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fahkumram Tekken 8 Season 3 Guide

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Last updated Apr 24, 2026, Game version 3.00.02

Introduction

Fahkumram is a character with clear strengths and weaknesses. He has an unique design that requires a unique concept in terms of movement and mix-ups. You will need to learn how to side STEP ( not side WALK) with this character.

He mainly takes advantage of the enormous range he has, and not being predictable with his 50/50 mix-ups

Strengths

  • Best range in the game
  • Big damage
  • Good tracking to stop opponents from sidewalking and sidestepping

Weaknesses

  • Bad sidewalk
  • Bad frames on lows
  • Risky mix-ups

Heat System

Installments

Garuda Force (GRF)

Always available in heat. Obtained after hitting moves like f+3+4, b+4,3,2, and df+1,2. Gives access to new extensions and guard breaks to Rama as described in the heat section

Top 10 Moves

3

13 f mid poke with great range and follow-ups, 3, 1 is mid high combo and is +7 on hit. It is the best follow up if the oponent dosen't duck. 3, 4~3 is a mid mid counter hit combo with good damage. 3,4~4 is also a counter hit combo, +3 and wallsplat, You can use 3,4 if the opponent is ducking after thie first hit.
mi13-9 oB+2 oH+9 oCH

3+4

18 f mid, great tracking to the left. Counter hit launcher and wallsplat
mi18~19-9 oB+18a (+9) oH+58a oCH

df+1

15 f mid, tracking to the left with follow-ups like df+1,4, df+1,4~3, and df+1,4~4
mi15~16-3 oB+6 oH

df+4

16 f mid, great range, tracking to the right and follow-ups with df+4,1 (safe high) and df+4,3 (-12 mid)
mi16-6 oB+3 oH

b,f+4

Normal launcher with great range and great tracking to the right
hi18~19+6 oB+47a oH

d+4

Fast low, -15 on block and -4 on hit, with great range, great tracking. It hits grounded, and transitions to a throw on counter-hit
L, ti14+0d oCH

f,f+3

Low with great range. -14 on block and +4 on hit. Tracks to the left and htst grounded
Li21-14 oB+4 oH

b+3

Fast high homing, heat engager, and wall splats
hi16~17-7 oB+15a (+6) oH

d+1

Mid. Combo on counter hit with ws 1,2. Can not be parried and hits grounded
Mi18~19-5 oB+8c oH+13c oCH

f,f,f+3

mid +6. Great range, wallsplats, and can not be parried
mi19~22+6 oB+15a (+5) oH

Punishers

Standing

i101,4

22 dmg +8

i122,1

33 dmg wall splat knd

i133,1

mid 23 dmg +7 great range

i14b+1

great range combo with ff1+2

i15df+2,3

mid high launcher on hit

Crouching

i11WS 4

generic ws4

i13WS 1,2

heat enganger wall splat

i14WS 2,4

combo with ff 1+2 and wall splat

i15WS 3

ws launcher

Whiff punishers

i16df+4,3

16 f amazing range combo with d4

i133,1

13 f easy whiff punish

i14b+1

14 f good range combo with ff1+2

i15f+2,1

15 f mid mid long range wall splat

Combos

df+2,3
df+3~4 → b+1 → d+3,4,3~4 → uf4 T!
WS 3
df+3~4 → 3,4~4 → dash → 3,4~4 → uf+4 T!
b,f+4
df+3~4 → 3,4~4 → dash → 3,4~4 → dash → 3,4~3
CH 3+4
df+3~4 → 3,4~4 → dash → b4 f3,2,4~3

Beginner Combos

df+2,3
b1 → d3,4,3~4 → uf+4 T!
df+2,3
3,4~4 → 3,4~4 → uf+4 T!

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
3,1 → uf3 or b1
With tornado
uf+4 T! → b+4,3,2
df+4,3 T! → 3,1,4

Small Combos

b+1
ff+1+2
WS 2,4
ff+1+2
CH FC df+2
ff+1+2

Notable Moves

b+3+4

Mid with an amazing range, -13 on block. Counter-hit combo with ff+1+2 or f+2,1 ( with install GRF f+2,1,2 )
mi17~18-13 oB+3 oH+33d (+25) oCH

GRF df+3+4, 3

Great tracking to the left. You can hit-confirm the 3rd hit. The 2nd hit is -10, and the 3rd hit is safe. On hit, it gives Rama stance mix
m,m, mi13-9 oB+13 RAM oH

uf3 (heat dash)

14 frame startup and great range
mi14~15-14 oB+9a (+0) oH

Stances

Rama (RAM)

Garuda force ( install ) allows you to go into a mix stance called Rama. This can be done by hitting GRF df+3+4,3, landing GRF 1+2 parry, or getting the opponent to block one of his charged kicks, like GRF 3,4~3* and GRF 4,3~4*

RAM 1

Option to beat opponents doing power crush and rage art.. Mid +1 on block. Anti-parry and wall splats. Most of the characters can only block
mi19~20+1 oB+20a (+3) oH

RAM 2

Unblockable. Can be interrupted or avoided with a side step/walk
m!i40+18a (+8) oH

RAM 3,4

mid high ( jails ). Wall splats and has big damage. Power crush and parry can beat this option
m, hi21-9 oB+13a oH

RAM 4

low, -13 on bloc. Low parry or block this move
li21~22-13 oB+11a oH

RAM 1+3

Unblockable throw ( gives install ). Duck and punish
h!i23-3d oH

Panic Moves

1,1

high mid ch combo
h, mi10-9 oB+8c oH

d+2

12 f mid jab with elbow
sli12-9 oB+2 oH

f+3+4

Mid power crush. Gives Garuda Force install on hit
mi22-14 oB+19a (+14) oH

Frame Traps

1 → 1,1
f,f,f+3 → 3
f,f+3 → df+3+4
3,4~4 → d+2

Knowledge Checks

GRF f+2,1,2

The last hit is +2 on block. If the opponent does not side step this move, it is super good
m,M,mi15~16+2 oB+15a / -5d oH

GRF d+3,4, 3~4*

Good string to knowledge checks into Rama mix

Defensive Tips

movement side

Fahkumram can side step, but he can not side walk well

-13 + lows

All of Fahkumram's lows are at least -13 on block

Defensive Move Handling

3,1

Duck the 2 hit and punish
m, hi13-3 oB+7 oH

df+1,4

Duck the 2 hit and punish
m, hi15~16-5 oB+20a (+11) oH

3+4

side step left
mi18~19-9 oB+18a (+9) oH+58a oCH

b,f+4

Side step right
hi18~19+6 oB+47a oH

External Resources