GiantDojoALPHAv0.01
Fahkumram

Fahkumram

Fahkumram - zoning/damage. Tools include i14 launcher.

zoningdamage

Key Moves

df+2

i15 mid. -7 on block, +4 on hit.

db+1

i10 special low. -5 on block, +6 on hit.

f+1+2

i21 mid launcher. -4 on block, launches on hit.

uf+3

i14 mid launcher. -14 on block, launches on hit.

fthenfthenF+3

i19 mid launcher. +6 on block, launches on hit.

3

i13 mid. -9 on block, +2 on hit.

Overview

Fahkumram is classified as zoning, damage. Their toolkit includes wall-finish tools. Their fastest standing launcher comes out in 14 frames.

Strengths

  • Fast i14 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with 3 as your quick mid check.
  2. Whiff-punish with f+1+2 (i21 launcher).
  3. On block, recheck pressure with f,f,F+3 (+6 on block).

Defense

  • Parry: b+1+3 (Kick Parry) catches a high or mid attack and turns the round around.
  • Panic launcher: uf+4 (launches on hit) hops over jabs and lows when you read a string.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Fahkumram’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.