GiantDojoALPHAv0.01
Fahkumram

Fahkumram

Fahkumram - zoning/damage. Tools include i14 launcher.

zoningdamage
7 / 7 combos

Combos

Starter

Most Important

  • df+2then3df+[ 3~4 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3
  • LOW PARRYdb+43,1f+3,2,1

More Combos

  • uf+4(dash) db+43,1f+3,2,1
  • GRF (3)then[ 4~3 ] (hold)df+[ 3~4 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3
  • CH (4)then3(dash) d+3,4,[ 3~4 ]3,[ 4~3 ]db+4df+4,3
  • heat on b+3~Fdf+[ 3~4 ]3,[ 4~4 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3
  • heat on f+1+2~Fb+1d+3,4,[ 4~3 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3

Key Moves

  • 1Fast attack to check situations and start offense. It has several extensions you can use for pressure.
  • 3Very long range mid you can use to poke and control the midrange. It also has several extensions you can use to apply pressure.
  • df+1Similar application as the previously mentioned poke, but slower. Better used at close range.
  • df+3 ― d+4 and fthenf+3Your low options to harass the opponent. Worth noting that df +3 has a fake out i n df+3 ,3 which can be used for pressure especially in okizeme situations.
  • bthenf+4A powerful high launcher that can break through parries and power crushes. On block, it allows you to continue pressure.
  • 3+4Safe mid counterhit launcher with a lot of range. Use it along wit h b,f +4 to control the midrange space.
  • f+4Slow axe kick that can be used to pressure opponents at close range. Very rewarding on counterhit.
  • fthenfthenf+3Running knee attack you can use to approach the opponent and start your offense.

Heat Engagers

  • b+3Homing high heat engager to check oppents trying to sidestep your other options.
  • f+1+2Mid heat engager with a lot of range. Very linear, so it's best used after conditioning them not to sidestestep wit h b +3.
  • df+1then4A safe but duckable hig h df +1 extension. Useful for whiff punishment situations.
  • uf+3Jumping knee attack. It goes over lows and has great range however it's unsafe on block. Useful to extend combos as a heat dash move or punish situations.
  • WSthen1then2Mostly useful in punish situations.

Command Grabs

  • uf+1+21+2 escape
  • RMS 1+3 (or 2+4)unescapable

Block Punishers

StartupStandingCrouching
101then4FC d+1
11WSthen4
122then1
133then1 (range) GRF df+3+4then3WSthen1then2 (heat)
14b+2then1 uf+3 (heat) b+1 (range)WSthen2then4 uf+3 (heat)
15df+2then3WSthen3
18bthenf+4

Suggested Whiff Punishers

  • 2then1
  • b+1
  • df+2then3

Guaranteed Follow-ups

  • CH f+4b+1 ⏵ fthenf+1+2
  • CH f+4uf+3 (heat)
  • CH d+1WSthen1then2 (heat)
  • b+1d+4 (easy option)
  • uf+1fthenf+1+2
  • db+4fthenf+1+2
  • fthenf+4fthenf+1+2
  • df+1then2fthenf+1+2
  • df+3then3fthenf+1+2
  • df+4then3fthenf+1+2
  • WSthen2then4fthenf+1+2
  • sidestep 4fthenf+1+2
  • (b+4then3)then2fthenf+1+2
  • CH (4)then[ 3~4 ]fthenf+1+2
  • (and similar)fthenf+1+2
  • (3then1)then2fthenf+1+2
  • CH (3)then4GRF fthenf+2then1then2
  • CH b+3+4GRF fthenf+2then1then2
  • CH (f+3then2)then4GRF fthenf+2then1then2
  • CH (df+1)then[ 4~3 ]GRF fthenf+2then1then2
  • (and similar)GRF fthenf+2then1then2
  • heat on uf+3~Ffthenf+1+2
  • heat on ws+1then2~FGRF fthenf+2then1then2

Defensive Options

  • b+1+3Kick parry
  • b+2+4Punch parry
  • GRF 1+2Reversal
  • uf+2Power crush
  • f+3+4Power crush

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3b+1 ― uf+3
  • Kazuya db+1,2bthenf+4 ― uf+3
  • Ling RDS f+3+4,3+41then2then1then4
  • Ling AOP 3+4WSthen4 float
  • evade Leo's b+1,4GRF 1+2
  • Paul's Deathfistb+1 ― uf+3
  • Demoman (3rd hit)b+1 ― uf+3
  • Alisa's b+3+4,(3+4)uf+4
  • Claudio's f+2,2uf+4 ― fthenf+1+2
  • Kuma's f,f+2bthenf+4 ― uf+3
  • Heihachi's f,f+2b+1 ― uf+3
  • Jack's d+1+2bthenf+4 ― uf+3
  • Jack's df+1,2,1,2bthenf+4 ― uf+3
  • King's JGS 4FC df+2 ― CC d+3then4 float

Notes

  • Can perform Garuda Force moves at any time during Heat.
  • d+3,4,[ 3~4 ]