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Dhalsim

ダルシム

Dhalsim — Counter-Guide

Key Info

  • Overhead that combos on hit
    • 6MK
  • Defense
    • No OD invincible
    • 236236LP: startup 8F, no invincibility
    • 214214K: startup 11F
      • Crouching avoids the attack
    • 236236K: startup 10F
  • Teleport available
    • 6PPP
    • 4PPP
    • 6KKK
    • 4KKK
  • Moves that are advantageous on block
    • 236K
      • Blocking it starts Dhalsim's offensive turn

Neutral Play (Mindset)

  • Walk forward
    • Unless you have a specific counter-hit or character strength to exploit, don't back up
    • Counter-hits are difficult and don't generate huge reward — defaulting to walking forward is the right mindset
  • Commit to walk-forward crouch-guard
    • Walk forward while properly guarding
    • Best time to walk forward is right after blocking Dhalsim's normals
  • Don't walk back against Yoga Fire
    • Walking back on Yoga Fire increases Dhalsim's frame advantage and makes the situation harder
    • Try aiming for parry into strike as well
  • Use forward step
    • If walk-guard is difficult, consider using forward step
    • The ideal timing to forward step is right after blocking a normal
  • Don't block Yoga Arch
    • Blocking leads to Dhalsim's teleport → his offensive turn
    • When you see Yoga Arch, avoid it by walking forward or rushing
  • Forward jump Yoga Comet
    • Dhalsim's recovery after Yoga Comet is long, so a forward jump cannot be punished
  • Punish teleports
    • The biggest concern is Dhalsim safely escaping with teleport even when you've cornered him
    • For low-altitude teleports, don't use special anti-airs — use standing jab and follow up with a situation-appropriate combo
    • For high-altitude teleports, use special anti-air moves or normals with strong upward coverage
  • Consider time-out when you have a health lead
    • Dhalsim's offense isn't particularly strong, and tracking teleport and rush means his offense is manageable
    • If you have a health lead and Drive Gauge to spare and a time-out looks viable, backing off and turtling is a valid strategy
  • Don't act on reversal instinct
    • At times when you become action-free (e.g., after failed throw tech), you might want to raw rush, but most Dhalsim players buffer a back dash input — don't raw rush or jump
    • If you have a way to punish the rush-stop, press it actively
    • Or, if you confirm the buffer, a delayed rush is fine

Yoga Flame

Dhalsim's special used as a combo ender.

  • 63214LP
    • Dhalsim -4F on block
  • 63214MP
    • Dhalsim -4F on block
  • 63214HP
    • Dhalsim -4F on block
  • 63214PP
    • Dhalsim -11F on block

Recommended Counter

  • After blocking Yoga Flame you may want to rush with the frame advantage, but Dhalsim can buffer a back dash — don't raw rush or jump
  • 63214PP is -11F — punish with a heavy attack

Yoga Fire

Dhalsim's slow projectile. At the timing you block it, he uses 6PPP to continue offense. When that happens, it creates a cross-up, so always press parry to limit unnecessary damage.

  • 236LP
    • Slowest projectile speed
  • 236MP
    • Medium speed
  • 236HP
    • Fastest projectile speed

Recommended Counter

  • When you see 236P: walk forward and guard
    • When you see a teleport, a standing light may connect depending on distance — take the punish
    • At far distances it's hard to create a gap for a standing light, so how much you can walk forward determines your situation
  • When you see 236P: walk backward and guard
    • If you judge walking forward won't create the standing light gap, walk back and wait for the teleport to punish
    • Even taking the hit from 236P is fine if it lets you knock down the 6PPP teleport — that's your offensive turn
  • In burnout: if you see the teleport flash, forward jump before blocking 236P
    • The above two options stop working in burnout — forward jump on seeing the teleport

P Yoga Teleport Forward

Dhalsim's movement special that swaps position. After the teleport, use a standing attack to punish. If you see it, use the higher-damage option; if you didn't, a 4F move still delivers enough reward — don't overcommit.

Also, attacks that land during the teleport flash count as punish counter, so use a punish counter starter combo.

Recommended Counter

  • When you see the teleport, strike with a normal
    • If you saw it: heavy attack for maximum reward
    • Even if you didn't: 4F move is enough
  • Adjust response based on teleport height (high / low)
    • Low teleport: knock down with standing jab
    • High teleport: use anti-air special or a normal with strong upward coverage
  • Don't let him teleport out of the corner
    • When you've backed him into the corner, watch for teleport
    • Letting him teleport out is the biggest waste

Yoga Arch

Blocking Yoga Arch starts Dhalsim's offensive turn. After you block it, Dhalsim's typical follow-ups are:

  • Sliding (3HK / Long Sliding Kick)
  • Teleport (6PPP)

Recommended Counter

  • Best counter to Yoga Arch is to not block it at all
    • When you see it, avoid it with a forward walk or rush
    • Blocking starts Dhalsim's offensive turn
  • If you do block it
    • It becomes a mix-up between teleport and low
    • Press parry to block the teleport strike and stay ready for the low

OD Yoga Arch Setplay

Know that mid/H OD Yoga Arch in the following setplay is unreasonably strong:

  • Corner-to-corner: Yoga Fire → M/H OD Yoga Arch → teleport creates an unavoidable cross-up
  • After Yoga Blast: M/H OD Yoga Arch → H Sliding → +6F on block

Recommended Counter

  • OD Yoga Arch setplay is extremely strong
    • When it creates a cross-up, hold parry to cover both sides
    • Drive Reversal is also effective but costs Drive Gauge
  • After Yoga Blast setplay
    • After H Sliding it's +6F on block — don't mash
    • Block calmly and wait for your turn back

Standing Heavy Punch

Dhalsim's longest-range normal. Dhalsim -11F on block.

Recommended Counter

At -11F, even if Dhalsim attacks consecutively, you have time to walk forward for ~15–20 frames then guard. Walk or forward-step guard. After Dhalsim blocks your guard, he's often looking — avoid forward jump as much as possible after blocking.

Long Sliding Kick

Dhalsim's slide. Long reach, low attack; combos on hit.

Recommended Counter

  • Crouch-guard to handle it
    • After blocking the slide, Dhalsim is at disadvantage — punish
  • At tip range the punish may not reach
    • In that case, forward step then punish
  • He often uses sliding after Yoga Arch
    • After blocking Yoga Arch, be ready for the low

Attacking Dhalsim

When going for oki on Dhalsim, remember that safe jump has high expected value. Here are Dhalsim's reversal options:

  • 236236LP
    • No invincibility
  • 214214K
    • Crouching avoids the attack
    • After avoiding, use throw or a move that locks animation to get reward
    • When punishing, performing throw instantly may take the fireball projectile — confirm the fireball has left Dhalsim before throwing
  • 236236K
    • Startup 10F
  • Drive Reversal
    • Universal system move
  • (Jump)2LK
    • Can get reward against your throw

Recommended Counter

Adjust your options based on the opponent's gauge and health situation.

  • If Dhalsim has lots of Drive Gauge
    • Use a medium attack oki that blocks Drive Reversal
  • If SA2 is stocked
    • Overlap a crouching attack
  • If SA3 is stocked
    • 9F safe jump
  • If SA3, SA2, and lots of Drive Gauge are all available
    • Delay a strike with strong upward coverage
    • Can also add risk to (Jump)2LK at the same time

Yoga Smash — Forward Throw

Dhalsim +18F.

  • After in-place recovery
    • Rush creates oki
    • Rush confirm → OD invincible is effective
  • After back-roll recovery
    • Distance increases to Dhalsim's favorable range
    • Teleport and projectile become likely

Recommended Counter

  • In-place recovery → rush confirm → stable response
    • Dhalsim uses rush infrequently
    • If you don't see rush, walk forward to close the gap
  • Back-roll recovery is not recommended — it gives Dhalsim his preferred distance
    • Dhalsim ends up in his favorable range

Yoga Throw — Back Throw

Dhalsim +16F.

Recommended Counter

  • Same as forward throw — in-place recovery is the stable response
  • Back throw leaves Dhalsim with weaker continued offense than forward throw
  • Walking forward to close distance is the most important thing

This article is updated regularly to keep up with SF6 patches.