Skip to content
Tekken 8 — Characters

Fahkumram – Frame Data

Fahkumram is a long-range powerhouse defined by enormous reach and 50/50 mix-ups. He demands a unique movement philosophy — side step, not side walk — to keep opponents guessing. Clear strengths and weaknesses make him a polarizing pick for players who can handle risky, high-damage offense.

140 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

GRF Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

RAM Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Rushdown Pressure Beginner
Offense
10
Defense
6
Execution
6

Weak to: Step Right

Overview

Long-range damage and Garuda Force guard breaks; slow, linear tools struggle up close.

Heat System

In Heat, Fahkumram gains access to the Garuda install, unlocking moves like GRF df+3+4,3 and GRF f+2,1,2. His charged kicks 3,4~3* (hold) and 4,3~4* (hold) become guard breaks that transition into Rama stance.

Strengths

Best range in the gameBig damageGood tracking to stop opponents from sidewalking and sidestepping

Weaknesses & Counterplay

Bad sidewalkRisky mix-upsno throw game: it has generic and a 1+2 breakof his lows are -14 or more
Game Plan
Use your enormous range to control the mid-range and whiff punish.Side step (not side walk) to reposition; this is key to Fahkumram's movement.Keep your 50/50 mix-ups unpredictable — don't let opponents read your pattern.Use charged kicks (3,4~3or 4,3~4) on block to force guard breaks and enter Rama.Respect your low frames; risky lows can be punished, so use them sparingly.
Stances
Rama (RAM) — enter: Garuda install: hit GRF df+3+4,3, land GRF 1+2 parry, or get the opponent to block charged kicks GRF 3,4~3or GRF 4,3~4— Mix-up stance with multiple options for damage and pressure.RAM 1 — enter: From Rama stance — Mid +1 on block. Beats power crush and rage art. Anti-parry and wall splats. Most characters can only block.RAM 2 — enter: From Rama stance — Unblockable. Can be interrupted or avoided with side step/walk.RAM 3,4 — enter: From Rama stance — Mid-high, jails. Wall splats and big damage. Power crush and parry can beat it.RAM 4 — enter: From Rama stance — Low, -13 on block. Can be low parried or blocked.RAM 1+3 — enter: From Rama stance — Unblockable throw (gives install). Duck and punish.