Executed by performing a quarter-circle forward motion and pressing punch, Dhalsim breathes a small fireball that moves across the screen, burning the opponent if it touches them. In Street Fighter II, the attack had the same range as Hadoken, traveling across the entire stage; in Street Fighter Alpha 2, it would slowly fizz out over time.
The speed, damage and duration of the fireball are determined by the punch button pressed: light punch version travels the slowest and deals the least damage but goes the entire screen; heavy punch version travels the fastest and deals the most damage but disappears right after half screen length; and medium punch version balances in-between and goes almost full screen length.
In Street Fighter V, Dhalsim sends the fireball at an arc toward the opponent. The speed, distance, as well as the angle of the fireball, is determined by the punch button. The Light version comes out pretty slow and covers the shortest distance. The Heavy version comes out slightly faster and travels almost fullscreen. However, all three versions of the Yoga Fire peak at the same height before descending.
The EX Special version introduced in Street Fighter IV has no startup lag (making it somehow good for "projectile wars" with proper timing), produces a bigger fireball that hits twice, travels faster than heavy punch version and does not dissipate. The EX version from Street Fighter V breathes the fireball in a straight line, instead of an arc. Also, it hits the opponent twice.
The move is not always effective in projectile wars due to startup lag (unless EX), travel speed and eventual dissipation, being thus best to finish combos rapidly, keep opponents at bay, punish a dizzy or cornered opponent, or only in case of a sure hit.
In Street Fighter V, Because it now travels at an arc, it can be used to confuse the opponent. As the fireball descends toward the opponent, they have to respect the projectile and block. By doing so, Dhalsim can draw close to the opponent to continue offensive pressure. Dhalsim can also utilize his teleports to mix up the opponent. As the fireball approaches the opponent, Dhalsim can teleport to the other side for a crossup situation, or even fake a crossup and force them to block the other way to inflict more damage when their guard is down. Also, because the fireball comes at the opponent in an arc, it can be very tricky for them to jump over his projectiles. However, it should not be used in multiple successions. It does have a slow startup and leave Dhalsim vulnerable as he performs the move.
- Capcom of USA once claimed that Dhalsim's ability to use this move came from his curry diet, but this has since been retconned by Capcom of Japan to be a blessing from the Hindu fire god, Agni.