Dhalsim

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
14
300
High
Special, Super
--
--
+4
-1
3
8
Hitbox Image
Standing Medium Punch
14
35
700
High
--
--
--
-2
-5
3
19
Hitbox Image
Standing Heavy Punch
16
46
1000
High
--
--
--
-6...
-10...
7
22
Hitbox Image
Standing Light Kick
9
23
300
High
Special, Super
--
--
+2
-6
4
11
Hitbox Image
Standing Medium Kick
12
32
600
High
--
--
--
-2
-6
3
18
Hitbox Image
Standing Heavy Kick
17
39
800
High
Special, Super
Limited Juggle State on anti-air hit.
--
+1
-6
3
20
Hitbox Image
Crouching Light Punch
5
15
300
High
Chain, Special, Super
--
--
+4
-1
3
9
Hitbox Image
Crouching Medium Punch
12
30
600
High
Special, Super
--
--
0
-4
3
16
Hitbox Image
Crouching Heavy Punch
19
46
800
Low
--
--
--
-1
-12
4
24
Hitbox Image
Crouching Light Kick
4
26
200
Low
--
--
--
-5...+1
-10...-4
7
16
Hitbox Image
Crouching Medium Kick
10
36
500
Low
--
--
--
-3...+9
-10...+2
13
14
Hitbox Image
Crouching Heavy Kick
12
47
900
Low
--
--
--
Knockdown +22...+37
-16...-1
16
20

Unique Attacks

Hitbox Image
Back + Medium Punch (Yoga Uppercut)
8
29
700
High
Special, Super
Forces stand.
--
+2
-3
6
16
Hitbox Image
Back + Heavy Punch (Yoga Lance)
14
49
900
High
Special, Super
Knockdown with Limited Juggle Potential on anti-air counter-hit. 20% damage scaling to followup combo hits.
--
-9
-16
7
29
Hitbox Image
Down-Back + Heavy Punch (Nirvana Punch)
10
33
800
High
Special, Super
--
--
+3
-3
4
20
Hitbox Image
Down-Back + Light Kick (Agile Kick)
5
17
200
Low
Chain
--
--
+1
-5
3
10
Hitbox Image
Back + Medium Kick (Divine Kick)
7
27
600
High
Special, Super
--
--
+3
0
4
17
Hitbox Image
Down-Back + Medium Kick (Thrust Kick)
8
30
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
-3
-7
3
20
Hitbox Image
Back + Heavy Kick (Yoga Mountain)
14
39
1000
High
--
Knockdown with Limited Juggle Potential on anti-air counter-hit.
--
0
-9
6
20
Hitbox Image
Down-Back + Heavy Kick (Karma Kick)
9
33
900
Low
--
--
--
Knockdown +33
-7
3
22

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+9...
+1...
4
3 Landing
Hitbox Image
Jump Medium Punch
9
--
700
Overhead
Special
--
--
+10...
+4...
6
3 Landing
Hitbox Image
Jump Heavy Punch
13
--
800
Overhead
--
Knockdown on aerial hit.
--
-6...+19
-9...+15
4
3 Landing
Hitbox Image
Jump Light Kick
6
--
300
Overhead
--
Crosses up.
--
-4...+8
-7...+5
4
3 Landing
Hitbox Image
Jump Medium Kick
11
--
500
Overhead
--
--
--
-5...+13
-9...+9
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+10...+15
+6...+11
10
3 Landing
Hitbox Image
Jump, Down + Light Punch (Yoga Mummy)
10
--
500
High
Special
Can be done off of a back, neutral, or forward jump. Active until landing. Lower/farther angle increases advantage on hit/block.
--
-16...+8
-20...+4
**
9 Landing
Hitbox Image Hitbox Image Hitbox Image
Jump, Down + K (Drill Kick)
9
--
500
High
--
Can be done off of a back, neutral, or forward jump. Active until landing. Lower/farther angle increases advantage on hit/block. Kick strength changes trajectory: Light Kick is the farthest while Heavy Kick is the shortest. 20% damage scaling to followup combo hits. Less landing recovery on hit/block than on whiff.
--
-20...+10
-27...+5
**
11 Landing (6 Landing)

Special Moves

Yoga Fire
15 (45)
Down, Down-Forward, Forward + P
48 (77)
600 (400, 400)
High
Strength of the Punch only changes the Yoga Fire's travel speed, does not change advantage or damage. Hold data in parenthesis.
--
-2... (Knockdown +49...)
-2... (-3...)
**
33 (33)
Yoga Fire (Overdrive)
13
Down, Down-Forward, Forward + PP
45
500, 500
High
--
--
Knockdown +49...
-3...
**
33
Yoga Arch
18
Down, Down-Forward, Forward + K
45
600
High
Strength of the Kick changes the trajectory, does not change advantage or damage. Except for at point blank, Dhalsim recovers before the lobbed projectile can hit a grounded opponent, so the advantage is +29 from hitstun (+27 blockstun), assuming you count from the falling projectile hitting someone post-recovery.
--
+1 ("+29")
-1 ("+27")
**
27
Yoga Arch (Overdrive)
18
Down, Down-Forward, Forward + KK
45
500, 500
High
LK+MK/MK+HK/LK+HK changes the trajectory, does not change advantage or damage. Except for at point blank, Dhalsim recovers before the lobbed projectile can hit a grounded opponent, so the advantage from any bouncing hit is +29 from hitstun (+25 blockstun), assuming you count from the falling projectile hitting someone post-recovery. The final ground explosion is +22 hitstun (+18 blockstun). Followup bouncing attack tracks opponent after the first bounce only.
--
+1 ("+29") ("+22")
-3 ("+25") ("+18")
**
27
Yoga Flame (Light Punch)
16
Forward, Down-Forward, Down, Down-Back, Back + Light Punch
45
800
High
--
--
Knockdown +33
-4
15
15
Yoga Flame (Medium Punch)
20
Forward, Down-Forward, Down, Down-Back, Back + Medium Punch
51
450, 450
High
--
--
Knockdown +33
-4
15
17 (30)
Yoga Flame (Heavy Punch)
26
Forward, Down-Forward, Down, Down-Back, Back + Heavy Punch
58
400, 400, 400
High
--
--
Knockdown +45
-4
17
16 (30)
Yoga Flame (Overdrive)
18
Forward, Down-Forward, Down, Down-Back, Back + PP
66
100, 100, 200, 200, 200
High
Juggle State on hit.
--
Knockdown +50
-11
25
24
Yoga Blast (Light Kick)
12
Forward, Down-Forward, Down, Down-Back, Back + Light Kick
44
1000
High
--
--
Knockdown +39
-6
10
23
Yoga Blast (Medium Kick)
15
Forward, Down-Forward, Down, Down-Back, Back + Medium Kick
44
1200
High
--
--
Knockdown +42
-3
10
20
Yoga Blast (Heavy Kick)
15
Forward, Down-Forward, Down, Down-Back, Back + Heavy Kick
44
1200
High
--
--
Knockdown +42
-3
10
20
Yoga Blast (Overdrive)
12
Forward, Down-Forward, Down, Down-Back, Back + KK
41
500, 500
High
--
--
Knockdown +42
0
10
20
Yoga Comet
30
Jump, Forward, Down-Forward, Down, Down-Back, Back + P
**
800
High
Point-blank instant ("Tiger Knee") version is -4... on hit (-2... on block for some reason?) if done as fast as possible.
--
-9...+35...
-6...+35...
**
**
Yoga Comet (Overdrive)
30
Jump, Forward, Down-Forward, Down, Down-Back, Back + PP
**
600, 600
High
Point-blank instant ("Tiger Knee") version is +5... on hit (+6... on block for some reason?) if done as fast as possible.
--
+1...+38...
+1...+38...
**
**
Yoga Float
36 (15)
Down + KK (or Down-Forward + KK)
**
--
--
Transitions Dhalsim into a levitation. On the ground only, using Down-Forward causes Dhalsim to move forward as he rises to levitate. Can also be used in the air, data in parenthesis. Can levitate forward/backward for the duration of the levitation and can use an aerial attack or special, which ends the levitation. Levitation can last up to ~140 frames from the ground or ~90 frames from the air.
--
--
--
**
**
Yoga Teleport
(5) (4) (9) (9)
Forward + PPP/KKK (or Back + PPP/KKK)
**
--
--
Teleports Dhalsim Forward or Back (PPP travels farther and can cross up opponents, KKK travels shorter and will not cross up opponents). Grounded Teleports have full invincibility on frames 5-15. Air Teleports have full invincibility on frames 10-15. Data listed as: (Grounded Forward) (Grounded Back) (Air Forward) (Air Back).
--
--
--
**
(24) (31) (15) (19)

Super Arts

Yoga Inferno (Level 1)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
(1920) (2100) (2040)
High
No invincibility. Breaks armor. Light Punch goes the farthest, Medium Punch does the most damage, Heavy Punch aims upward and has more knockdown advantage. Data listed as: (Light Punch) (Medium Punch) (Heavy Punch).
--
(Knockdown +24) (Knockdown +24) (Knockdown +27)
(-15) (-15) (-22)
**
(20) (20) (40)
Yoga Sunburst (Level 2)
7 (7+???)
Down, Down-Back, Back, Down, Down-Back, Back + K
**
High
Fully invincible on frames 1-6. Breaks armor. Charge version in parenthesis. If opponent hits the charging hitbox before. The damage is weird based on when this move hits or how long it's charged, I'll calculate it... some other time, luuuul.
--
--
--
7 (3)
9
Merciless Yoga (Level 3)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
4000 (4500)
High
Fully invincible on frames 1-14. Breaks armor. Critical Art in parenthesis.
--
Knockdown +19 (Knockdown +19)
-62
5
75

Misc.

Stats
Health — 10,000
Forward Walk Speed — 2.80
Back Walk Speed — 2.50
Forward Dash — 25 frames / 146.745 distance
Back Dash — 23 frames / 100.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 173 (hit)
1200
Throw
--
--
--
+31
3
23
Back Throw
5
30 (whiff) / 104 (hit)
1200
Throw
--
--
--
+19
3
23