Ultra Street Fighter IV/Dhalsim/Omega

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Dhalsim

SSFIV-Dhalsim Face.jpg


In a nutshell


Omega Dhalsim has been given an array of new combo and mobility tools to improve his offense and defense, without sacrificing his iconic long-range playstyle. His forward dash is a whopping 11f faster, and his new Yoga Sweep lets him dash forward while maintaining a low profile to slip his way through the opponent's attacks. Several of his downback normals now have frame advantage on hit and block, allowing for easy links into 4MK. Sim even has a hint of a high/low mixup game, as his held 4LP overhead leads to combos, while his spaced MK Slide is now much easier to combo afterward. Dhalsim still struggles with meterless combo enders in many scenarios, but his new EX Yoga Bringer adds some consistency to his combo routes and allows for creativity during the followup free juggle state.

Dhalsim has two new defensive tools at the cost of meter. EX Teleport costs 1 bar and recovers in the air, allowing Sim to mix up his teleport locations; this makes it harder to reliably chase him down, and may even allow for a punish depending on how the opponent responds. Yoga Legend is a new 2-bar version of EX Yoga Blast; it is a strike and projectile invincible uppercut that transitions into a followup animation on hit. While these defensive options are a bit expensive and carry heavy risk, it is a huge improvement over his USF4 version that had very few ways to convince the opponent to ease up on their pressure.

Dhalsim was considered quite weak in USF4, largely due to the vortex and option select heavy meta that was unrewarding to neutral-focused characters. The system changes to Omega help Dhalsim quite a bit, as he is less likely to lose off one incorrect decision, and he can more reliably score close range damage. However, he still suffers from low health and stun, and his damage output pales in comparison to most Omega characters. The faster pace of Omega also works against him, as it is much harder to stop characters from dashing between his blocked normals. Dhalsim is likely still on the lower end of the tier list, more useful as a counterpick than as a main character, but a fair bit more viable than his USF4 counterpart.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Dhalsim
Detailed Frame Data with USF4 Comparisons - Dhalsim

  • General/Movement Changes:
    • Forward Dash: 11f faster (32f > 21f), shorter distance
    • Back Dash: slightly longer distance
    • Throw: slightly shorter range
    • Focus Attack: Lv. 2 version charges 1f faster


  • Normal Move Changes:
    • Several long-ranged normals had minor frame data adjustments and damage buffs
    • 4LP now has a faster non-overhead version that can anti-air deep crossups
    • Yoga Chop is now the held overhead version of 4LP, and gives good frame advantage on hit and block
    • 1LP is now a useful confirmable jab that links into Dhalsim's main combo buttons
    • 1MP is also confirmable with frame advantage, giving Dhalsim combos and frame traps from a medium starter
    • 1LK is now Dhalsim's only 3f normal, used in combos after Yoga Bringer; can only combo into EX Flame, Yoga Legend, or Super
    • 1HK is a much faster sweep at 7f, and can now be comboed into
    • 2LK/2MK/2HK Slide are all a bit safer on hit and block; MK Slide is particularly useful when spaced due to the combo buffer


  • Special Move Changes:
    • Yoga Fire (236P) - faster recovery, but meterless versions are worse on block at close range
      • MP/HP versions now reach full screen, LP version dissipates just before full screen; can no longer combo LP Fire into Lv. 2 Focus
      • EX version now moves much slower and dissipates around half screen
    • Yoga Flame (63214P) - MP/HP/EX versions are all faster; meterless ones are weaker, EX does 50 more damage
      • LP version is much safer on block, MP/HP/EX versions are all worse on block (but still generally safe)
    • Yoga Blast (63214K) - LK/MK versions have faster recovery, HK version is much faster; all do 150 more stun
    • Yoga Legend (63214KK) - new 2-bar version of EX Yoga Blast; strike/projectile invincible on startup, high damage and stun
      • After hitting, Dhalsim bounces up in the air and can act with an air normal, divekick, or teleport; he can be very unsafe if he does nothing
    • Yoga Bringer (236K) - new move, pulls the opponent in on hit with an animation similar to Focus Attack
      • Breaks armor, but unsafe on block; heavier versions are slower but reach farther
      • EX Bringer has good startup/range for combo utility, and puts opponent into free juggle state; can FADC for combos into Ultra 1 or 2
    • EX Yoga Teleport (623 or 421 + HP+HK) - 1-bar teleport that goes from the ground to the air right above the opponent
      • Toward crosses up, backward stays on same side; teleport is not minimum height, but low enough to combo if you hit a heavy air normal after teleporting
    • Yoga Sweep (2+KKK) - 33f low profile dash that can slip under fireballs and many normals and focus attacks
      • A little slow to use on reaction to most moves, but it gives Sim slippery movement that can help in neutral


  • Super/Ultra Changes:
    • Super (236236+P) - All versions are now unsafe like the old HP version
      • Only gained 10 damage and 1 more invincibility frame, making it one of the least buffed Supers in Omega
    • Ultra 2 (Air 236236+PPP) - New input, and now a strike rather than a throw, allowing it to work in free juggles or as an air-to-air


  • Moves with ending Input Buffer:
    • Yoga Chop (held 4LP), 2MK Slide, 1LP, 1MP, 1HP, Yoga Bringer (236K), Focus Attack + Forward Dash

Character Specific Data

Dhalsim

VITALS
Health: 900 Stun: 900
WALKING
Forward Walk Speed: 0.025 Back Walk Speed: 0.020
JUMPING
Jump Total Frames: 3+56+4 Jump Distance: 2.2 Forward/Back
DASHING
Forward Dash Frames: 21 Forward Dash Distance: 1.12
Back Dash Frames: 29 Back Dash Distance: 1.47
FA + Forward Dash Frames: 21 FA + Back Dash Frames: 24
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 7-14
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -6 Lv1 FA + Back Dash (Block): -9
Lv2 FA + Forward Dash (Block): 0 Lv2 FA + Back Dash (Block): -3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP Lp.png 4 4 9 -2 2 30 50 M Sp Su -
5MP Mp.png 10 3 14 -5 0 60 80 M - -
5HP Hp.png 10 6 16 -4 0 85 150 M - -
5LK Lk.png 7 4 10 -5 0 40 50 M - -
5MK Mk.png 9 3 14 -5 0 70 100 M - vs. short crouchers, whiffs outside of close range
5HK Hk.png 13 4 14 -2 4 90 160 M - vs. short/medium sized crouchers, whiffs outside of close range
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
4LP (Back) Left.gifLp.png 4 3 13 -5(-3) -1(1) 30 50 M - Unheld version; turns into Yoga Chop if held; holding LP button longer than 1f adds extra time to startup; (adv. vs short crouching or farther range opponent)
Yoga Chop
(4LP Overhead)
Left.gifLp.png (Hold) 15 4 8 2 5 60 100 H - Held version, comparable to USF4 Dhalsim's 4LP
4MP (Back) Left.gifMp.png 6 6 11 -3 0 70 100 M Sp Su -
4HP (Back) Left.gifHp.png 6 3*3 18 -3 1 80*50 150*100 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit puts airborne opponents into limited juggle state
4LK (Back) Left.gifLk.png 4 4 8 -1 2 30 50 M Sp Su -
4MK (Back) Left.gifMk.png 5 4 12 -2 1 65 100 M Sp Su -
4HK (Back) Left.gifHk.png 6 5 15 -2 2 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 9 4 11 -6 -1 25 25 L - -
2MP Down.gifMp.png 12 3 16 -7 -2 60 60 L - -
2HP Down.gifHp.png 14 3 21 -8 -2 80 100 L - -
2LK Slide Down.gifLk.png 5 4 10 -5(-2) 0(3) 40 50 L Sp Su 3-13f low profile (moves 1.0 units)
2MK Slide Down.gifMk.png 6 8 11 -7(0) -2(5) 70 100 L - 5-17f low profile (moves 1.44 units); frame buffer allows easier spaced slide combos
2HK Slide Down.gifHk.png 10 12 18 -12(-1) KD 100 200 L - 9-27f low profile (moves 2.0 units); KD Adv: +12~23
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
1LP (Down+Back) Downleft.gifLp.png 4 3 6 2 6 30 50 M Sp Su -
1MP (Down+Back) Downleft.gifMp.png 5 5 6 3 6 60 100 M Sp Su Good hitconfirm starter
1HP (Down+Back) Downleft.gifHp.png 7 5 10 3 7 85 150 M Su Good combo starter, but high pushback
1LK (Down+Back) Downleft.gifLk.png 3 6 6 -1 2 30 50 L Sp Su Dhalsim's only 3f normal; can combo from Yoga Bringer and combo into EX Yoga Flame, Yoga Legend, or Super
1MK (Down+Back) Downleft.gifMk.png 6 5 11 -2 1 60 100 L Sp Su -
1HK (Down+Back) Downleft.gifHk.png 7 3 25 -10 KD 100 200 L - KD Adv: +14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP Upright.gifLp.png 7 9 - - - 40 25 H - -
j.MP Upright.gifMp.png 8 4 - - - 70 140 H - -
j.HP Upright.gifHp.png 9 4 - - - 80 140 H - -
j.LK Upright.gifLk.png 10 5 - - - 40 25 H - -
j.MK Upright.gifMk.png 12 3 - - - 70 120 H - -
j.HK Upright.gifHk.png 10 6 - - - 90 160 H - -
j.4LP Air Left.gifLp.png 6 7 - - - 20 25 H - -
j.4MP Air Left.gifMp.png 6 8 - - - 80 50 H - -
j.4HP Air Left.gifHp.png 6 6 - - - 100 100 H - -
j.4LK Air Left.gifLk.png 6 9 - - - 40 25 H - -
j.4MK Air Left.gifMk.png 8 7 - - - 80 50 H - -
j.4HK Air Left.gifHk.png 7 6 - - - 100 150 H - -
Yoga Mummy
(Skull Dive)
Air Down.gifHp.png 13 until land 6 land -20(9) -15(14) 110 150 M - Puts airborne opponent into juggle state; has juggle potential
Yoga Spear
(Divekick)
Air Down.gifK.png 13 until land 6 land -27(4) -18(11) 70 50 M - Button strength changes trajectory (LK shallow, HK steep)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+10 3 34 -21 KD 80 150 M Dash KD Adv: +12; +27 after Forward Dash, +24 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 17+10 3 34 -15 crumple 70 150 M Dash Charges 1f faster than USF4 version
Focus Attack Lv. 3 Mp.pngMk.png 58 2 34 crumple crumple 100 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Yoga Smash
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 150 200 T - KD Adv: +33
Yoga Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 150 200 T - KD Adv: +14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Yoga Fire
(Fireball)
Qcf.pngLp.png
236+LP
14 [79] 34 -13~ -4~ 50 50 M Su Slow travel speed, dissipates before full screen
MP Yoga Fire
(Fireball)
Qcf.pngMp.png
236+MP
14 [79] 32 -11~ KD 60 100 M Su Medium travel speed, reaches full screen; KD Adv: +34~
HP Yoga Fire
(Fireball)
Qcf.pngHp.png
236+HP
14 [71] 31 -10~ KD 60 100 M Su Fast travel speed, reaches full screen; KD Adv: +35~
Ex.png Yoga Fire
(Fireball)
Qcf.png2p.png
236+PP
14 [109] 28 1~ 4~ 50x2 50x2 M FA Slow travel speed, dissipates just beyond half screen; does not have a frame buffer afterward, making it harder to link afterward
LP Yoga Flame
(Fire Breath)
Hcb.pngLp.png
63214+LP
15 18 16 -3 KD 100 100 M Su Projectile hitbox; KD Adv: +39
MP Yoga Flame
(Fire Breath)
Hcb.pngMp.png
63214+MP
16 20 15 -3 KD 110 100 M Su Projectile hitbox; KD Adv: +39
HP Yoga Flame
(Fire Breath)
Hcb.pngHp.png
63214+HP
19 22 15 -2 KD 130 100 M Su Projectile hitbox; KD Adv: +40
Ex.png Yoga Flame
(Fire Breath)
Hcb.png2p.png
63214+PP
10 16 15 0 KD 25x2*100 50x2*100 M FA Projectile hitbox; final hit is FA cancellable; puts opponent into limited juggle state (can follow up in the corner); KD Adv: +45
LK Yoga Blast
(Up Fire Breath)
Hcb.pngLk.png
63214+LK
11 20 24 - KD 150 250 M Su Airborne opponents only; projectile hitbox; KD Adv: +39~46
MK Yoga Blast
(Up Fire Breath)
Hcb.pngMk.png
63214+MK
15 20 25 - KD 160 250 M Su Airborne opponents only; projectile hitbox; KD Adv: +39~46
HK Yoga Blast
(Up Fire Breath)
Hcb.pngHk.png
63214+HK
19 20 25 - KD 180 250 M Su Airborne opponents only; projectile hitbox; first active frame does not have extended hurtbox, making it less likely to trade; KD Adv: +39~46
Ex.pngEx.png Yoga Legend Hcb.png2k.png
63214+KK
7 2*4(12)20 36 -55 KD 30*70*140 0*250 M FA* 1-12f strike/projectile invuln; costs 2 bars; very short range; can act in the air afterward (teleport, air normals, divekick) and can be unsafe if Dhalsim does nothing; first hit is a grounded strike hitbox, the rest only hits airborne; FA cancel on hit only, during Yoga Blast portion; Full Dmg Distribution: (15x2)*(20x2*30)*(20x2*100); KD Adv: -16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Yoga Bringer
(Pull-In)
Qcf.pngLk.png
236+LK
14 3 28 -13 3 50*30 - M Su* 2 hits; cancels on block only (1 hit); armor breaker, can only hit grounded opponents; combos from 4MK/1MP
MK Yoga Bringer
(Pull-In)
Qcf.pngMk.png
236+MK
17 3 25 -10 3 70*30 - M Su* 2 hits; cancels on block only (1 hit); armor breaker, can only hit grounded opponents; combos from 4HP
HK Yoga Bringer
(Pull-In)
Qcf.pngHk.png
236+HK
22 3 22 -7 3 100*30 - M Su* 2 hits; cancels on block only (1 hit); armor breaker, can only hit grounded opponents; combos from counterhit 4HP or Lv. 3 Focus Crumple
Ex.png Yoga Bringer
(Pull-In)
Qcf.png2k.png
236+KK
14 3 28 -13 KD 30*10*60 0*150 M FA* Armor breaker, can only hit grounded opponents; launches into free juggle state; 1 hit on block (FA cancellable), 3 on hit (2nd/3rd hits cancellable); 3rd hit can FADC juggle into U1/U2, 2nd hit can combo into Lv. 2 Focus; KD Adv: +39
Yoga Teleport Dp.png or Rdp.png +
3p.png / 3k.png
623 or 421 +
3P or 3K
- - 29+19 land - - - - - - 1-29f full invuln; movement occurs on frame 15; can use crouching DP shortcut; Fwd+3P switches sides, Fwd+3K moves point blank same side, Back+3K moves back slightly farther than 3P
Ex.png Yoga Teleport Dp.png or Rdp.png +
Hp.pngHk.png
623 or 421 +
HP+HK
- - 30~ - - - - - - 1-24f full invuln; costs 1 bar, useful as a reversal; teleports into the air, immediately in front/behind opponent; movement occurs on frame 15, can act after 30f; can use crouching DP shortcut; 623 input side switches, 421 input stays same side
Air Yoga Teleport Air Dp.png or Rdp.png +
3p.png / 3k.png
Air 623 or 421 +
3P or 3K
- - 30~ - - - - - - 1-24f full invuln; 3P switches sides, 3K stays same side; movement occurs on frame 15, can act after 30f; can use crouching DP shortcut
Yoga Tower Down.gif3p.png
2PPP
- - 30
(120)
- - - - - - 1-59f throw and lower body strike/projectile invuln; can be cancelled after 30f; cannot be cancelled into
Yoga Sweep Down.gif3k.png
2KKK
- - 33 - - - - - - 1-33f upper body strike/projectile invuln (low profile); cannot be cancelled into; moves like a forward dash, good for avoiding projectiles but usually too slow to punish
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Yoga Inferno
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+3 47 21 -17 KD 50x4*140 - M - 1-7f full invuln; no difference between strengths; KD Adv: +80
Yoga Catastrophe
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+12 [142] 13 44 KD 60x5 - M - 1f full invuln; better frame advantage if activated from longer range; grounded opponents put into free juggle state (airborne opponents: limited juggle state); KD Adv: +143
Yoga Shangri-La
(Ultra 2)
Air Qcf.pngQcf.png3p.png
Air 236236+PPP
0+5 6 9 land -41
(-76)
KD 75x4*150 - M - 1-10f full invuln; now has a strike hitbox with juggle potential; new input; higher connect gives worse block advantage; KD Adv: +48
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 189/250, 0 bar -- 1LP x2, 4MK xx MP Yoga Flame
  • 213/280, 0 bar -- 1MP, 4MK xx MP Yoga Flame
  • 213/280, 0 bar -- 4LP (Hold), 4MK xx MP Flame
  • 220/330, 1 bar -- 1LP x3, 4MK xx EX Flame
  • 270/305, 1 bar -- 1LP, 4MK xx LK Yoga Bringer, 1LK xx EX Yoga Flame
  • 301/355, 1 bar -- 1LP, 4HP xx MK Yoga Bringer, 1LK xx EX Yoga Flame
  • 278/420, 1 bar -- 4LP (Hold), 1MP, 4MK xx EX Yoga Flame
  • 324/335, 2 bar -- 1LP, 4MK xx LK Yoga Bringer, 1LK xx Yoga Legend


-- Character-Specific Confirms--

  • 215/290, 0 bar -- 1LP x2, 4HP xx HP Yoga Flame
    • Stand/Crouch - E. Honda, Elena, Gouken, Seth, T. Hawk, Vega, Zangief
    • Stand Only - Abel, Adon, Balrog, Blanka, Chun-Li, Cody, Dee Jay, Dhalsim, Dudley, El Fuerte, Fei Long, Gen, Guy, Hugo, Ibuki, Juri, M. Bison, Makoto, Rufus, Sagat, Yang, Yun
    • Doesn't Work - Akuma, C. Viper, Cammy, Dan, Decapre, Hakan, Ken, Oni, Poison, Rolento, Rose, Ryu, Sakura
      • Inconsistent vs. standing Balrog/Elena; can rarely work vs. standing Akuma/Oni
      • Can do 1LP x3 vs. Hugo only

  • 244/330, 0 bar -- 1MP, 4HP xx HP Yoga Flame
  • 331/405, 1 bar -- 1MP, 4HP xx MK Yoga Bringer, 1LK xx EX Yoga Flame
    • Stand/Crouch - Abel, Akuma, Dee Jay, E. Honda, Elena, Gouken, Hakan, Hugo, Juri, Makoto, Seth, T. Hawk, Vega, Zangief
    • Stand Only - Blanka, Cammy, Chun-Li, Cody, Decapre, Dhalsim, El Fuerte, Guy, Ibuki, M. Bison, Rufus, Sagat, Yang, Yun
    • Crouch Only - Adon, Fei Long, Guile, Oni, Poison
    • Doesn't Work - Balrog, C. Viper, Dan, Dudley, Evil Ryu, Gen, Ken, Rolento, Rose, Ryu, Sakura
      • Slightly inconsistent vs. standing El Fuerte/Juri
      • Can occasionally work on standing Balrog/Dudley/E.Ryu/Ryu, but not worth attempting


Punishes:

  • 185/350, 0 bar -- 1HP, 1HK
  • 300/510, 1 bar -- 1HP, 4MK xx EX Yoga Bringer, 4HK
  • 310/330, 1 bar -- 4HP xx MK Yoga Bringer, 1LK xx EX Yoga Flame
  • 442/300, 4 bar -- 1HP, 1HP xx Super
  • 642/80,   4 bar -- Ultra 1, dash + HP Yoga Flame xx Super
    • Can get 678/200 by using HK Yoga Blast instead of Flame, but this is very precise


  • 238/330, 0 bar -- 1HP, 4MK xx MP Yoga Flame
    • Doesn't work on Decapre, crouching Cammy/Fuerte, standing C.Viper/Dan/E.Ryu/Ibuki/Ken/Poison/Ryu -- use 1MP start instead
  • 475/330, 4 bar -- 1HP, 4MK xx MP Flame xx Super
    • Doesn't work on crouching Decapre/Fuerte, standing Dan/E.Ryu/Ibuki/Ken/Poison/Ryu -- use 1MP start instead

-- Ranged Punishes -- Can drop on some characters at max range

  • 215/300, 1 bar -- 4MK xx EX Yoga Flame
  • 245/410, 1 bar -- 4MK xx EX Yoga Bringer, 4HK


Counterhit Confirms:

  • 175/325, 0 bar -- CH 4LP (Hold), 1HK
  • 432/275, 4 bar -- CH 1MP, 1HP, Super
  • 465/250, 4 bar -- CH 4HK, Super


-- Character Specific CH routes --

  • 240/435, 0 bar -- CH 1MP, 1HP, 1HK
    • Stand/Crouch - Akuma, Blanka, C. Viper, Chun-Li, Decapre, E. Honda, Evil Ryu, Fei Long, Gouken, Hugo, Ken, M. Bison, Makoto, Oni, Ryu, Sakura, Zangief
    • Stand Only - Cammy, Rose, T.Hawk, Yang, Yun
    • Crouch Only - Abel, Dan, Dee Jay, Ibuki, Juri, Rufus, Vega
    • Doesn't Work - Adon, Balrog, Cody, Dhalsim, Dudley, El Fuerte, Elena, Gen, Guile, Guy, Hakan, Rolento, Sagat, Seth
  • 342/580, 1 bar -- CH 1MP, 1HP, 4MK xx EX Yoga Bringer, 4HK
    • Stand/Crouch - Abel, Akuma, Blanka, Cody, Dhalsim, E. Honda, Elena, Gouken, Guile, Guy, Hugo, Juri, M. Bison, Makoto, Oni, Sagat, T.Hawk, Vega, Zangief
    • Stand Only - Cammy, Dudley, El Fuerte, Hakan, Rufus, Yang, Yun
    • Crouch Only - Adon, C. Viper, Evil Ryu, Fei Long, Ken, Ryu, Sakura, Seth
    • Doesn't Work - Balrog, Chun-Li, Dan, Decapre, Dee Jay, Gen, Ibuki, Poison, Rolento, Rose
    • Note: EX Yoga Bringer will hit crouching Balrog/Cammy/Hakan/Poison, but drops partway through; 2nd hit connects vs. Balrog/Cammy, allowing combo into Lv. 2 Focus
  • 318/495, 1 bar -- CH 1MP, 1HP, 4MK xx EX Yoga Flame
    • Stand Only - Cammy (inconsistent), Makoto, Yun, Zangief
    • Crouch Only - Abel, Akuma, E. Honda, M. Bison, Oni
    • Doesn't Work - everyone else
    • Note: only 1 hit of EX Flame connects vs. Zangief, making it very weak


Ultra Setups:

  • EX Yoga Bringer xx FADC 3rd hit, juggle U1 or instant U2
    • If juggling U1, only EX Yoga Flame will juggle afterward (for a 4-bar combo)
    • Can also juggle 2nd hit of EX Yoga Bringer into Lv. 2 Focus, but much weaker
  • 4HP xx EX Yoga Fire xx Lv. 2 Focus, U1/U2
    • impractical, must be point blank and even then the EX Fire may not combo

Useful Info

Reversals:

  • Yoga Legend (Hcb.png2k.png / 63214KK) - 12f strike/projectile invincible, costs 2 bars and has short range; may drop out against farther ranged opponents
  • Yoga Teleport (Dp.png or Rdp.png + 3p.png/3k.png // 623 or 421 + PPP/KKK) - Fully invincible, but long recovery can be chased down
  • EX Yoga Teleport (Dp.png or Rdp.png + Hp.pngHk.png // 623 or 421 + HP+HK) - Costs 1 bar, teleports from the ground into the air, can followup with any air action
    • Easily punishable by standing normals, but may catch opponent off guard; may also cause anti-teleport Option Selects to fail
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - 7f fully invincible; all versions are now unsafe
  • Ultra 1 (Qcf.pngQcf.png3p.png / 236236+PPP) - only 1f invincible, but will trade if the opponent used a slow enough meaty strike, allowing for a followup juggle
    • Throws can beat this clean on reaction
    • Can beat some safe jump setups by hitting the opponent during their air normal hitstop + landing recovery

Anti-Airs:

  • 4MP - closer range, hits very high
  • 4HK - mid-range, decent hitbox but can be weak against floatier jumps
  • 4LP - works at crossup range; be sure to let go of LP immediately or Sim will charge his overhead
  • j.MP - great air-to-air, especially vs. characters who try to jump over Yoga Fire or U1
  • 5HK - very far range, but prone to trading/losing to strong jumpins or trajectory-altering air moves
  • Slide - whiff under opponent's jump; strength depends on how far you need to move
  • Yoga Blast (Hcb.pngK.png / 63214K) - Hits above/in front of Dhalsim, slow startup especially on heavier versions
    • HK Blast has a hitbox 1f before the hurtbox expands, making it the most consistent if you can use it fast enough
  • Yoga Legend (Hcb.png2k.png / 63214KK) - has invincibility, but short horizontal range; very inconsistent and drops out on high connect
  • Ultra 2 (Air Qcf.pngQcf.png3p.png / Air 236236+PPP) - now works as an air-to-air, great for its invincibility
  • Ultra 1 (Qcf.pngQcf.png3p.png / 236236+PPP) - almost certain to trade, but gives a powerful Super juggle afterward


Anti-Focus:

  • Yoga Bringer / Yoga Flame / Super / Ultra 2 - Armor Breakers
  • Ultra 1 - will trade with Focus, or force them to backdash, allowing you to set up a mixup
  • Yoga Sweep / Yoga Tower (2+KKK / 2+PPP) - can avoid some Focus Attacks (see Misc. section for details)


Anti-Projectile:

  • Ultra 2 - can be used as a reaction punish from over half screen
  • 3HK Slide - low profiles, can be done over half screen on reaction
    • 3MK Slide can be used to dodge projectiles, but harder to use as punish
  • Yoga Sweep (2+KKK) - low profiles on frame 1, but more recovery than slides
  • Yoga Tower (2+PPP) - floats over most projectiles
  • 5HP/2HP - can trade with most projectiles, usually in Dhalsim's favor
  • Yoga Fire/Yoga Flame - used to dissipate incoming fireballs
    • EX Yoga Fire can survive 2 hits but doesn't travel far enough to be useful in fireball wars
  • Jump + Divekick - can navigate over projectiles while avoiding anti-airs


Juggles:

  • 4LK has the highest juggle potential out of all normals, can be used for resets
  • 5MK and 4HP also have some juggle potential (e.g. HP Yoga Fire > 5MK reset, Yoga Blast > 4HP knockdown)
  • EX Yoga Bringer - gives free juggle state; juggle 4HK for damage, or 4MK xx Yoga Fire for meaty chip (may be punishable by some characters)
    • Can also juggle Yoga Legend in the corner for a 3-bar damaging combo
    • Can FADC for a juggle into U1 or U2
  • Ultra 1 - free juggle on grounded hit, limited juggle on airborne hit
  • EX Yoga Flame - can juggle into itself (in the corner or from very close range midscreen)
  • Super - has unlimited juggle potential, great combo ender when available
  • Yoga Mummy (j.2HP) - works in air juggles (after Ultra 1 or Focus + Backdash) and can followup with another juggle
  • Yoga Legend (63214KK) - has limited juggle potential (i.e. after AA Yoga Blast)


Miscellaneous:

Yoga Sweep (2KKK) to avoid Focus Attack release

  • Easy – Abel, Adon, Akuma, Balrog, C. Viper, Cammy, Cody, Dee Jay, Dudley, Evil Ryu, Juri, M. Bison, Oni, Sagat, Sakura, Seth, Vega, Zangief
  • Med – Dan, Fei Long, Ibuki, Makoto, Rose, Rufus, Yun
  • Strict – Chun-Li, El Fuerte, Gen, Gouken, Guile, Hugo, Ryu, Yang

This technique is primarily used against Level 3 Focus, as the timing is not variable; this allows Dhalsim to get a much stronger punish than if he backdashes. Using it against Level 1/2 Focus is much more risky, but can be done if you know your opponent's usual Focus timing. Yoga Tower (3PPP) can also be used to dodge some Focus Attacks, but it fails against far more characters and takes a little longer to fully raise its hurtbox.

After Forward Throw, Sim can time LK Divekick to hit advantageously midscreen; if done too early, he can whiff for a quick low attack instead. Near the corner, MK or HK Divekick may be substituted depending on the distance required.

Teleports can be done with DP shortcuts (e.g. 323 or 636)

Crouching Gouken only combo:

  • 1HP, 1MP, 1HK (1MP hits meaty mid-combo)

Crouching Abel/Akuma/E. Honda/Oni counterhit combo:

  • CH 1MP, 1HP, 4MK xx MP Flame

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Abel
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