Yoga Sunburst LV.1 



| Startup |
1+9 |
|---|---|
| Active |
Notes |
| Recovery |
41 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
280 |
| Stun |
0 |
| Meter Gain |
-900 |
Yoga Sunburst LV.2 


(hold)
| Startup |
1+39 |
|---|---|
| Active |
Notes |
| Recovery |
43 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
320 |
| Stun |
0 |
| Meter Gain |
-900 |
Yoga Sunburst LV.3 


(hold)
| Startup |
1+68 |
|---|---|
| Active |
Notes |
| Recovery |
42 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
360 |
| Stun |
0 |
| Meter Gain |
-900 |
Air Yoga Sunburst LV.1 


while jumping
| Startup |
1+9 |
|---|---|
| Active |
Notes |
| Recovery |
3 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
280 |
| Stun |
0 |
| Meter Gain |
-900 |
Air Yoga Sunburst LV.2 


(hold) while jumping
| Startup |
1+39 |
|---|---|
| Active |
Notes |
| Recovery |
3 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
320 |
| Stun |
0 |
| Meter Gain |
-900 |
Air Yoga Sunburst LV.3 


(hold) while jumping
| Startup |
1+69 |
|---|---|
| Active |
Notes |
| Recovery |
3 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
360 |
| Stun |
0 |
| Meter Gain |
-900 |
Yoga Sunburst: Dhalsim turns his belly into a little bellows, and after stoking the flame for a while, he blows a huge flame sphere in a big arc across the stage. Like Yoga Fire, Yoga Sunburst can be aimed at about 40 percent, 80 percent, or full-screen distance with LP, MP, and HP versions, respectively. Unlike Yoga Fire, Yoga Sunburst can be performed in the air. For any version of Yoga Sunburst, by holding down the button used to execute it, you can charge it up up to two times. Charge a half-second for lv.2 Yoga Sunburst and a full extra second for lv.3. Charged-up Yoga Sunbursts have noticeably larger flame effects and hitboxes, and they deal more hits and damage. If an enemy jumps onto the baking Yoga Sunburst projectile while Dhalsim is still charging it to an increased level, they’ll simply trigger its current damage and hit total.
As a burst-damage confirmation tool, Yoga Sunburst can complete combos after MP Yoga Flame or up-close Yoga Fire on standing foes. It can be inconsistent depending on range and the position of the target, but you can use combo variants to ensure that it’ll work when you’re ready to spend EX Gauge.
When using Yoga Sunburst as a space-control or mix-up opener tool, note that airborne Yoga Sunburst variants last FAR longer on screen than ground-based ones. For example, if you want to place a temporary wall in front of Dhalsim (which can be useful at the end of tense matches where another hit or two will do it, or if you’ve built up a lot of white damage on your foe with Yoga Burner and want to “unlock” it by any means necessary), it’s way better to do 

(pause)
than it is to do the LP version while standing. This quick tiger knee Sunburst just off the ground will barely look different in animation but will dominate the middle of the screen for meaningfully longer. This gives you that much extra time to squeak in a cross-up teleport attack, sudden low crouching
or standing
, or quick jumping
overhead.
Contrary to the usual SF rules, you can still use Yoga Fire, Yoga Flame, Yoga Gale, and Yoga Burner while Yoga Sunburst is on screen, cementing Dhalsim’s zoning dominance. For example, from a full-screen neutral staring contest, you could perform tiger knee air HP Yoga Sunburst, land, shoot HP Yoga Fire, then tiger knee Yoga Teleport forward for two projectiles covering Dhalsim’s approach. And, after a knockdown at mid range against a cornered foe (like if you just back-threw them into the corner, swapping sides), you could place a Yoga Burner flame carpet over their wakeup position. Then, you could launch tiger knee LP Yoga Sunburst before moving in to alternate between pokes and Yoga Flames to help build up any kind of damage you can get (white damage from the Yoga Burner flame, chip damage from blocked specials and Critical Arts, and “real” damage on any clean hit, including cash-in on white damage).