Fahkumram

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Fahkumram
Heat
  • Gets Garuda Force install.
  • Garuda Force powers up specific moves and gives string extensions.
Heat Smash Mid, i16, +7
Heat Engagers
  • f+1+2
  • df+1,4
  • b+3
  • uf+3
  • ws1,2
Stances
  • RAM (Rama Stance) – Enter stance through landing: GRF.1+2, df+3+4,GRF.3, GRF.4*, GRF.3*
Fastest
Launch
  • i15 – df+2,3
CH launch
  • i18 – 3+4 (mid)
Wall splat
  • i12 – 2,1 (standing, high hitting)
  • i14 – b+1 (standing, mid hitting)
  • i13 – ws1,2 (crouching)
Archetypal moves
Parry b+1+3 (high,mid, or low kicks)

b+2+4 (high and mid punches)

Mid check
  • df+1 (standing)
  • 3 (standing)
  • ws4(crouching)
Stature kick
  • f,f+3
  • d+4
  • df+3
Slash kick f,f,F+3
Generic moves
Remapped
  • d+1 โ†’ db+1
Missing
  • d+3
  • d+4
External links
Lore Fahkumram
Twitter #T8_Fahkumram
Discord [1]

Fahkumram is a long range powerhouse with many ways to power through the opponent's defenses with his strong string mix ups or using his install: Garuda Force, which leads to his new Rama Stance by guard crushing with his charged moves.

Fahkumram's long range is used to control much more space than other characters, making opponents never feel comfortable even at full screen. Once the opponent decides to stay close he can use his string mix ups to their full potential, mainly coming from his standing 3 string that has up to 9 different enders if he has his GRF install. If the opponent starts stepping his linear standing 3, they have to deal with his heavy hitting counter hit tracking moves 3+4 (if they step right) and b,f+4 (if they step left).

While scary at far ranges, Fahkumram can struggle up close with his linearity and slow start up for moves that can track, but his pressure and trickiness are strong enough to make up for his weaknesses.

Good
  • 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
Bad
  • 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


Mashing
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Blocking
importance
โ˜†โ˜†โ˜†โ˜†โ˜†
value
โ˜†โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links