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
Guard breaks on 3,4~3* (hold) and 4,3~4* (hold) into rama stance
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
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.
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*