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.

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Home›Fighter Guides›DHALSIM›Matchup Guide
MATCHUP GUIDE

DHALSIM Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Separate an exposed teleport from a covered approach

Dhalsim’s teleport is not one defensive problem. A raw movement in neutral may be contestable, while a teleport after Yoga Blast or behind several projectiles can arrive with prepared pressure. Identify what protects him before using the anti-air button that worked against an unprotected teleport.

What to watch for

Medium Yoga Blast into teleport

The current setplay material uses this knockdown to arrive close, then choose light punch, throw, a low float attack, or a reversal bait. This is different from teleporting while you are free to act.

Several projectile paths

The guide combines Yoga Fire, Yoga Arch, and Yoga Comet before adding movement. A cleared horizontal projectile does not remove a falling projectile that is still approaching.

How to deal with common situations

A teleport appears without covering pressure

The Japanese counter notes recommend testing an attack with an upward hitbox against a careless teleport. Find the button that reaches the actual arrival point with your character. Keep this test separate from the post-Blast setup.

Yoga Arch arrives behind a slide

The combo notes use medium Blast into Arch and crouching heavy kick to move you while the projectile descends. Include both parts when testing your guard or interruption; the slide alone does not reproduce the delayed threat.

Distance-specific responses

Beyond normal reach

Watch the projectile paths and Dhalsim’s movement together. Repeated jumping or Drive Impact becomes predictable if you never change the approach after it is answered.

At a teleport arrival

First determine whether you were free to act or recovering from the knockdown. The same arrival animation can require an anti-air attempt in one case and defense in the other.

Close after medium Blast

Expect the documented light-punch, throw, and wait branches. Do not spend a reversal merely because teleport looks dramatic; he can arrive and guard.

Common mistakes

  • Applying a raw-teleport punish to a covered knockdown setup.
  • Watching Yoga Fire and forgetting a falling Arch.
  • Repeating a jump-and-Impact pattern after Dhalsim has demonstrated the answers.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Test raw and prepared teleports separately

    Record an exposed teleport from neutral, then medium Blast into the close teleport. Test your upward-reaching button against both. Record which one was actually interruptible instead of labeling teleport universally unsafe.

  2. Read the falling projectile

    Copy medium Blast into Yoga Arch and crouching heavy kick. Guard the full sequence first, then compare a chosen movement option. Add the teleport follow-up only after you can track the projectile without losing sight of Dhalsim.

Combines the Japanese raw-teleport counter note with medium-Blast teleport, Arch-slide, and layered-projectile setplays. The older suggestion to rely on jump or Impact is not presented as a complete matchup solution. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA3 Merciless Yoga-62Test a punish that reaches at the recorded spacing.
CA Merciless Yoga-62Test a punish that reaches at the recorded spacing.
SA1 H Yoga Inferno-22Test a punish that reaches at the recorded spacing.
Crouching Heavy Kick-16Test a punish that reaches at the recorded spacing.
Yoga Lance-16Test a punish that reaches at the recorded spacing.
Long Sliding Kick-16Test a punish that reaches at the recorded spacing.
Standing Heavy Punch-11Test a punish that reaches at the recorded spacing.
OD Yoga Flame-11Test a punish that reaches at the recorded spacing.
Crouching Light Kick-10Test a punish that reaches at the recorded spacing.
Crouching Medium Kick-10Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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