Strategy Guide








P Yoga Fire
P Yoga Flame
P Yoga Flame
K Yoga Blast
K Yoga Blast
or3P or 3KYoga Teleport
K (while being knocked down) Yoga Escape


P Yoga Tempest
P Yoga Inferno
K Yoga Strike
P Yoga Stream


A useful air defence combo: standing jab [LP] antiair into the Yoga Blast.

---Fuson 909 [via alt.games.sf2]---            

Dhalsim's best air-defence is his 'Standing Jab of Doom' [LP]. So long as he's on his feet, jumping in on Dhalsim is NOT an option. Body splashes don't work, Chun's short kick will usually trade and it seems only Akuma's dive kick or a well-placed diving jump from Rolento will work. Furthermore, with the new juggle system in place, he can abuse you more after he jabs you away. Sure you can spring out of it, but if you're not hit by a followup roundhouse [HK], you might get a fireball, Yoga Flame, or a super tossed at you instead.

---rpm [via alt.games.sf2]---            

X-ism Dhalsim is good, no two ways about it. His super [Yoga Tempest] is surprisingly good anti-air. Yogie noogie [his PP throw] then a super [Yoga Tempest] to juggle in the corner hurts. His drills [K in the air] have great priority. They will beat a Flash Kick [Charlie's Somersault Shell] and a deep Tiger Uppercut [Sagat's] clean.

---James Margaris [via alt.games.sf2]---            

Dhalsim is indeed pretty good. He seems to have more priority on just about every one of his normal moves up close. Low short [LK] slides are annoying as hell, almost impossible to counter, and do a fair amount of guard crush. Low strongs [MPs] and standing shorts [LKs] are good for pushing people back when they get close. The drills [K in the air] and mummy [HP in the air] seem to land alot faster after being blocked. His Yoga Flame doesn't seem to have the startup it used to, and it's alot harder to jump over it as it doesn't extend as far. It also seems to have a shorter lag time after it. Standing strong [MP], jab [LP] and RH [HK] are still great for anti air. And X mode Dhalsim can juggle with the super [Yoga Tempest] for huge damage after an anti-air jab [LP] or Noogie [his PP throw] in the corner if you're not careful.

---PhatSaqs [via alt.games.sf2]---            

I watched one guy was using Dhalsim like this: Yoga Fire into low medium punch, then Teleport behind and watch your Yoga Fire hit the opponent. And if your opponent starts to figure that one out, teleport high instead, and do the drill [K] to knock the opponent out of the air when he tries to jump away. Not 100% effective but it's very close.

---Rick Carrol [via alt.games.sf2]---            

I prefer A-ism purely for the ground yoga inferno (Yoga Stream). That move rocks. I mean, blocking low, that's cool, but it has great range so you can really apply the pressure with it. It works well if someone is jumping back, especially into a corner, since they expect a Yoga Inferno.

---Kao Megura [via alt.games.sf2]---            

Dhalsim X is definitely the way to go. His super flame [Yoga Tempest] catches most jumpers and take off a good chunk of energy. Most of his old school tricks from SF2, CE, and HF transferred pretty well to A3. His ducking strong [MP] counters a lot of stuff like shoto Hurricane Kicks.

His fireball [Yoga Fire] doesn't fizzle out like in A or V mode. That makes a hell of a difference.

His sliding and crouching kicks automatically adjust to the distance of your opponent. You no longer have push the joystick down-forward if you want to slide. Same thing goes for his drills. You don't have to push the stick perfectly down in order to drill.

---Phidias Barrios [via alt.games.sf2]---            












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