, damage, and range.
  • f+HP - This move considerably lowers Dhalsim's hurtbox, making it great for punishing fireballs as he will duck under them while attacking at the same time from very far away.
  • f+LK - While it has the shortest range of his zoom attacks, it is the fastest at 7 frames, making it another good tool to quickly interrupt an advancing opponent.
  • f+HK - Kicks at an upward angle, which will miss even standing opponents unless you are at about mid range, but is great for catching opponents right when they jump, and can even lead to long range combos if it lands as a counterhit.
  • df+LP - Not much damage, but this is a fairly fast, long range low attack, to catch opponents that forget to crouch block.
  • df+LK - This is Dhalsim's fastest move at 3 frames, and is cancelable into special moves. It is fast enough to combo from his overhead without needing a counterhit.
  • df+HK - Long range sweep to get a hard knockdown, is also good as a combo ender.
  • f+j.MP - Dhalsim punches straight forward while in the air, very similar to his grounded f+MP. This can be a good air to air option for opponents that jump at you while you're already in the air.
  • f+j.HP - One of Dhalsim's best mixup options as it is an unreactable overhead that reaches very far, you can also tag cancel it to tag out safely or to convert into combos on hit.
  • d+j.K - Yoga Spear. This move is a dive kick with adjustable attack angles. The LK version goes much further horizontally, making it a good way to do things such as fly over projectiles, or potentially escape the corner. The MK version dives at a 45 degree angle, making it great for targeting the opponent's feet where you have the most hit advantage to combo from. The HK version travels almost straight down, making it very useful for baiting slow recovering anti-airs like a DP.
  • d+j.HP - Yoga Mummy. Similar to Yoga Spear, however the attack angle cannot be adjusted. This move also deals more damage and travels slower while in the air, which can be used to make the opponent mistime their anti-airs. Can convert into combos if you hit the opponent anywhere below the head.
  • f+LP - Razor Chop. This move is a very quick overhead that, while being a tough 1 frame link, does give enough frame advantage on hit to convert into a combo.
  • d+PPP - Yoga Tower. Has lower and mid body invulnerability, allowing you to avoid certain moves. Can be cancelled into anything after 32 frames. This move is especially nice for avoiding most projectiles as the projectile will pass through Dhalsim instead of getting destroyed, which can mess up their timing and give Dhalsim another advantage in a fireball war.


Normal Throws

Yoga Smash - Neutral / Forward throw, leaves the opponent directly in front of you, allowing numerous oki options or enough time to teleport away to reset neutral.

Yoga Throw - Back throw, tosses the opponent backwards, leaving them a full screens length away. Great way to get a lot of space away from your opponent to resume your zoning game, or gives you some time to set up the fullscreen fireball into teleport mixup game.


Special Moves

Yoga Fire -

  • LP:
  • MP:
  • HP:
  • EX:

Yoga Teleport -

  • PPP:
  • KKK:
  • Backward:

Yoga Flame -

  • LP:
  • MP:
  • HP:
  • EX:

Yoga Blast -

  • LK:
  • MK:
  • HK:
  • EX:


Super Combos

Yoga Inferno - One of the lowest damage supers at 250, and the invulnerability does not cover the startup so it loses to many situations when trying to use it as a reversal, making this one of the worst supers in the game. This is still a decent option to end combos with though if you would rather not tag into your partner.

Yoga Volcano - This is an anti-air version of Yoga Inferno, while it does not hit most characters on the ground, it is better in about every other way thanks to it dealing more damage, and having invulnerability that covers the startup making this a solid anti air option or combo ender.

Cross Art - Despite the animation swinging Dhalsim's arms far up in the air, the vertical hitbox on this move is actually not that great, and it also does not have very much horizontal range either. The invulnerability on this move does cover startup though, allowing the attack to be used as a reversal, an anti-air, or also as a combo ender.

The Basics

Excerpt From SFxT Dossier: https://drive.google.com/file/d/1aShrPvnqta3JKFZFMkdB65fmR4v7nLmt/view

"Known for his atypically long limbs that are used to pester opponents from a distance, Dhalsim has been given the added benefit of combo potential thanks to the Cross Rush system giving him access to chains that allow him to easily confirm into a full combo. Whereas his close range normals were originally only accessible via holding back during hit buttons, they are instead tied to normal inputs while the “zoom” variants of those normals are reserved for F or DF. His teleport is still a very strong tool that allows him quick escapes from any situation that could lead to a crack in his defense, and his teleport can be Tiger Knee’d to lead to an instant overhead guessing game from the front or the back. Even if the opponents block, he can still cancel into a Yoga Fire that put the situation back in neutral, at which point Dhalsim can begin his next point of attack. However, he relies heavily on the Cross Rush system as his solo combo potential is quite limited. Dhalsim is best used in the front as his zoning can set the tone for the rest of the match and put pressure on the opponent to mount an offense significant enough to make up for how much time was lost trying to get in on him. In the meantime, Dhalsim should be able to create an opening where his partner can finish things off in ways that he cannot."

Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.MP, st.MK ~ cr.HP xx HP+HK (205)
  • cr.MP, st.MK ~ cr.HK (170)
  • cr.MP, cr.HP xx hcb+HP, st.LK, cr.MP, df+HK (332, Corner)
  • cr.HP xx hcb+HP, cr.MP, cr.MP, cr.HP xx hcb+MK (409, Corner)
  • f+LP, df+LK xx qcf+P (100, Overhead)

Meter Combos

  • f+LP, df+LK xx qcf+PP, st.MK ~ HP+HK (196, Overhead, 1 bar)
  • cr.MP, cr.HP xx qcb+PPP (358, 2 bar)
  • cr.MP, cr.HP xx qcb+HP, cr.MP, cr.MP, cr.HP xx qcb+KKK (503, Corner, 2 bar)
  • cr.MP, cr.HP xx qcf+MP+MK (274+, 3 bar)

Juggle Combos

  • cr.MP, cr.MP, df+HK
  • cr.MP, st.MK xx hcb+HP
  • cr.MP, df+LK, cr.HP xx hcb+LK
  • cr.MP, cr.MP, cr.HP xx hcb+LK
  • st.LP, HP+HK

Anti-Air / Air-to-Air Combos

  • st.HK, df+HK (180)
  • CH st.MP, df+LK, cr.HP xx qcb+LP (268)
  • hcb+HP, f+HP (260, Yoga Blast has to hit very late for this to work)
  • CH f+HK, f.HP (192)


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