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
- Hold neutral with
3as your quick mid check. - Whiff-punish with
f+1+2(i21 launcher). - 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.