FIGHTER GUIDE IORI'S STRATEGY

DHALSIM
ダルシム

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for DHALSIM.

Health
10000
Published data
4 sections
DHALSIMDHALSIM character artwork
Home›Fighter Guides›DHALSIM›Combos & Okizeme
COMBO ROUTES

DHALSIM Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (15)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Yoga Fire = 236P Yoga Arch = 236K Yoga Flame = 63214P Yoga Blast = 63214K Yoga Comet = airborne 63214P Yoga Float = 2KK / 3KK Yoga Teleport = 4/6+PPP or KKK

PPP teleport travels farther and can cross behind in some situations.

KKK teleport travels a shorter distance and generally does not cross behind.

Back to top ↑
ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

Multiple projectiles on screen

Regular Yoga Arch can be used while OD Yoga Fire is on screen.

Regular Yoga Fire can be used while OD Yoga Arch is on screen.

Yoga Comet can also be used alongside them.

Result

A horizontal projectile + a falling projectile + an aerial projectile

These projectiles can be deployed together.

st.LP

The upper hitbox was expanded. Startup: 4F; on hit: +4; on block: -1.

OD Yoga Comet

Dhalsim can act sooner afterward, improving teleport, float, and retreat options after placing the projectile.

March 2026 adjustments

OD Yoga Flame gained stronger launch-and-follow-up utility. j.MP can cancel into Yoga Mummy or Drill Kick. j.HP and j.HK were also adjusted to work more easily as aerial combo enders.

Back to top ↑
COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

st.LP > cr.LP > OD Yoga Fire

A basic knockdown from light attacks. OD Yoga Fire leaves approximately +49F or more.

To finish the round

st.LP > cr.LP > OD Yoga Fire > SA3

2. Light attacks into wake-up pressure

cr.LP > CDR > st.LP > 4MP (Yoga Uppercut) > M Yoga Blast > immediate forward PPP teleport

M Yoga Blast > +42F

After the immediate forward teleport: point-blank behind the opponent, at approximately +3F.

This more easily covers both normal recovery and back recovery.

3. Basic 4MK route

4MK > M Yoga Flame

M Yoga Flame leaves approximately +33F. A basic part of Dhalsim's combos.

4 cr.MP starter

cr.MP > CDR > 4MK > H Yoga Flame

H Yoga Flame leaves approximately +45F. Continue with Yoga Fire, Yoga Arch, or Yoga Float.

5 Nirvana Punch starter

1HP > M or H Yoga Flame

Use for close-range punishes or after a low Yoga Float j.HP, for example.

6 Aerial Yoga Float starter

Aerial Yoga Float > j.HP > 1HP > M Yoga Flame

A basic combo from an important opening tool.

7 OD Yoga Flame starter

OD Yoga Flame > cr.HK

OD Yoga Flame launches the opponent. This route uses Drive meter efficiently.

8 OD Yoga Flame SA1

OD Yoga Flame > SA1

In the corner or at point-blank range:

OD Yoga Flame > st.HK > HP version SA1

9 st.HK Punish Counter

st.HK PC > 1HP > OD Yoga Flame > cr.HK

In the corner with Super meter

st.HK PC > 1HP > OD Yoga Flame > st.HK > H SA1

10. Corner H Yoga Blast route

4MK > H Yoga Blast > L Yoga Blast

The L Yoga Blast ender leaves approximately +37F and leads into corner setplay.

Back to top ↑
ESSENTIAL ROUTES04

Choosing between M and H Yoga Blast

M Yoga Blast

Startup: 15F; damage: 1200; advantage: +42F. Prioritizes reliability and efficient damage.

H Yoga Blast

Startup: 17F; damage: 1200; advantage: +42F. Applies 20% scaling afterward. Its longer launch time suits follow-ups and setplay.

basic

Choose M Yoga Blast for reliability and damage.

Choose H Yoga Blast for more follow-up time or specific situations.

Back to top ↑
COMBO ROUTES05

anti-air Combo

DR > 4MP CH > M / H Yoga Blast

Depending on hit height:

Options include Yoga Blast into another DR Yoga Uppercut, Yoga Blast into a slide, OD Yoga Blast, or a Super Art.

Choose an appropriate follow-up.

Back to top ↑
COMBO ROUTES06

Aerial combos since March 2026

j.MPairborne hit > Yoga Mummy

Alternatively:

j.MPairborne hit > Drill Kick

Use these to follow up against opponents launched by OD Yoga Flame, Yoga Arch, or similar moves.

j.HP and j.HK are also aerial combo ender options.

Back to top ↑
SETPLAY07

Key Frame Advantage by Ender

L Yoga Flame > +33F

M Yoga Flame > +33F

H Yoga Flame > +45F

OD Yoga Flame > +51F

L Yoga Blast > +39F

M Yoga Blast > +42F

H Yoga Blast > +42F

OD Yoga Blast > +42F

OD Yoga Fire > +49F…

forward throw > +31F

back throw > +19F

L / M SA1 > +24F

H SA1 > +27F

SA3 > +19F

The advantage from regular Yoga Fire, Yoga Arch, and Yoga Comet varies considerably with where the projectile connects.

Back to top ↑
SETPLAY08

Setplay

1. M Yoga Blast into cross-up teleport: key setup

Grounded M Yoga Blast hit > immediate forward PPP teleport > point-blank at approximately +3F

From there: st.LP, throw, low Yoga Float j.HK, or wait briefly and block an invincible reversal.

2. M Yoga Blast into Yoga Arch and cr.HK

M Yoga Blast ender > Yoga Arch > cr.HK

Push the opponent while the delayed Yoga Arch falls. This setup maintains screen control.

3. H Yoga Blast into st.MK and Yoga Fire / Yoga Arch

H Yoga Blast > st.MK follow-up > approximately +11F

From there: / Yoga Fire / Yoga Arch

4. Yoga Blast ender at +42F

M / H / OD Yoga Blast > +42F

In the corner, use this as the baseline for a safe jump.

Armor, counters, and unusual anti-airs need separate responses.

5. Forward throw into DR medium slide

forward throw > +31F

DR > cr.MK active frames

Approximate values hit: +12F block: +5F

From there: / strike / throw

If the opponent is looking for a Perfect Parry, throw directly from DR.

6 corner / forward throw

forward throw > cr.LK whiff > +5F

Alternative option

forward throw > cr.LK whiff > 4MKactive frames > +3F approximately

7 corner / 4MK > H Yoga Arch

4MK > H Yoga Arch

Make the opponent block Yoga Arch to remain within throw range at approximately +3F.

From there: throw, st.LP, Drill Kick, or shimmy.

8 corner / Karma Kick ender > L Yoga Arch

1HK > L Yoga Arch > point-blank +3F approximately

From there: throw, or st.LP into teleport.

9 corner / H Yoga Blast > L Yoga Blast +37F

H Yoga Blast > L Yoga Blast > +37F

From there:

Light slide > point-blank at approximately +4F

cr.MK whiff > +7F > shimmy

Whiff st.LP > L Yoga Fire > approximately +3F on block with a meaty projectile

10. Corner Drill Kick after a Karma Kick ender

1HK ender > st.LP whiff > H Drill Kick

After the opponent blocks > +4F

11 corner / H Yoga Flame meaty

Knock down with 1HK or a similar move > meaty H Yoga Flame

Blocking the later active frames leaves approximately +11F.

From there, resume pressure with 1MK > H Yoga Arch or a similar sequence.

12 OD Yoga Arch Okizeme

Yoga Blast knockdown > OD Yoga Arch on the M / H trajectory > heavy slide

Approach behind Yoga Arch. After it is blocked, continue with a throw or strike.

13. Yoga Arch into a teleport side mix-up

Place Yoga Arch above the opponent > forward teleport

While the opponent blocks Yoga Arch, choose a same-side jumping attack or a teleport cross-up jumping attack.

This requires the projectile to keep the opponent occupied.

14 OD Yoga Flame > cr.HKafter

OD Yoga Flame > cr.HK

Pick up as early as possible > approximately +33F

Midscreen: forward dash > approximately +8F > 4MK on a later active frame

Alternatively, walk forward slightly and throw.

15. Bait throw techs with Drill Kick

With advantage at point-blank range: low Yoga Float / back jump > Drill Kick

Drill Kick gives more advantage when it connects lower, reaching approximately +5F on block at best.

Establish the throw threat, then punish throw-tech attempts with Yoga Float j.HK or Drill Kick.

Back to top ↑
ESSENTIAL ROUTES09

Year 4 projectile barrage: “Bowser's Castle”

Example1 OD Yoga Fire ↓ Yoga Arch ↓ Yoga Comet

Example2 OD Yoga Arch ↓ Yoga Fire ↓ Yoga Comet

A horizontal projectile, a falling projectile, and an aerial projectile can share the screen.

Combine them with forward teleport, DR slide, Yoga Float, or long-reaching normals.

Restrict jumps, forward movement, and parries before approaching with Dhalsim himself.

Back to top ↑
ESSENTIAL ROUTES10

Corner pressure against Burnout

Against a burned-out opponent in the corner, 1MK > H Yoga Arch gives more advantage.

This is not an infinite true blockstring.

Use H Yoga Arch for chip damage, read the opponent's attempts to interrupt, then choose a strike, throw, or more projectiles.

Back to top ↑
COMBO ROUTES11

Invincible-Reversal Punishes

basic st.HK PC > 1HP > OD Yoga Flame

From there: cr.HK, SA1, or in the corner, st.HK > H SA1.

For Dhalsim, returning to setplay through OD Yoga Flame or Yoga Blast can be as important as maximizing damage.

Back to top ↑
ESSENTIAL ROUTES12

10 Practical Starter Routes

1. st.LP > cr.LP > OD Yoga Fire

2. cr.LP > CDR > st.LP > 4MP > M Yoga Blast > immediate forward teleport > +3F

3. 4MK > M Yoga Flame

4. Aerial Yoga Floatj.HP > 1HP > M Yoga Flame

5. cr.MP > CDR > 4MK > H Yoga Flame

6. OD Yoga Flame > cr.HK or > SA1

7. corner: H Yoga Blast > L Yoga Blast > +37F Setplay

8. Forward throw > DR medium slide > +5F on block > strike / throw

9. Corner: 4MK > H Yoga Arch > +3F within throw range

10. OD Yoga Fire + regular Yoga Arch + Yoga Comet > teleport / DR / Yoga Float

Back to top ↑
ESSENTIAL ROUTES13

Current Game Plan

Keep the opponent out with long-reaching attacks and projectiles > respond to movement with anti-airs or whiff punishes > knock down with Yoga Blast > apply teleport / Yoga Arch wake-up pressure > use Yoga Arch, throws, and Drill Kick in the corner > restore screen control with multiple projectiles if separated.

Back to top ↑
ESSENTIAL ROUTES14

Notes for Older Guides

H Yoga Blast starts in 17F and applies 20% scaling afterward.

OD Yoga Flame's follow-up potential was substantially improved in March 2026.

OD Yoga Fire and regular Yoga Arch can coexist from August 2026 onward.

OD Yoga Arch and regular Yoga Fire can coexist from August 2026 onward.

OD Yoga Comet allows Dhalsim to act sooner afterward.

st.LP's upper hitbox was improved.

Back to top ↑
ESSENTIAL ROUTES15

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; Year 4 Dhalsim guide material; testing after the March / August 2026 adjustments; Season 4 Dhalsim matchup and setplay testing.

Combo and setplay conditions can vary with spacing, late-active hits, hit height, recovery choice, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

Back to top ↑

Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.