Skip to main content
Dhalsim

ダルシム

Dhalsim — 대책

Key Info

  • Overhead that combos on hit:
    • 6MK
  • Defense
    • No OD invincible reversal
    • SA1 236236LP: 8F startup, no invincibility
    • SA2 214214K: 11F startup; crouching causes the attack to whiff
    • SA3 236236K: 10F startup
  • Has Teleport:
    • 6PPP (forward teleport)
    • 4PPP (backward teleport)
    • 6KKK (forward aerial teleport)
    • 4KKK (backward aerial teleport)
  • Move that leaves Dhalsim at advantage on block:
    • 236K (Yoga Arch) — blocking it hands Dhalsim the offensive turn

Neutral Game (Focus Points)

  • Walk forward
    • Do not retreat unless you have a specific whiff-punish or character-strength goal.
    • Whiff punishing is difficult and the reward is limited — default to walking in.
  • Commit to walk-forward crouch-block
    • Keep advancing while blocking correctly.
    • The best time to walk forward is right after blocking Dhalsim's normals.
  • Do not back away from Yoga Fire
    • Retreating from Yoga Fire increases Dhalsim's frame advantage and makes the situation harder to escape.
    • Also try to Just Parry the fireball into a strike.
  • Use forward dash
    • If walk-and-block is difficult, consider forward dashing instead.
    • The best time to dash is right after blocking a normal.
  • Do not block Yoga Arch
    • Blocking it hands Dhalsim the offensive turn via Teleport.
    • When you see Yoga Arch, walk or Drive Rush through it.
  • Forward jump on Yoga Comet
    • Dhalsim has long recovery after Yoga Comet, so a forward jump cannot be punished.
  • Punish Teleport
    • The biggest danger is Dhalsim safely escaping corner pressure with Teleport.
    • For low-height Teleports, do not use a special anti-air — hit with standing LP and convert to a combo.
    • For high-height Teleports, use a special anti-air or a normal with strong upward hitbox.
  • Once you have a life lead, consider running down the clock
    • Dhalsim's offense is not particularly threatening — watching for Teleport and Drive Rush makes it manageable.
    • If you have a life lead and Drive Gauge to spare, backing off and turtling is a valid option.
  • Do not act recklessly on wakeup
    • After a throw tech, for example, the urge to raw Drive Rush is strong — but most Dhalsim players buffer a back dash, so avoid raw Drive Rush and jump-ins.
    • If you can catch the Drive Rush cancel, go for it actively.
    • Alternatively, if you confirm the buffer, a delayed Drive Rush is also fine.

63214P (Yoga Flame)

Dhalsim's combo-ender special.

  • 63214LP: -4F on block
  • 63214MP: -4F on block
  • 63214HP: -4F on block
  • 63214PP (OD): -11F on block

Recommended Counter

  • After blocking Yoga Flame you may want to Drive Rush with the frame advantage, but Dhalsim can buffer a back dash — avoid raw Drive Rush and jump-ins.
  • 63214PP is -11F on block — punish with a heavy attack.

236P (Yoga Fire)

Dhalsim's slow-speed projectile. He often follows it with 6PPP (Teleport) timed to your block, creating a left-right mix-up. Always hold Parry when he Teleports after a fireball to limit extra damage.

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

Recommended Counter

  • Walk forward and block on seeing Yoga Fire
    • If you then see a Teleport, a standing light can punish depending on distance.
    • At long range there may be no gap for a standing light — recognize that how far you walk in changes the situation.
  • Walk backward and block on seeing Yoga Fire
    • At long range where walking in creates no gap, back off, wait for the Teleport, and punish.
    • Taking the Yoga Fire hit is acceptable if it lets you catch the Teleport and start your own offense.
  • During Burnout: forward jump when you see the Teleport before blocking Yoga Fire
    • When the above two options stop working in Burnout, jump forward as soon as you see the Teleport.

6PPP (Yoga Teleport)

Dhalsim's teleport — swaps sides instantly. After the Teleport lands, hit him with a standing normal for a punish. If you saw it coming, use a heavier normal for more damage; if you did not, a 4F normal still gives solid reward — do not overextend.

Hitting the Teleport during its active frames counts as a Punish Counter, so use a Punish Counter combo.

Recommended Counter

  • Hit him with a normal the moment you see the Teleport
    • If you saw it coming, go for a heavy attack for better reward.
    • Even if you did not, a 4F normal is enough.
  • Adjust your response based on Teleport height (high / low)
    • Low Teleport: hit with standing LP and convert to a combo.
    • High Teleport: use a special anti-air or a normal with strong upward coverage.
  • Prevent Teleport escapes from the corner
    • Once Dhalsim has his back to the wall, watch for Teleport.
    • Letting him escape with Teleport is the worst outcome.

236K (Yoga Arch)

Blocking Yoga Arch starts Dhalsim's offensive turn. After a blocked Yoga Arch, Dhalsim typically does one of:

  • Yoga Slide (low)
  • Teleport (mix-up)

Recommended Counter

  • The best counter to Yoga Arch is not blocking it at all
    • Walk or Drive Rush through it when you see it coming.
    • Blocking it gives Dhalsim his offensive turn.
  • If you do block it:
    • You face a mix-up between Teleport (overhead/cross-up) and Yoga Slide (low).
    • Hold Parry to cover the Teleport strike while staying ready for the low.

236MK→HK (M/H OD Yoga Arch setplay)

Be aware that M/H OD Yoga Arch is an extremely powerful setplay tool in these situations:

Corner to corner: Yoga Fire → M/H OD Yoga Arch → Teleport creates a left-right mix-up After Yoga Blast: M/H OD Yoga Arch → Heavy Yoga Slide → +6F on block

Recommended Counter

  • OD Yoga Arch setplay is extremely strong
    • Hold Parry when a left-right mix-up is coming to cover both sides.
    • Drive Reversal is also effective but costs gauge.
  • The sequence after Yoga Blast
    • After Heavy Yoga Slide you are at +6F — do not mash or reversal.
    • Block patiently and wait for your turn.

HP (Standing Heavy Punch)

Dhalsim's longest-reaching normal. Dhalsim is -11F on block.

Recommended Counter

Because Dhalsim is -11F, you can walk forward for 15–20F and guard-walk or forward-dash-block even if he chains into another normal. After blocking this move Dhalsim is often watching for a jump-in response — avoid jumping after the block.

3HK (Yoga Slide)

A long-range low that allows follow-up combos on hit.

Recommended Counter

  • Crouch-block to handle it — Dhalsim is at disadvantage on block, so punish after guarding.
  • Punishing from the tip is hard to reach — in that case, forward dash first, then punish.
  • Dhalsim often uses Yoga Slide after Yoga Arch — stay low-guard-ready after blocking Yoga Arch.

Wake-up Pressure on Dhalsim

When applying okizeme on Dhalsim, meaty jump-in setups have a high expected return. Be aware of Dhalsim's reversal options:

  • SA1 236236LP: No invincibility
  • SA2 214214K: Crouching causes the attack to whiff — if you evade it, grab or use a cinematic-lock move for reward. When punishing, wait for the fireball to leave Dhalsim before grabbing — throwing too early trades with the projectile.
  • SA3 236236K: 10F startup
  • Drive Reversal: Universal system mechanic
  • [Jumping] 2LK: Can score reward against throws

Recommended Counter

Adjust your approach based on Dhalsim's gauge and health:

  • When Dhalsim has a lot of Drive Gauge: Use medium-button meaties that can block Drive Reversal.
  • When SA2 is stocked: Use a crouching attack as the meaty.
  • When SA3 is stocked: Use a 9F meaty jump-in setup.
  • When SA3, SA2, or Drive Gauge is plentiful: Delay a strike with strong upward hitbox coverage. This also adds risk to Dhalsim's [Jumping] 2LK option.

LPLK (Forward Throw)

Dhalsim is at +18F advantage.

  • On in-place wakeup: Drive Rush allows him to maintain okizeme; Drive Rush confirm into OD reversal is effective.
  • On back wakeup: Distance increases and Dhalsim reaches his preferred zoning range; expect Teleport or fireballs.

Recommended Counter

  • In-place wakeup → Drive Rush confirm → respond is the most stable option.
    • Dhalsim does not Drive Rush very often.
    • If no Drive Rush comes, walk forward to close the distance.
  • Back wakeup is not recommended — it gives up screen position and puts you in Dhalsim's preferred zoning range.

4LPLK (Back Throw)

Dhalsim is at +16F advantage.

Recommended Counter

  • Same as the forward throw — in-place wakeup into a read is the most stable option.
  • After a back throw, Dhalsim's ability to maintain pressure is weaker than after a forward throw.
  • Walking forward to close the distance is the most important priority.