Ironfist Insights
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Fahkumram — character information

Every Fahkumram move in Tekken 8: 50 rows, 7 lows, 3 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Fahkumram is built on plus frames (14.2% of the movelist is plus on block) and dangerous at a wall (29.8% of the movelist carries a balcony break or wall crush), with 2 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws329th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Fahkumram: 3 throws from neutral — 29th of 41. The roster median is 4.

  • Plus on block14.2%4th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Fahkumram: 14.2% of the movelist is plus on block — 4th of 41. The roster median is 11%.

  • Lows14.9%15th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Fahkumram: 14.9% of the movelist is lows — 15th of 41. The roster median is 13.8%.

  • CH launchers932nd of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Fahkumram: 9 moves launch on counter hit — 32nd of 41. The roster median is 12.

  • Stances216th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Fahkumram: 2 stances: GRF, RAM — 16th of 41. The roster median is 2.

  • Homing224th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Fahkumram: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony29.8%5th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Fahkumram: 29.8% of the movelist carries a balcony break or wall crush — 5th of 41. The roster median is 24.8%.

  • Floor breakers79th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Fahkumram: 7 strikes break the floor — 9th of 41. The roster median is 2.

  • Side switches126th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Fahkumram: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage17%13th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Fahkumram: 17% do chip damage on block — 13th of 41. The roster median is 14.5%.

  • Power crushes232nd of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Fahkumram: 2 power crushes — 32nd of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Fahkumram: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki215th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Fahkumram: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows50%11th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Fahkumram: 50% of their lows are -15 or worse — 11th of 41. The roster median is 37.5%.

  • Launchable mids/highs2.8%41st of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Fahkumram: 2.8% of their highs and mids are -15 or worse — 41st of 41. The roster median is 10.9%.

  • Turn-keeping pokes49.2%3rd of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Fahkumram: 49.2% of their pokes stay plus on hit and safe on block — 3rd of 41. The roster median is 35.5%.

  • Duckable highs21.3%20th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Fahkumram: 21.3% of the movelist is highs — 20th of 41. The roster median is 21.3%.

  • Low crushes7.8%36th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Fahkumram: 7.8% of the movelist jumps over lows — 36th of 41. The roster median is 12.8%.

  • High crushes5%39th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Fahkumram: 5% of the movelist ducks under highs — 39th of 41. The roster median is 9.7%.

  • Safe evasions44.4%23rd of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Fahkumram: 44.4% of their evasive moves are still safe when blocked — 23rd of 41. The roster median is 45.5%.

  • Fast plus on block0.7%39th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Fahkumram: 0.7% of the movelist is plus on block at i15 or faster — 39th of 41. The roster median is 2%.

  • Safe poke damage11.436th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Fahkumram: their average safe poke does 11.4 damage — 36th of 41. The roster median is 13.2.

  • Follow-ups per move1.042nd of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Fahkumram: 1.04 follow-ups per standalone move — 2nd of 41. The roster median is 0.61.

Shading shows where Fahkumram sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Fahkumram reaches it on 4 of 23.

Your back to the wall

This is where Fahkumram wants you. Roughly 42 moves carry a balcony break or wall crush, in the top fifth of the roster — most of what they throw at a cornered opponent converts.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

Stepping is largely available. Only 2 strikes of 141 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

7 strikes break the floor, a little above the roster middle.

Key Fahkumram moves

Plus on block

  • GRF.3*Fatal Tornado Kickstancei36, mid, +13 on block, needs Heat, spends a stance resource
  • GRF.4*Fatal Erupting Kneestancei36, mid, +13 on block, needs Heat, spends a stance resource
  • 1,2,4,3~4*Left Right Combo > Charged Erupting Kneei51, mid, +9 on block, slower in practice than its published startup
  • 3,4~3*Tornado Kick Convergence (charged)i52, mid, +9 on block, slower in practice than its published startup

Plus you cannot ignore

  • df+3~3Thunderbolti17, mid, +2 on block
  • f,f,F+3Gale Forcei19, mid, +6 on block
  • RAM.1Nandakastancei19, mid, +1 on block

Fastest mids

  • 3i13, mid, -9 on block
  • df+3+4Stomach Rupturei13, mid, -10 on block

Lows, safest first

  • GRF.3*~dSurenradjitstancei27, low, -12 on block, slow enough to block on reaction, needs Heat, spends a stance resource
  • df+3Sweeping Thunderi20, low, -13 on block, borderline — some players react to it
  • RAM.4Varunapashastancei21, low, -13 on block, borderline — some players react to it
  • FC.df+2Slant Elbowsituationali19, low, -14 on block, too fast to see coming

Special lows

  • db+1i10, special low, -5 on block, too fast to see coming
  • FC.1situationali10, special low, -5 on block, too fast to see coming
  • d+2Quick Low Elbowi12, special low, -9 on block, too fast to see coming
  • FC.2Quick Low Elbowsituationali12, special low, -9 on block, too fast to see coming

Panic buttons

  • f+3+4Deadly Kneei22, absorbs a hit, -14 on block
  • b+1+3Kick Parryparries, block frames unpublished
  • b+2+4Force Interruptparries, block frames unpublished
  • uf+3+4Twin Knee Barragei18, jumps lows, -11 on block

Launches on counter-hit

  • 1,2,4,3~4Left Right Combo > Erupting Knee Convergencei36, counter-hit +44a, slower in practice than its published startup
  • 4,3~4Thunderstorm > Erupting Knee Convergencefrom 4 (i12), counter-hit +44a
  • d+3,4,3~4Left Low Kick > Erupting Knee Convergencefrom d+3 (i16), counter-hit +44a
  • 3,4~4Ayutthaya Night Thunderi29, counter-hit +30a, slower in practice than its published startup

Homing

  • 3,4~4Ayutthaya Night Thunderi29, homing, +3 on block, slower in practice than its published startup
  • df+1,4~4Aiyara Night Thunderfrom df+1 (i15), homing, +3 on block
  • f+3,2,4~4Berserker Night Thunderfrom f+3 (i17), homing, +3 on block
  • b+3Thundershock Kicki16, homing, -7 on block

Parries and sabaki

  • b+1+3Kick ParryParries high, mid and low kicks
  • b+2+4Force InterruptParries high and mid punches

Free launches for you

  • FC.4situationali12, -15 on block
  • b+2Backhand Blowi14, -15 on block
  • d+4Rumbling Thunderi14, -15 on block
  • 1,2,4,4Left Right Combo > Twin Boltsfrom 1 (i10), -15 on block
What Fahkumram punishes you with
Fahkumram’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,422—
−12 or worse2,133 launchesws420
−13 or worse2,133 launchesws1,237 launches
−15 or worseb+2,142 launchesws1,237 launches
What you get to do about Fahkumram’s strings

Fuzzy guard candidates

  • 2,1high, 11f before 2,3
  • df+2,3high, 3f before df+2,1
  • df+4,1high, 3f before df+4,3
  • 1,2,4,3high, 2f before 4 slower branches
  • 4,3high, 2f before 4 slower branches
  • …and 1 more

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 3,4~4interrupt with i11
  • 3,4~3interrupt with i16
  • df+1,4~4interrupt with i16
  • 1,2,4,3~4interrupt with i17
  • df+1,4~3interrupt with i18
  • …and 6 more

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • RAM.3,4jails — you stay in blockstun

Jailing is unrecorded on 97% of Fahkumram’s string continuations, so a string missing from the last list was probably never checked.

Getting into Fahkumram’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Fahkumram there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

RAM — 7 moves out of it

  • df+3+4,GRF.3Naga Devourerfrom a stancefrom df+3+4 (i13), -9 on block
  • GRF.3*Fatal Tornado Kickfrom a stancei36, +13 on block
  • GRF.4*Fatal Erupting Kneefrom a stancei36, +13 on block
  • GRF.1+2,PGaruda Pressure (counterattack)from a stancei36, -9 on block

GRF — 8 moves out of it

No move in the movelist names GRF as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

1 of 2 stances in Fahkumram’s movelist has a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Fahkumram has 3 throws that can start from neutral.

Default break: 1. It covers 2 of 3 breakable throws (67%).

What 1 does not cover, most damaging first:

  • uf+1+2 Genocidal Rush — breaks with 1+2, 40 damage
Fahkumram neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Killer Sweep1 or 235—Against sidestepping
2+4Raging Knee1 or 235—Against sidestepping
uf+1+2Genocidal Rush1+240—At a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 148 moves
Level
Properties

148 moves

Search any column from its heading.

Fahkumram frame data — 148 moves
DetailsProperties
1JabHigh10+1+8—5—
1,1Jab > Elbow ScytheMidi20~21 rel-9+8c—,20
1,2Left Right ComboHighi10 rel-3+5—,8—
1,2,1—Midi17~18 rel-10+3—,15—
1,2,1,4Ban Chiang CombinationMidi21~22 rel-14+13a (+4)—,23
1,2,4—Highi17 rel-9+6—,10—
1,2,4,3Left Right Combo > ThunderstormHighi19~20 rel-7+6+29a,14—
1,2,4,3~4Left Right Combo > Erupting Knee ConvergenceMidi21~22 rel-5+9+44a,20
1,2,4,3~4*Left Right Combo > Charged Erupting KneeMidi36~37 rel+9+73a (+57)—,25
1,2,4,3~4*~BEruption MawMidi22 rel-7+6—,25
1,2,4,4Left Right Combo > Twin BoltsLowi25 rel-15-4+0d,15—
1,4Jab > High KickHighi17 rel-8+8—,17—
1+2+3+4Ki Charge———————
1+3Killer SweepThrow12-3+0d—35
2—High12-8+3—13
2,1Double Elbow StrikeHighi20 rel-12+15a (+6)—,20
2,3Double BlastMidi31 rel-4+27a (+17)—,22
2+4Raging KneeThrow12-6+0d—35
3—Mid13-9+2+911—
3,1—Highi18 rel-3+7—,12—
3,1,2Ayutthaya Piercing ThunderHighi21 rel+0+38d (+30)—,20
3,1,4Ayutthaya Roaring ThunderMidi21 rel-14+8d (-1)—,23
3,1,d+4Ayutthaya Rumbling ThunderLowi20 rel-15-4+0d,15—
3,4Ayutthaya RushMidi19 rel-12+24g+34d (+26),18
3,4~3Tornado Kick ConvergenceMidi18 rel-7+9+37d (+29),20
3,4~3*Tornado Kick Convergence (charged)Midi36 rel+9+70a (+54)—,23
3,4~3*~BTornado MawMidi22 rel-7+9—,25
3,4~4Ayutthaya Night ThunderHighi16 rel+3+13g+30a,20
3+4Heavy Middle KickMid18-9+18a (+9)+58cs20
4—High12-12+3—10—
4,3ThunderstormHighi19 rel-7+6+29a,14—
4,3~4Thunderstorm > Erupting Knee ConvergenceMidi21 rel-5+9+44a,20
4,3~4*Thunderstorm > Erupting Knee Convergence (charged)Midi36 rel+9+73a (+57)—,25
4,3~4*~BEruption MawMidi22 rel-7+6—,25
4,4Twin BoltsLowi25 rel-15-4+0d,15—
b,f+4Lashing SquallHigh18+6+47cs—25
b+1Surging ElbowMid14-13+34d—20—
b+1+3Kick Parry——————
b+1+3,PTriple VengeanceMidi19 rel—+19a (+10)—40
b+1+4Maximum VoltageMid60!+9a—50—
b+2Backhand BlowHigh14-15-6—17—
b+2,1Backhand Blow > Piercing BoltHighi21 rel-9+15a (+6)—,25
b+2+4Force Interrupt——————
b+3Thundershock KickHigh16-7 HD+15a (+6)—27
b+3+4Heavy TeepMid17-13+3+33d (+25)22
b+4—Mid14-5+6—14
b+4,3—Midi24 rel-10-1—,14
b+4,3,2Triple CrushMidi31 rel-12+16d—,21
Back ThrowCheckmateThrow12—+0d—50—
CH d+4Murderous SweepLow14—+0d—41—
d+1Lightning ElbowMid18-5+8c+13c20
d+2Quick Low ElbowLow sl12-9+2—13
d+3—Low16-16-5—11—
d+3,4—Highi20 rel-9+6—,10—
d+3,4,3Left Low Kick > ThunderstormHighi19 rel-7+6+29a,14—
d+3,4,3~4Left Low Kick > Erupting Knee ConvergenceMidi21 rel-5+9+44a,20
d+3,4,3~4*Left Low Kick > Erupting Knee Convergence (charged)Midi36 rel+9+73a (+57)—,25
d+3,4,3~4*~BEruption MawMidi22 rel-7+6—,25
d+3,4,4Left Low Kick > Twin BoltsLowi25 rel-15-4+0d,15—
d+4Rumbling ThunderLow14-15-4+0d18—
db+1—Low sl10-5+6—5—
db+2—Mid16-10+1—16—
db+2,2Lightning RodMidi25 rel-13+1—,16
db+2,2,3—Lowi30 rel———,7—
db+2,2,3,4—Highi20 rel———,8—
db+2,2,3,4,3—Highi19 rel———,8—
db+2,2,3,4,3,4—Midi25 rel———,10—
db+2,2,3,4,3,4,3—Midi24 rel———,10—
db+2,2,3,4,3,4,3,2—Midi31 rel———,15—
db+2,2,3,4,3,4,3,2,3—Lowi27 rel———,15—
db+2,2,3,4,3,4,3,2,3,2—Midi25 rel—+3a (-4)—,10—
db+3+4Encroaching StormMid30-9+15a—25
db+4Haang Jora KheeHigh20~21-6+35d—23
df+1—Mid15-3+6—12—
df+1,2Aiyara Combination: MidMidi27 rel-13+12d—,20
df+1,4Aiyara Combination: HighHighi25 rel-5+20a (+11)—,23
df+1,4~3Aiyara Combination > Tornado Kick ConvergenceMidi18 rel-7+9+37d (+29),20
df+1,4~3*Aiyara Combination > Tornado Kick Convergence (charged)Midi36 rel+9+70a (+54)—,23
df+1,4~3*~BTornado MawMidi22 rel-7+9—,25
df+1,4~4Aiyara Night ThunderHighi16 rel+3+13g+30a,20
df+2—Mid15-7+4—10—
df+2,1Searing ElbowMidi24 rel-13+13d—,22
df+2,3Searing High SwitchHighi21 rel-13+52cs—,11
df+3Sweeping ThunderLow20-13-1c+28g15—
df+3+4Stomach RuptureMid ⋯13-10+8—8,16—
df+3+4,GRF.3Naga DevourerMidi26 rel-9+13g—,23
df+3~3ThunderboltMid17+2+12d—20
df+3~4Lightning StreamerMid25-10+21a (+4)—20
df+4—Mid16-6+3—15—
df+4,1Chao Suea RushHighi22 rel-6+14a (+5)—,25
df+4,3Chao Suea RaidMidi25 rel-12+9d—23
f,f,F+3Gale ForceMid19+6+15a (+5)—30
f,F+1+2Vicious UppercutMid18-14+43a (+33)—22—
f,F+3Flash ChannelLow21-14+4—20—
f,F+4StormbreakerMid22-13+33a—25
f,F+4~1Barbaric ElbowMid21-3+8c+32d20
f,F+4~3—Low19-23-1c—15—
f,F+4~3,2RamasuraMidi25 rel+0+13d (-4)—,20
f,F+4~3,GRF.2Fatal RamasuraMidi25 rel+0+0d—,30
f+1+2Horizon DashMid21-4+24a (+14)—25
f+2—Mid15~16-9+0—14—
f+2,1Cross BlitzMidi20~21 rel-14+33a (+18)—,22—
f+2,1,GRF.2Naga SlaughterMidi29 rel+2+15d—,20
f+3—Mid17-8+3—16
f+3,2—Midi20 rel-12-1—,13—
f+3,2,1Berserker Combination: HookHighi19 rel-5+24a (+15)—,20
f+3,2,4Berserker Combination: KneeMidi20 rel-12+6+36d (+28),20
f+3,2,4~3Berserker Combination > Tornado Kick ConvergenceMidi18 rel-7+9+37d (+29),20
f+3,2,4~3*Berserker Combination >Tornado Kick Convergence (charged)Midi36 rel+9+70a (+54)—,23
f+3,2,4~3*~BTornado MawMidi22 rel-7+9—,25
f+3,2,4~4Berserker Night ThunderHighi16 rel+3+13g+30a,20
f+3+4Deadly KneeMid22-14+19a (+14)—22
f+4Heel StrikeMid25+3+8c+14c26
FC.1—Low sl10-5+6—5
FC.2Quick Low ElbowLow sl12-9+2—13
FC.3—Low16-17-6—10
FC.4—Low12-15-4—6
FC.df+2Slant ElbowLow19-14+4+12d22
GRF.1+2Garuda Pressure——————
GRF.1+2,PGaruda Pressure (counterattack)Midi21 rel-9+13g—20
GRF.3*Fatal Tornado KickMid36+13+58cs—25
GRF.3*~dSurenradjitLow ⋯27-12+11a (+10)—15,17
GRF.4*Fatal Erupting KneeMid36+13+42a (+32)—25
H.2+3Hanuman ImpactMid16~17+7+0d—50
Left ThrowKiller SweepThrow12-3+0d—40
R.df+1+2Avatar of GarudaMid20-18+0d—55+
RAM.1NandakaMid19+1+20a (+3)—20
RAM.1+3Sudarshana ChakraThrow23!-3d—40
RAM.2SharngaMid40!+18a (+8)—43
RAM.3—Mid21-11-6—20—
RAM.3,4BrahmastraHighi24 rel-9+13a—,25
RAM.4VarunapashaLow21-13+11a—31
RAM.db————————
Right ThrowRaging KneeThrow12-3+0d—40
SS.4Sky NeedleMid15~16-11+38a—23
uf,n,4Delayed Rising Toe kickMid23-13+32a (+22)—20
uf+1ThundercloudMid28+6+24d—20
uf+1+2Genocidal RushThrow12-3+0d—40
uf+2Beast ElbowHigh18-7+22a (+13)—20
uf+3Erawan TuskMid14-14+9a (+0)—23
uf+3+4Twin Knee BarrageMid ⋯18~19-11+16a (-1)—10,20
uf+4Tyrant TeepMid20-16+66a (+55)—22
ws1—Mid13-4+4—12
ws1,2Khorat CombinationHighi18 rel-9+20a (11)—,25
ws2—Mid14-9+7—13—
ws2,4DemonbreakerMidi22 rel-13+34d—20
ws3Sumeru KneeMid15-14+55cs—20
ws4Toe SmashMid11-6+5—20—