fahkumramfahkumram 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
- Gets access to his Garuda install, with moves like GRF df+3+4,3 and GRF f+2,1,2
- 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 sectionTop 10 Moves
mi13-9 oB+2 oH+9 oCH
mi18-9 oB+18a (+9) oH+58cs oCH
mi15-3 oB+6 oH
mi16-6 oB+3 oH
hi18+6 oB+47cs oH
l (t)i14+0d oH
Li21-14 oB+4 oH
hi16-7 oB+15a (+6) oH
Mi18-5 oB+8c oH+13c oCH
mi19+6 oB+15a (+5) oH
Punishers
Standing
10f 1,4 (22 dmg +8)
12f 2,1 (33 dmg wall splat knd)
13f 3,1 (mid 23 dmg +7 great range)
14f b+1 (great range combo with ff1+2 )
15f df+2,3 (mid high launcher on hit )
Crouching
11f WS 4 (generic ws4)
13f WS 1,2 (heat enganger wall splat)
14f WS 2,4 (combo with ff 1+2 and wall splat)
15f WS 3 (ws launcher)
Whiff punishers
df+4,3 (16 f amazing range combo with d4 )
3,1 (13 f easy whiff punish)
b+1 (14 f good range combo with ff1+2)
f+2,1 (15 f mid mid long range wall splat)
Combos
df+3~4 → b+1 → d+3,4,3~4 → uf4 T!
df+3~4 → 3,4~4 → dash → 3,4~4 → uf+4 T!
df+3~4 → 3,4~4 → dash → 3,4~4 → dash → 3,4~3
df+3~4 → 3,4~4 → dash → b4 f3,2,4~3
Beginner Combos
b1 → d3,4,3~4 → uf+4 T!
3,4~4 → 3,4~4 → uf+4 T!
Combo Enders
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
ff+1+2
ff+1+2
ff+1+2
Notable Moves
mi17-13 oB+3 oH+33d (+25) oCH
m,m, mi13-9 oB+13g oH
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 blockmi19+1 oB+20a (+3) oH
RAM 2
Unblockable. Can be interrupted or avoided with a side step/walkm!i40! oB+18a (+8) oH
RAM 3,4
mid high ( jails ). Wall splats and has big damage. Power crush and parry can beat this optionm, hi21-9 oB+13a oH
RAM 4
low, -13 on bloc. Low parry or block this moveli21-13 oB+11a oH
RAM 1+3
Unblockable throw ( gives install ). Duck and punisht!i23! oB-3d oH
Panic Moves
h, mi10-9 oB+8c oH
sli12-9 oB+2 oH
mi22-14 oB+19a (+14) oH
Frame Traps
Knowledge Checks
m, M, mi15~16+2 oB+15d oH
GRF d+3,4, 3~4*
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 blockDefensive Move Handling
m, hi13-3 oB+7 oH
m, hi15-5 oB+20a (+11) oH
mi18-9 oB+18a (+9) oH+58cs oCH
hi18+6 oB+47cs oH