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Dhalsim: Street Fighter 4 Character moves and specials Guide
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Guide added by spooksie (Click to see other guides added by the author)
Are you the original author?: No
This version of Dhalsim is most like his Super Turbo counterpart, although his normal attacks have changed a decent bit. He's still cheesy and slow.
Dhalsim's zoning game is pretty good. Because of his ranged normal attacks and special moves, he's capable of keeping his opponent where he wants them to be.
• Strengths •
+ His ranged attacks are very good
+ A pretty good 'zoning' game
+ A very powerful Ultra for trapping your opponent
+ His Light Punch Yoga Flame set ups are great
+ Dhalsim is a defensive beast
• Weaknesses •
- He takes a good amount of damage when hit
- Dhalsim would probably lose a footrace to a turtle
- His dash is sloooooow
Special Moves
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• Yoga Fire •
The Punch button pressed determines the speed and range of these projectiles.
Light Punch goes the furthest distance but travels the slowest. Hard Punch goes fastest, but travels the shortest distance. Medium is a mix of the two. None of these fireballs travel a full-screen's distance, but Light almost does.
Dhalsim's Yoga Fires travel at a very slow rate of speed compared with other character's projectiles. This helps him with his great zoning game because you can keep a fireball on the screen while using your limbs to keep your opponent away.
You can set up some really nasty scenarios with Dhalsim's Light Punch Yoga Fire and his Teleport because of the rate of speed at which his projectile travels. As a fireball is about to hit your opponent, teleport in closer and hit high or low attack or throw as you come in after it.
If your opponent starts to counter with Focus Attacks, hit them with one of Dhalsim's normals as they absorb the projectile, or simply teleport behind them.
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• Yoga Flame • *Armor Breaking*
Dhalsim's Yoga Flame comes out very quickly now and can be used in combos.
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• Yoga Blast (Upwards Fireball) •
This move has a long start up and an OK recovery, but it's usefulness is limited, especially with Dhalsim's better anti-air options.
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• Yoga Teleport •
This can also be done in the air. Dhalsim's teleport has a much faster recovery time than in previous games, and it also comes out quickly.
You can use this move to escape bad situations, or to put yourself in a much better one. It's important to learn the timing of when and when not to use this move, because it's one of Dhalsim's best tools.
Here's a breakdown of where each version will place you when you're coming out of a teleport.
- Shoryuken motion with 3x punch: Behind your opponent
- Reverse Shoryuken motion with 3x punch: Mid-screen teleport in front of opponent
- Shoryuken motion with 3x kick: Right in front of opponent
- Reverse Shoryuken motion with 3x kick: Full-screen teleport in front of opponent
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• Foot Drill (In the air) •
Dhalsim's Foot Drill isn't as powerful as it was in Super Turbo. It's more punishable now, and its use outside of a few scenarios is limited.
Most players are only using this to counter Sagat's tiger shots.
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• Head Drill (In the air) •
This move is pretty punishable. Some players claim you should avoid it entirely.
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• Yoga Tower •
This move helps you avoid low attacks and some projectiles.
EX Moves
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• EX-Yoga Fire •
Like the normal version of this move, except the fireball hits twice.
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• EX-Yoga Flame • *Armor Breaking*
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• EX-Yoga Blast (Upwards Fireball) •
Super and Ultra Moves
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• Yoga Inferno (Super Yoga Flame) •
This super does really good blocking (chip) damage. And you can do some dirty tactics if you get your opponent to block this in the corner.
It's also an alright wake-up attack.
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• Yoga Catastrophe (Ultra Yoga Fire) •
This creates a slow moving fireball that does really good block (chip) damage. It has a bit more range than one of Dhalsim's Yoga Flames, but it will disappear after it goes a little ways.
It's possible to teleport behind your opponent to set up some confusing blocking situations with this move though. For example, after knocking down your opponent, execute your Ultra, do a fast teleport behind them and proceed to do a high or low move on the other side or set up a throw.
This set up is much like Urien's Aegis Reflector traps in Street Fighter 3 Third Strike.
Normal Moves
Note this is not a complete list of Dhalsim's normal moves, just the ones we think are noteworthy.
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• Slide •
The Kick button pressed determines the range and power of this move. You can still do Dhalsim's Light Kick slide into your opponent to set them up for a cheap tick throw.
Hard Kick slides are still great at going under projectiles to sweep your opponent.
(In the air)
• Jumping Hard Punch •
Great range and damage on this move. Use it often.
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• Hook Arm •
This is a great anti air move if your opponent jumps in above you.
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• Anti Air Knee •
Anti-air move if your opponent jumps in front of you.
Combos
This is not a complete list of Dhalsim's combos, just some of the more popular ones.
• Jumping Hard Punch, Light Kick, cancel into Yoga Flame •
• Back + Hard Punch, Medium Punch Yoga Flame, Yoga Inferno (Super) •
• Back + Medium Kick, Light Punch Yoga Flame, Yoga Inferno (Super) •Source Website
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