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
Aerial Yoga Float(跳跃中)



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






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.


