Fahkumram
TEKKEN 8 fighter

Fahkumram

Zoner
What beats Fahkumram?34% of this movelist is punishable
Moves
142
Punishable
48
Defining strength
Long Legs

Fahkumram sports some of the longest range in the game with moves such as 3, uf+4, df3, and the mighty b+3+4.

Best on block
+13
highest on-block advantage in the movelist
Zoner
What defines them
Long Legs

Fahkumram sports some of the longest range in the game with moves such as 3, uf+4, df3, and the mighty b+3+4.

Where they lose
Slow

Has slow start up on many of his moves, with many of his key moves being at least i13, meaning he's prone to interruption if not properly spaced or has not properly conditioned his opponent.

Stances

  • RAM (Rama Stance) – Enter stance through landing: GRF.1+2, df+3+4,GRF.3, GRF.4*, GRF.3*

Heat Smash

Mid, i16~17, +7

  • Gets Garuda Force install.
  • Garuda Force powers up specific moves and gives string extensions.

Strengths

  • Long Legs

    Fahkumram sports some of the longest range in the game with moves such as 3, uf+4, df3, and the mighty b+3+4.

  • Hard Hitting

    Fahkumram has consistent high damage on both his combos and his single hit pokes.

  • High Mix Potential

    Many of Fahkumram's strings have multiple enders, and can lead to charged kicks that guard break with his Garuda Force install.

  • Garuda Force

    Fahkumram's install makes his mixups more potent, adding a power low sweep and a guard break to his charged moves that on hit enters Rama stance. This makes you guess between a fast mid, a jailing mid high string, an unreactable low, a grab, or an unblockable mid.

  • Aura Farmer

    Extremely cool

Weaknesses

  • Slow

    Has slow start up on many of his moves, with many of his key moves being at least i13, meaning he's prone to interruption if not properly spaced or has not properly conditioned his opponent.

  • Tall Fighter

    His range comes at a downside, in that his opponents can get longer combos against him and some moves that other characters could step normally clip his wide body. His jabs and even his standing 3 are more prone to getting evaded than other characters due to his sheer height.

  • Turn based

    Plus frames are relegated to his okizeme and slower moves, so the "safe" mid options you have from his string mix ups give up your turn.

  • Linear

    Many of Fahkumram's fast pokes and GRF mixups can be sidestepped, requiring conditioning of the opponent to stand still.

  • Bruce is never coming back

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • Parry←□✕

    b+1+3 (high,mid, or low kicks) b+2+4 (high and mid punches)

    Triple Vengeance

  • Signature→→R1✕

    f,f,F+3

    Gale Force

  • Launcher↘△✕

    i21 · 10 dmg · -13 on block

    Searing High Switch

  • Wall splat△□

    i20 · 13 dmg · -12 on block

    Double Elbow Strike

  • Wall splat←□

    i14 · 20 dmg · -13 on block

    Surging Elbow

  • Counter-hit launcher✕○

    i18 · 20 dmg · -9 on block

    Heavy Middle Kick

  • Heat engager→□△

    i21 · 25 dmg · -4 on block

    Horizon Dash

  • Heat engager↘□○

    i25 · 12 dmg · -5 on block

    Aiyara Combination: High

  • Heat engager←✕

    i16 · 27 dmg · -7 on block

    Thundershock Kick

  • Fastest launcher↗✕○

    i7 · 10 dmg · -11 on block

    Twin Knee Barrage

  • Safe on block→→R1✕

    i19 · 30 dmg · +6 on block

    Gale Force

Missing generics: {{Plainlist| * d+2 * hFC.2 * d+3 * d+4

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

Other fighters

AlisaAnnaArmor KingAsukaAzucenaBobBryanClaudioCliveDevil JinDragunovEddyFengHwoarangHeihachiJack-8JinJunKazuyaKingKumaKunimitsuLarsLawLeeLeoLeroyLidiaLiliMiary ZoNinaPandaPaulRavenReinaShaheenSteveVictorXiaoyuYoshimitsuZafina