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Dhalsim

ダルシム

Dhalsim — 对策

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.

Counter-strategy for Yoga Comet — punish frames, blocking direction, yomi paths — to be added.

ヨガフロート

Counter-strategy for Yoga Float — anti-air, air-to-air, and landing punish options — to be added.

Normal versions

  • 63214LK (Light Yoga Blast)
    • Dhalsim is -6F on block
    • Punishable with a 5–6F move — confirm the punish
  • 63214MK (Medium Yoga Blast)
    • Dhalsim is -3F on block
    • Slightly minus — only a 3F move can punish; otherwise hold block and watch for follow-ups
  • 63214HK (Heavy Yoga Blast)
    • Dhalsim is -3F on block
    • Same as Medium — 3F move punish only; otherwise block and respect

OD version

  • 63214KK (OD Yoga Blast)
    • Dhalsim is 0F on block (neutral)
    • No punish available — focus on the next exchange

Recommended counters

  • Light version (-6F): block cleanly and punish with a 5–6F normal
  • Medium / Heavy (-3F): punish with a 3F move if available; otherwise respect and read the next action
  • OD version (0F): no punish — stay calm and contest the neutral reset

起き攻め時

When you are being pressured on Dhalsim's wakeup, be aware of Dhalsim's reversal options:

  • 236236LP
    • No invincibility
  • 214214K
    • Crouching causes the attack to whiff
    • If you evade the attack, grab or use a cinematic-lock move for reward
    • When going for a punish, wait until the fireball leaves Dhalsim before grabbing — throwing too fast will trade with the projectile
  • 236236K
    • Startup: 10F
  • Drive Reversal
    • Universal system mechanic
  • [Jumping] 2LK
    • Can score reward against throws

Recommended counters

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 crouching attacks as the meaty
  • When SA3 is stocked
    • Use a 9F safe jump 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

Counter-strategy for Aerial Yoga Float — punish frames, blocking direction, yomi paths — to be added.

Counter-strategy for Yoga Arch — reading the landing point, parry, and punish — to be added.

OD 強 ヨガアーチ↓↘→MKthenHK

OD 強 ヨガアーチ

Be aware that M/H OD Yoga Arch is an absurdly strong setplay tool in the following situations:

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 → +6 on block

Recommended counters

  • OD Yoga Arch setplay is extremely strong
    • When a left-right mix-up is coming, hold Parry to cover both sides
    • Drive Reversal is also effective but costs gauge
  • The sequence after Yoga Blast
    • After Heavy Yoga Slide you are at +6, so do not reversal attempt
    • Block patiently and wait for your turn to come back

Counter-strategy for Yoga Fire — fireball-speed mix-ups, parry, jump punish, and Drive Impact through the held version — to be added.

3HK

Dhalsim's Yoga Slide (3HK) — a long-range low that allows follow-up combos on hit.

Recommended counters

  • Crouch-block to handle it
    • Dhalsim is at a disadvantage on block, so punish after blocking
  • Punishing from the tip is hard to reach
    • In that case, forward dash before punishing
  • Dhalsim often uses Yoga Slide after Yoga Arch
    • After blocking Yoga Arch, be ready for a low follow-up

Counter-strategy for Yoga Flame — punish frames, blocking direction, yomi paths — to be added.