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