
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
- 236K
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.