Do you have the patience to master the slowest character in Street Fighter 5?
Street Fighter 5: Dhalsim moves list
An old Street Fighter mainstay, Dhalsim is the most exacting he’s ever been in Street Fighter V, featuring a super-slow gameplay style designed around a strong defence and brutal punishes. He requires patience to play, but can be turned into something truly monstrous.
V-Skill: Yoga Float (MP, MK Simultaneously)
Dhalsim is the epitome of relaxed and jumps up in the air, floating. This can also be activated in the air. You can activate any of his airborne moves while in his floating state, though they will cancel him out of it. Holding forwards when executing this move makes Dhalsim float slowly forwards instead of in place.
V-Trigger: Yoga Burner (HP, HK Simultaneously when V-Trigger Gauge is full)
Dhalsim breathes a patch of fire onto the floor that remains for a while. If the opponent is standing in the fire, they’ll slowly lose ‘grey health’ – health that they recover if not otherwise hit, but lose if they take another hit. If you trap the opponent in the corner, this move can make that corner spot even more like their personal hell.
Yoga Fire (Quarter Circle Forward + Punch)
Dhalsim’s fire-based projectile no longer travels vertically – it heads up and then back down diagonally in an arc, with its distance and speed determined by the punch button. The EX version mixes things up, travelling in a straight line like the Yoga Fire of old.
Yoga Flame (Half Circle Back + Punch)
Dhalsim breathes fire directly in front of him with this move that also has some combo potential. The EX version lifts the opponent off the ground significantly, offering juggle potential, and does a lot more damage.
Yoga Gale (Forward Jump >> Half Circle Back + Punch)
Essentially an air-based version of the Yoga Gale, Dhalsim breathes fire diagonally down and forwards in front of him, hitting foes jumping up to meet him. The EX version activates more quickly and hits multiple times.
Yoga Teleport (Z + 3xPunch or 3x Kick)
Dhalsim disappears then reappears in another area of the screen. If you teleport backwards or forwards depends on the direction you do the uppercut ‘Z motion’ in. Remember, this requires all three punches or all three kicks to come out.
Many beginners find the Shoryuken motion difficult to pull off. The easiest way to do it is to press forwards and then quickly pull down and perform a fireball motion, complete with the punch at the end. So long as you do this in one slick move, a Shoryuken should come out. Practice! It gets easier over time.
Critical Art (Super) – Yoga Sunburst (Quarter Circle Forwards x2 + Punch)
Dhalsim creates a huge ball of flame which arcs across the screen like his Yoga Flame projectiles. This is best used to cause your foe to block – then teleport behind them and let loose on them! Unlike most Critical Arts, it can also be done while Dhalsim is in the air.
These moves are ‘normal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties. Try them in training mode to see what they’re useful for!
- Drill Kick (Jump >> Down + Kick)
- Yoga Anvil (Back + Heavy Punch)
- Yoga Upper (Back + Medium Punch)
- Divine Kick (Back + Medium Kick)