QUARTER CIRCLE FORWARD + PUNCH
Dhalsim's projectile, Yoga Fire is not only a great zoning tool, but can be used in conjunction with his Teleport to set up some interesting mind games.
Use Standing Heavy Punch to stop the other player from focusing through the attack and advancing.
HALF CIRCLE BACK + PUNCH
This attack is typically best used in combos such as after Back and Medium Kick -- cancel into super after the Yoga Flame.
HALF CIRCLE BACK + KICK
Not really a useful move for Dhalsim, but the EX version can be used as anti air in some situations.
All of the below can be done in the air. It's best to perform instant jump Teleports because they are faster than regular Teleports.
To perform an insta-air teleport, input the teleport motion and end in up-forward or up-back.
FORWARD, DOWN, DOWN-FORWARD + THREE PUNCHES
FORWARD, DOWN, DOWN-FORWARD + THREE KICKS
TELEPORT RETREAT (MID)
BACK, DOWN, DOWN-BACK + THREE PUNCHES
TELEPORT RETREAT (FAR)
BACK, DOWN, DOWN-BACK + THREE KICKS
SUPER - YOGA INFERNO
QUARTER CIRCLE FORWARD X2 + PUNCH
Dhalsim's Super is one of the more useful ones in the game. It can not only catch jumping opponents from certain distances, but it is also great for dealing major damage from within combos such as after a Yoga Flame.
ULTRA 1 - YOGA CATASROPHE
QUARTER CIRCLE FORWARD X2 + PUNCH X3
Dhalsim's first Ultra is typically used to control space rather than to do any actual damage.
When the opponent is near the corner, in many cases it is effective to execute the Ultra to set up a high low guessing game. Using Jump Heavy Punch and an overhead or an insta-air teleport can make it difficult for the opponent to know which way to block.
ULTRA 2 - YOGA SHANGRI-LA
IN AIR, QUARTER CIRCLE FORWARD X2 + PUNCH X3
Dhalsim's new Ultra is an air Ultra, useful for catching grounded opponents before they can recover from certain attacks and jumps. Use this against players who jump over Yoga Fire and also projectile characters to catch them before they recover from a fireball.