Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| ( | N/A | |
| ( | N/A | |
| N/A | ||
| N/A |

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| ( | N/A | |
| ( | N/A | |
| N/A | ||
| N/A |
| for dmg | |
| wall carry | |
| wall break | |
| floor break |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +17
Grants GRF (Garuda Force)
Damage: +26
Grants GRF (Garuda Force)
Damage: +16
Heat Enganger
Damage: +25
Heat Enganger
Damage: +65
Microdash needed after db+4
Damage: +63
Just Frame required Microdash needed after db+4
Damage: +45; 30
Fahkumram has blue spark versions of 3 of his moves:; df+3:4, 3,4:4, f+3,2,4:4.; Similarly to Lee's just frame attacks, they require pressing buttons to a precise rhythm to pull off, although the window is bit more lenient than in Lee's case. Blue sparks are essential in combos, as they can not only drastically increase Fahkumram's combo damage, but also allow links that would not connect normally.; Fahkbspark1.mp4|Without the blue spark 3,4~4, the last two hits whiff unless you perform a microdash.; Fahkbspark2.mp4|The blue spark version allows the following 3,1,2 to connect and land a tornado.
This one requires a plink input, which is where you press two different buttons on two consecutive frames. The move will blue spark if the df+3 and 4 has no more than 3 frames inbetween them. The most consistent method is tapping two fingers across the two buttons, or if you're on a gamepad, sliding your thumb from 3 onto 4.
This one requires a rhythmic input, similar to Lee's Acid Rain. A good visual cue is Fahkumram's left leg: after 3,4 press 4 again just as his left leg touches the ground. If you're having difficulty with the timing, inputting 3,4,2,4 might help you get a more consistent rhythm between button presses. Once you got the timing down, start building up the muscle memory.
Probably the most difficult one out of the three, as the delay is noticeably longer than with 3,4:4. The same method of inputting a 'ghost button' between the last two inputs(f+3,2,4,2,4) could prove useful to get more consistent results.
142 moves
Damage: 50 · m,m (t)
Heat smash; Balcony break; Transition to Attack Throw on hit; 55dmg on wall hit; 2nd hit damage 25; +27a (+1) If only last hit connects on standing opponent; 5 chip damage on block
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,20 · h,m
Floor break; Combo from 1st CH with 2F delay; Input can be delayed by 2F; Move cannot be delayed; +10a on BT hit; Interrupt with i3 from 1st block
Damage: 5,8 · h,h
Jail from 1st block with 2f delay; Combo from 1st hit with 2F delay
Damage: 5,8,15 · h,h,m
Move cannot be interrupted; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 5,8,15,23 · h,h,m,m
Balcony break; Combo from 3rd hit with 10f delay; Interrupt with i4 from 1st block; Input can be delayed 12f; Move can be delayed 10f
Damage: 5,8,10 · h,h,h
Move cannot be interrupted; Input can be delayed 2f; Move cannot be delayed
Damage: 5,8,10,14 · h,h,h,h
Combo from 3rd hit; Move cannot be interrupted
Damage: 5,8,10,20 · h,h,h,m
Can be charged with held input; Effective startup i36~37; Interrupt with i17 from 3rd block; Interrupt with i5 from 3rd hit; Move can be delayed by 2F; Recovers 2f slower on hit or block
Damage: 5,8,10,25 · h,h,h,m
Unparryable; Instant Tornado on hit; Chip damage on block; Effective startup i51~52; Interrupt with i32 from 3rd block; Interrupt with i20 from 3rd hit; Whiffs vs SS, SW from 3rd block; Whiffs vs SWL from 3rd hit (SSR/SWR inconsistent); Cancel to r20 FC with F at frames 16-24 (frames 31-39 from 3rd attack); Interrupt with i33? mid/low from 3rd block; Interrupt with i21? mid/low from 3rd hit; Move can be delayed by 2F; Power up in Heat or GRF
Damage: 5,8,10,25 · h,h,h,m
Homing; Balcony break; Effective startup i53; Interrupt with i34 from 3rd block; Interrupt with i22 from 3rd hit; Input B during frames 16-24 of Eruption Maw (charged); Move can be delayed by 8F from Eruption Maw (charged)
Damage: 5,8,10,15 · h,h,h,L
Combo from 3rd hit; Interrupt with i6 from 3rd block; Shift to attack throw Murderous Sweep and gain GRF on CH
Damage: 5,17 · h,h
Combo from 1st hit with 2F delay; Move cannot be interrupted; Move cannot be delayed; Input can be delayed by 2F
Damage: 13 · h
Damage: 13,20 · h,h
Balcony break; Combo from 1st hit with 5F delay; Interrupt with i1; r29 on hit
Damage: 13,22 · h,m
Balcony break; Combo from 1st CH; Interrupt with i12; Move can be delayed by 5F
Damage: 11 · m
Damage: 11,12 · m,h
Combo from 1st hit with 2F delay; Move cannot be interrupted; Move cannot be delayed; Input can be delayed by 2F
Damage: 11,12,20 · m,h,h
Balcony break; Tornado; Combo from 2nd CH with 6F delay; Interrupt with i3 from 2nd block; Move can be delayed by 5F; Input can be delayed by 6F
Damage: 11,12,23 · m,h,m
Balcony break; Combo from 2nd CH with 6F delay; Interrupt with i3 from 2nd block; Move can be delayed by 5F; Input can be delayed by 6F
Damage: 11,12,15 · m,h,L
Combo from 2nd CH with 6F delay; Shift to attack throw Murderous Sweep and gain GRF on CH; Interrupt with i2
Damage: 11,18 · m,m
Wallbreak on CH; Combo from 1st hit CH with 7F delay; Move can be delayed by 5F; Input can be delayed by 7F
Damage: 11,20 · m,m
Tornado; Balcony break on CH; Effective startup i34; Interrupt with i16 from 1st block; Interrupt with i5 from 1st hit; Combo from 1st CH with no delay; Move cannot be delayed; Input can be delayed by 15F; Can be charged
Damage: 11,23 · m,m
Tornado; Balcony break; Effective startup i52; Interrupt with i34 from 1st block; Interrupt with i23 from 1st hit; Cancel to r20 FC with F at frames 20-24 (frames 36-40 from 1st attack); Interrupt with i39? from 1st block; Interrupt with i28? from 1st attack; 9 chip damage on block; Powered up with GRF
Damage: 11,25 · m,m
Homing; Balcony break; Effective startup i54; Interrupt with i36 from 3rd block; Interrupt with i25 from 3rd hit; Input B during frames 16-24 of Tornado Maw (charged); Move can be delayed by 8F from Tornado Maw (charged)
Damage: 11,20 · m,h
Homing; Balcony break; Strong aerial tailspin; Effective startup i29; Interrupt with i11 from 1st block; 6 chip damage on block; Combos from 1st hit CH; Interrupt with i11 from 1st block; Just frame input 3,4:4; effective startup i32; 24 damage, 7 chip damage, slightly different juggle properties; Input 4 during frames 14~16 of 3,4; Interrupt with i14 from 1st block or i3? from 1st hit
Damage: 10 · h
r27 on hit
Damage: 10,14 · h,h
Combos from 1st hit
Damage: 10,20 · h,m
Can be charged; r25 on block
Damage: 10,25 · h,m
Tornado; Powered up with GRF; Cancel to FC with F
Damage: 10,25 · h,m
Homing; Balcony break
Damage: 10,15 · h,L
Combos from 3rd hit; Shift to attack throw Murderous Sweep and gain GRF on CH
Damage: 20 · m
Balcony break; Good right sidestep tracking
Damage: 14 · m
Damage: 14,22 · m,M
Combo from 1st hit with 1F delay; Move cannot be delayed; Input can be delayed by 1F; Recovers 3F faster on hit (t69 r31)
Damage: 16 · m
Damage: 16,13 · m,m
Damage: 16,13,20 · m,m,h
Balcony break; Combos from 2nd hit CH; Delayable
Damage: 16,13,20 · m,m,m
Combos from 2nd hit CH; Delayable
Damage: 16,13,20 · m,m,m
Tornado; Wallbreak on CH; Combos from 1st hit CH; Can be charged
Damage: 16,13,23 · m,m,m
Tornado; Balcony break; 9 chip damage on block; Powered up with GRF; Cancel to FC with F
Damage: 16,13,25 · m,m,m
Homing; Balcony break
Damage: 16,13,20 · m,m,h
Homing; Balcony break; Strong aerial tailspin; 6 chip damage on block; Combos from 1st hit CH; Just frame input 3,4:4; 24 damage, 7 chip damage, slightly different juggle properties
Damage: 26 · m
Floor break
Damage: 25 · m
Heat engager; Heat dash +36a (+26); Balcony break; 7 chip damage on block
Damage: 22 · m
-9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state; Grants GRF on hit
Damage: 12 · m
Damage: 12,20 · m,M
Floor break; Combo from 1st hit with 3F delay; Grants GRF on hit; Interrupt with i7 from 1st block; Move can be delayed by 2F; Input can be delayed by 4F
Damage: 12,23 · m,h
Heat engager; Heat dash +62a (+42); Combo from 1st hit with 4F delay; Interrupt with i3 from 1st block; 4 chip damage on block
Damage: 12,20 · m,m
Tornado; Balcony break on CH; Can be charged with up to 24F (up to i29) without performing charged version; Can input 3 on frame 22 of df1,4; i40 actual startup (cancel takes 22f); Interrupt with i18 from 1st block; Interrupt with i9 from 1st hit
Damage: 12,23 · m,m
Tornado; Balcony break; 9 chip damage on block; Powered up with GRF; Cancel to FC with F; Interrupt with i41? from 1st block or i32? from 1st hit; Interrupt with i36 from 1st block; Interrupt with i27 from 1st hit
Damage: 12,25 · m,m
Homing; Balcony break; Interrupt with i38 from 1st block; Interrupt with i29 from 1st hit
Damage: 12,20 · m,h
Homing; Balcony break; Strong aerial tailspin; 6 chip damage on block; Combos from 1st hit CH; Just frame input 3,4:4; 24 damage, 7 chip damage, slightly different juggle properties; Interrupt with i16 from 1st block or i7 from 1st hit; Interrupt with i13 from 1st block; Interrupt with i4 from 1st hit
Damage: 10 · m
Damage: 10,22 · m,m
Balcony break; Floor break; Combos from 1st hit
Damage: 10,11 · m,h
Balcony break; Combos from 1st hit
Damage: 15 · l
Damage: 20 · m
6 chip damage on block
Damage: 20 · M
Balcony break; Just frame input 4 on frames 1-2 for 6 more damage
Damage: 15 · m
Damage: 15,25 · m,h
Balcony break; Combos from 1st hit
Damage: 23 · m,m
Tornado; Combos from 1st hit
Damage: 8,16 · m,m
Good right sidestep tracking
Damage: 20 · M
Damage: 13 · sl
Damage: 11 · L
Damage: 11,10 · L,h
Combos from 1st hit CH
Damage: 11,10,14 · L,h,h
Combos from 1st hit CH
Damage: 11,10,20 · L,h,m
Can be charged
Damage: 11,10,25 · L,h,m
Tornado; Powered up with GRF; Cancel to FC with F
Damage: 11,10,25 · L,h,m
Homing; Balcony break
Damage: 11,10,15 · L,h,L
Combos from 3rd hit; Shift to attack throw Murderous Sweep and gain GRF on CH
Damage: 18 · L
Shift to attack throw Murderous Sweep and gain GRF on CH
Damage: 41 · l (t)
Shifts to throw on front grounded CH; Grants GRF on hit
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 16 · m
High evasion (frames 9 to 13?); +1c on crouching hit
Damage: 16,16 · m,m
Combos from 1st hit
Damage: 23 · h
Strong aerial tailspin; Balcony break; Recovers 1f slower on block
Damage: 25 · m
Balcony break
Damage: 20 · m
Jab evasion (frames 8 to 11?)
Damage: 17 · h
Damage: 17,25 · h,h
Balcony break; Combo from 1st hit; Interrupt with i2 from 1st block
Damage: 27 · h
Heat engager; Heat dash +43d (+35); Homing; Balcony break; 5 chip damage on block
Damage: 14 · m
Damage: 14,14 · m,m
Combo from 1st hit with 1F delay; Interrupt with i5 from 1st block; -1c on crouching hit; Move cannot be delayed; Input can be delayed by 1F
Damage: 14,14,21 · m,m,m
Interrupt with i13 from 1st block; Grants GRF on hit; 20f timestop on hit; Move cannot be delayed; Input can be delayed by 4F
Damage: 40 · m,m,h
Balcony break; Kick parry; parries high, mid and low kicks
Parries high and mid punches; Grants GRF on successful parry; Regain 10 recoverable health on successful parry
Damage: 22 · m
Balcony break on counterhit
Damage: 20 · m
Floor break; ub+1,u+1: no forward momentum; 4 chip damage on block
Damage: 20 · h
Balcony break; +0 and 8 chip damage on block after attack absorption
Damage: 23 · m
Heat engager; Heat dash +43d (+35); Balcony break; Recovers 3F faster on hit (t50 r35)
Damage: 22 · m
Tornado; Balcony break; Instant tornado
Damage: 10,20 · m,h
Tornado; Balcony break
Damage: 20 · m
Damage: 20 · L
Damage: 25 · m
Homing; Balcony break
Damage: 20 · m
Floor break; Input 1 at frame 18 of f,F+4; Effective startup i39, cancel adds 18f; 6 chip damage on block
Damage: 15 · L
Stagger on block; Input 3 at frame 18 of f,F+4; Effective startup i37~38, cancel adds 18f
Damage: 15,20 · L,m
Balcony break; Powered up in GRF; Combo from 1st CH; Move is delayed 2F; Move cannot be interrupted from 1st hit (Cannot be counterhit); Input cannot be delayed; 6 chip damage on block; Inconsistent grounded hit
Damage: 22 · m
Grants GRF on hit; Jab evasion (frames 7 to 9?); Recovers 4F faster on hit (t49 r30)
Damage: 25 · h
Reversal break; Has good left sidestep tracking; Crumple stun; 20f timestop on hit; Recovers 3f faster on hit (t57 r38); 10 chip damage on block
Damage: 30 · m
Balcony break; 9 chip damage on block
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 13 · sl
Damage: 10 · L
-6c on crouching hit
Damage: 6 · l
-4c on crouching hit
Damage: 22 · L
Opponent recovers in FDFT on CH
Damage: 12 · m
Damage: 12,25 · m,h
Heat engager; +43d (+35); Balcony break; Combo from 1st hit with 8F delay; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 13 · m
Damage: 13,20 · m,m
Balcony break; Homing; Combo from 1st hit with 5F delay; Interrupt with i6 from 1st block; Move cannot be delayed; Input can be delayed by 5F; Can cancel into the same options as f,F+4 (f,F+4~1 and f,F+4~3,2)
Damage: 13,20 · m,m
Spike (CH); Floor break; Input 1 at frame 18 of ws2,4; Effective startup i39, cancel adds 18f; Interrupt with i23 from 1st block (i7 from 1st hit); Whiffs vs SS, SW from 1st block; 6 chip damage on block
Damage: 13,15 · m,L
Input 3 at frame 18 of ws2,4; Interrupt with i21 from 1st block (i5 from 1st hit); Effective startup i37~38, cancel adds 18f; Whiffs vs SS, SW from 1st block
Damage: 13,15,20 · m,L,m
Balcony break; Combo from 1st CH; Powered up in GRF; Move is delayed 2F; Move cannot be interrupted from 2nd hit (Cannot be counterhit); Input cannot be delayed; 6 chip damage on block; Inconsistent grounded hit
Damage: 20 · m
Crumple stun
Damage: 20 · m
Damage: 25 · m
Tornado; Reversal break; Consumes GRF; Partially consumes remaining Heat time; Transition to +13 RAM on block; Cancel to FC with F; Cancel to Surendrajit with D at frames 16-24? of Tornado Kick; 10 chip damage on block
Damage: 25 · m
Tornado; Reversal break; Consumes GRF; Partially consumes remaining Heat time; Transition to +13 RAM on block; Cancel to FC with F; Cancel to Surendrajit with D at frames 16-24? of Tornado Kick; 10 chip damage on block
Damage: 15,17 · L,h
Balcony break; Consumes GRF; Partially consumes remaining Heat time; +31a (+5) if only the 2nd hit hits
sp
Consumes GRF; Partially consumes remaining Heat time
Damage: 20 · sp,m
Transitions to +13g RAM; Only occurs when GRF.1+2 absorbs an attack; r21? freeze for the opponent after absorbing an attack; i36? effective startup; 8 chip damage on block
Damage: 14,22,20 · m,M,m
Floor break; Consumes GRF; Partially consumes remaining Heat Time; Combos from 1st hit; 6 chip damage on block
Damage: 8,16,23 · m,m,m
Consumes GRF; Partially consumes remaining Heat Time; Transition to +13g RAM on hit; Combos from 1st hit; 9 chip damage on block
Damage: 15,30 · L,m (t)
Balcony break; Consumes GRF; Partially consumes remaining Heat Time; Shift to attack throw on hit; Combos from 1st hit; 6 chip damage on block
Damage: 20 · m
Balcony break; 6 chip damage on block
Damage: 43 · m!
Balcony break; Unblockable
Damage: 20 · m
Damage: 20,25 · m,h
Balcony break; Combos from 1st hit; 10 chip damage on block; Jails from 1st hit
Damage: 31 · l
Balcony break
Damage: 40 · t!
Homing; Floor break; Unbreakable throw; Grants GRF on hit
Cancels RAM
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Damage: 50 · m!
Unblockable
Damage: 23 · m
Tornado; Sidestep adds 9f, effective move startup: i24
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2; Sideswaps on hit
Damage: 40 · t
Homing; Throw break 1
Damage: 40 · t
Homing; Throw break 2; Sideswaps on hit
Damage: 50 · t
Unbreakable throw
Damage: 40 · t
Balcony break; Throw break 1+2