FAHKUMRAM:DATA

MOVE LIST & FRAME DATA Ver.4.20

The patch notes before Ver.4.20 are included in "Old Patch Notes" of 【Notes】.
The patch notes of Ver.4.20 are changed the letter color in 【Notes】.
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jab

H / 7
10F +1 +8 +8
Jab to Elbow Scythe

H,M / 7,16
-7 +4 +4 Combo from 1st CH.
(Ver.4.10) - Reduced the damage from 20 to 16, and removed the reaction (changed from knock down to +4F) when being counter-hit.
Left Right Combo

H,H / 7,8
-2 +5 +5 Combo from 1st hit.
Ban Chiang Combination (3)

H,H,M / 7,8,15
-10 +3 +3 Combo from 2nd CH.
Can be delayed 12F.
Combo can be delayed 8F from 2nd CH.
(Ver.4.00) - Changed the frame advantage when blocked from -6F to -10F.
- Changed the frame advantage upon hit from +7F to +3F.
Ban Chiang Combination

H,H,M,M / 7,8,15,23
-11 KDN KDN Combo from 3rd hit.
Can be delayed 14F.
Combo can be delayed 11F fron 3rd hit.
Thunderstorm Combination (3)

H,H,H / 7,8,16
-9 +6 KDN Combo from 2nd CH.
Can be delayed 2F.
Thunderstorm Combination

H,H,H,H / 7,8,16,16
-7 +6 +6 Combo from 3rd hit.
Left Right Combo to Twisting Back Fist

H,H,H,H / 7,8,16,20
-4Sd KDN KDN TS
Left Right Combo to Erupting Knee

H,H,H,M / 7,8,16,20
-5 +11G +11G
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Left Right Combo to Erupting Knee (Hold)
】 hold
H,H,H,M / 7,8,16,25
+14G LNC LNC Unblokable damage 1 & Wall Stun on block close to Wall.
Left Right Combo to Twin Bolts

H,H,H,L / 7,8,16,18(,20)
-16 -5 Th Combo from 3rd hit.
Connect to throw on CH.
Damage () is on throw bonus.
Jab High Kick

H,H / 7,17
-8 +3 +3 Combo from 1st hit.
(Ver.4.10) - Changed the frame advantage from +16SpF to +3F upon hit.
Straight Punch

H / 8
12F ±0 +7 +7
Straight Punch to Thunderstorm (2)

H,H / 8,16
-9 +6 KDN Combo from 1st CH.
Straight Punch to Thunderstorm

H,H,H / 8,16,16
-7 +6 +6 Combo from 2nd hit.
Straight Punch to Twisting Back Fist

H,H,H / 8,16,20
-4Sd KDN KDN TS
Straight Punch to Erupting Knee

H,H,M / 8,16,20
-5 +11G +11G
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Straight Punch to Erupting Knee (Hold)
】 hold
H,H,M / 8,16,25
+14G LNC LNC Unblokable damage 1 & Wall Stun on block close to Wall.
Straight Punch to Twin Bolts

H,H,L / 8,16,18(,20)
-16 -5 Th Combo from 2nd hit.
Connect to throw on CH.
Damage () is on throw bonus.
Teep

M / 11
13F -9 +2 +2 41
(Ver.4.10) - Added 3F to the delay to change the frame advantage when blocked from -6F to -9F, and the frame avantage upon hit from +5F to +2F.
Roaring Sky Combination (2)

M,H / 11,12
-3 +4 +4 Combo from 1st CH.
Teep to Lightning Straight

M,H,H / 11,12,20
±0 +8 +8 Combo from 2nd CH.
Can be delayed.
(Ver.4.00) - New move.
Roaring Sky Combination (3)

M,H,M / 11,12,14
-13 +3 +3 Combo from 2nd CH.
Roaring Sky Combination

M,H,M,M / 11,12,14,23
-14 KDN KDN Combo from 3rd hit.
Can be delayed 11F.
Combo can be delayed 11F from 3rd hit.
Rumbling Thunder Teep

M,H,L / 11,12,15
-16 -5 +10G Combo from 2nd CH.
(Ver.4.00) - Changed the damage from 18 to 15.
Teep to Straight Knee

M,M / 11,18
-12 +1 KDN Combo from 1st CH.
Can be delayed 7F.
Combo can be delayed 7F from 1st CH.
(Ver.4.10) - Changed the opponent's behavior from knock down to +1F upon hit, and reduced the damage from 20 to 18.
Teep to Tornado Kick

M,M / 11,25
-7 +4 KDN
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Teep to Tornado Kick (Hold)
】 hold
M,M / 11,25
+14 KDN KDN Wall Stun on block close to Wall.
Teep to Night Thunder

M,H / 11,25
+6 KDN KDN HTS
High Kick

H / 14
12F -9 +6 KDN 39
Thunderstorm

H,H / 14,16
-7 +6 +6 Combo from 1st hit.
High Kick to Twisting Back Fist

H,H / 14,20
-4Sd KDN KDN TS
High Kick to Erupting Knee

H,M / 14,20
-5 +11G +11G
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
High Kick to Erupting Knee (Hold)
】 hold
H,M / 14,25
+14G LNC LNC Unblokable damage 1 & Wall Stun on block close to Wall.
Twin Bolts

H,L / 14,15(,20)
-16 -5 Th Combo from 1st hit.
Connect to throw on CH.
Damage () is on throw bonus.
(Ver.4.10) - Reduced the damage from 18 to 15.
Heavy Middle Kick

M / 20
18F -9 KDN KDN*
(Ver.3.33)- Change the damage from 27 to 20.
- Decreased the distance between the character and the opponent when the move is guarded.
Double Elbow Strike (1)

H / 13
12F -8 +3 +3 Meaty 1F.
Double Elbow Strike

H,H / 13,20
-12 KDN KDN Combo from 1st hit.
Berserker Combination (1)

M / 18
17F -7 +4 +4A Half Launch on hit.
(Ver.3.33)- When performed at close range, opponents' low attacks would often miss, so adjusted collision.
(Ver.4.00) - Changed the frame advantage when blocked from -4F to -7F.
- Changed the frame advantage upon hit from +7F to +4F.
Berserker Combination

M,M / 18,16
-12 -1 -1 Combo from 1st CH.
Berserker Combination: Hook

M,M,H / 18,16,20
-5 KDN KDN Combo from 2nd hit.
Can be delayed 6F.
Combo can be delayed 6F from 2nd hit.
Berserker Combination: Knee

M,M,M / 18,16,20
-12 +6 KDN Combo from 2nd hit.
Berserker Combination to Tornado Kick

M,M,M / 18,16,25
-7 +4 KDN
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Berserker Combination to Tornado Kick (Hold)
】 hold
M,M,M / 18,16,25
+14 KDN KDN Wall Stun on block close to Wall.
Berserker Combination to Night Thunder

M,M,H / 18,16,25
+6 KDN KDN HTS
Horizon Dash

M / 21
21F -7 KDN KDN WB
(Ver.4.00) - Changed the damage from 26 to 21.
(Ver.4.10) - Shortened the distance between the opponent when blocked much closer.
Heel Strike

M / 30
25F -12C KDN KDN PC8F
Forced to crouching on block.
Rising Thunder

M / 10
13F -5 +4 +4 37
(Ver.4.00) - Changed the frame advantage upon hit from +8F to +6F.
(Ver.4.10) - Added 2F to the delay to change the frame advantage when blocked from -3F to -5F, and the frame avantage upon hit from +6F to +4F.
Rising Thunder to Elbow Slash

M,H / 10,17
-3 +6 +6 Combo from 1st hit.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Rising Thunder to Feint Strike

M,M / 10,20
-3 KDN KDN
Rising Thunder to Stormbreaker

M,M / 10,23
-13 KDN KDN HTS
Combo from 1st CH.
Can be delayed.
Rising Thunder to Barbaric Elbow

M,M / 10,20
-3C +7C LNC Forced to crouching on block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to -3F.
Rising Thunder to Ramasura (1)

M,L / 10,15
-23 -4 KDN Disable connecting to 3rd on block.
When input 3rd, knock down on 2nd hit.
Rising Thunder to Ramasura

M,L,M / 10,15,23
-16 LNC LNC
(Ver.4.00) - Changed the damage from 25 to 23.
Searing Elbow (1)

M / 10
15F -7 +4 +4
Searing Elbow

M,M / 10,22
-13C KDN KDN Combo from 1st hit.
Can be delayed 6F.
Combo can be delayed 6F from 1st hit.
Forced to crouching on block.
Searing High Switch

M,H / 10,11
-12 KDN KDN Combo from 1st hit.
Can be delayed 1F.
Combo can be delayed 1F from 1st hit.
(Ver.4.10) - Changed the frame advantage when guarded from -11F to -12F.
- Changed the input window time for the 2nd attack from 21F to 16F.
Sweeping Thunder

L / 15
20F -13 -2 -2
(Ver.3.33)- Change the damage from 19 to 15.
- Decreased the range of the attack.
(Ver.4.10) - Added 1F to the delay to change the frame advantage when guarded from -12F to -13F, and the frame avantage upon hit from -1F to -2F.
Crushing Middle

M / 15
16F -8 +8 +8 43
Crushing Bolt

M,H / 15,20
-9 KDN KDN Combo from 1st hit.
Can be delayed 10F.
Combo can be delayed 10F from 1st hit.
Crushing Middle to Thunderbolt

M,M / 15,20
+1C KDN KDN Forced to crouching on block.
(Ver.4.20)- The opponent was able to block some specific mid attacks when inputting command while blocking. This is now fixed.
Lightning Elbow

M / 20
18F -5 +8C KDN 48 Returns to crouching.
Forced to crouching on NH.
Quick Low Elbow

SM / 13
12F -9 +2 +2 TC4F
Returns to crouching.
Left Low Kick

L / 11
16F -16 -5 -5
(Ver.4.00) - Adjusted the motion since the opponent’s low attack did not hit in specific situations.
Left Low Kick to Thunderstorm (2)

L,H / 11,16
-9 +6 KDN Combo from 1st CH.
Left Low Kick to Thunderstorm

L,H,H / 11,16,16
-7 +6 +6 Combo from 2nd hit.
Left Low Kick to Twisting Back Fist

L,H,H / 11,16,20
-4Sd KDN KDN TS
Left Low Kick to Erupting Knee

L,H,M / 11,16,20
-5 +11G +11G
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Left Low Kick to Erupting Knee (Hold)
】 hold
L,H,M / 11,16,25
+14G LNC LNC Unblokable damage 1 & Wall Stun on block close to Wall.
Left Low Kick to Twin Bolts

L,H,L / 11,16,18(,20)
-16 -5 Th Combo from 2nd hit.
Connect to throw on CH.
Damage () is on throw bonus.
Rumbling Thunder

L / 15
14F -16 -5 +10G
(Ver.4.10) - Reduced the damage from 18 to 15.
Maelstorm

Absorbs Punch(H/M),H / 15
18F -17 ±0C ±0C Forced to crouching on hit.
Punch Absorbs(H/M) during 3 to 10F.
Air-mid status 11F.
Meaty 4F.
(Ver.3.33)- Decreased the distance between the character and the opponent when the move is guarded.
(Ver.4.00) - Changed the opponent’s behavior when hit.
(Ver.4.10) - Reduced the damage from 20 to 15, and changed the frame advantage when guarded from -13F to -17F, and the frame advantage upon hit from +1F to ±0F.
Crouch Jab

SM / 5
10F -5 +6 +6 TC4F
Returns to crouching.
Returns to standing when input .
Lightning Rod (1)

M / 16
16F -10 +1 +1
Lightning Rod

M,M / 16,16
-13 +1 +1 Combo from 1st hit.
Raging Beast's Tail

L / 21
21F -14 +5C +5C
(Ver.3.33)- When performed at close range, opponents' low attacks would often miss, so adjusted collision.
Encroaching Storm

M / 25
30F -9 KDN KDN
Surging Elbow

M / 20
14F -15 KDN KDN
Backhand Blow

H / 15
14F -15 -6 -6
(Ver.4.00) - Changed the frame advantage upon hit from -4F to -6F.
Backhand Blow to Piercing Bolt

H,H / 15,20
-9 KDN KDN Combo from 1st hit.
Backhand Blow to Burst
hold
H,M / 15,20
+14 KDN KDN Wall Stun on block close to Wall.
Backhand Blow to Calf Kick

H,L / 15,23
-14 +2C KDN Combo from 1st hit.
Thundershock Kick

H / 27
16F -7 KDN KDN 51 HTS
(Ver.3.33)- When performed at close range, opponents' low attacks would often miss, so adjusted collision.
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a counter hit.
Triple Crush (1)

M / 14
14F -5 +6 +6
Triple Crush (2)

M,M / 14,14
-10 +1 +1 Combo from 1st hit.
(Ver.4.00) - Changed the frame advantage when blocked from -9F to -10F.
- Changed the frame advantage upon hit from +2F to +1F.
Triple Crush

M,M,M / 14,14,21
-12 KDN KDN*
(Ver.4.10) -Changed the damage from 27 to 21.
Maximum Voltage

UB(M) / 50
60F KDN KDN KDN
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Thundercloud

M / 20
28F -5 KDN KDN 58 TJ9F
Thundercloud
or
M / 20
28F -5 LNC LNC 58 TJ9F
(Ver.4.00) - Fixed an issue in which the opponent’s low attack hit before the move started.
Hook
or
H / 17
15F -12 +9 +9
Reverse Elbow

H / 20
18F -8 +10Sp +10Sp PC8F
Meaty 1F.
(Ver.4.00) - New move.
Flying Teep

M / 18
23F -8 KDN KDN TJ9F
Flying Teep
or
M / 20
23F -8 KDN KDN TJ9F
(Ver.4.00) - Increased the lower range of the attack.
Jumping High Kick
or or
H / 25
20F -6 KDN KDN TJ9F
Delay Rising Toe Kick

M / 25
23F -11 LNC LNC TJ9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Cross Blitz (1)

M / 18
15F -9 ±0 ±0 Disable Advance Input.
Start-up 16F in actualy.
Cross Blitz

M,M / 18,22
-14 KDN KDN Combo from 1st hit.
Roaring Lance

M / 25
25F +5 KDN KDN Disable Advance Input.
Start-up 26F in actualy.
(Ver.3.33)- When performed at close range, opponents' low attacks would often miss, so adjusted collision.
Stormbreaker

M / 25
22F -13 KDN KDN HTS
Disable Advance Input.
Start-up 23F in actualy.
Barbaric Elbow

M / 20
39F -3C +7C LNC Start-up 21F after 18F.
Start-up 40F in actualy.
Forced to crouching on block or NH.
(Ver.4.00) - Changed the frame advantage when blocked from ±0F to -3F.
Ramasura (1)

L / 15
37F -23 -4 KDN Start-up 19F after 18F.
Start-up 38F in actualy.
Disable connecting to 2nd on block.
When input 2nd, knock down on 1st hit.
Ramasura

L,M / 15,23
-16 LNC LNC
(Ver.4.00) - Changed the damage from 25 to 23.
Vicious Uppercut

M / 22
18F -14 LNC LNC Disable Advance Input.
Start-up 19F in actualy.
Lashing Squall

H / 20
18F +6 KDN KDN 57
Gale Force

M / 30
19F +9G KDN KDN TJ3F
Meaty 5F.
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6 TC
Returns to crouching.
Returns to standing when input .
Quick Low Elbow
FC
SM / 13
12F -9 +2 +2 TC
Returns to crouching.
Crouch Spin Kick
FC or
L / 12
16F -17 -3 -3 TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4 TC
Returns to crouching.
Quick Elbow
WS
M / 12
13F -4 +4 +4 36
(Ver.4.00) - Changed the frame advantage upon hit from +7F to +4F.
Quick Elbow to Side Step Elbow
WS
M,H / 12,20
-9 KDN KDN Combo from 1st hit.
Can be delayed 13F.
Combo can be delayed 9F from 1st hit.
Demon Horns (1)
WS
M / 13
16F -9 +7 +7
Demon Horns
WS
M,M / 13,20
-10 +6 +6 Combo from 1st hit.
Demon Horns to Tornado Kick
WS
M,M / 13,25
-7 +4 KDN
(Ver.4.00) - Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
Demon Horns to Tornado Kick (Hold)
WS 】 hold
M,M / 13,25
+14 KDN KDN Wall Stun on block close to Wall.
Demon Horns to Night Thunder
WS
M,H / 13,25
+6 KDN KDN HTS
Soaring Knee
WS
M / 20
15F -13 LNC LNC TJ15F
Toe Smash
WS
M / 20
11F -6 +5 +5
Ramasura (1)
FC
L / 15
19F -23 -4 KDN TC
Disable connecting to 2nd on block.
When input 2nd, knock down on 1st hit.
Ramasura
FC
L,M / 15,23
-16 LNC LNC
(Ver.4.00) - Changed the damage from 25 to 23.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Sky Needle
SS
M / 20
15F -13 LNC LNC TJ9F
(Ver.4.00) - Increased both characters’ recovery time when blocked by 2F, making the pace slower.
Taunt

SP / -
55
Wall Jump Attack to BT
with back against wall
M / 25
29F -1 KDN KDN Disable Advance Input.
Air Status 5F.
Invinciblity during 8 to 13F.
Meaty 4F.
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3
Spin Kick
BT or
H / 18
10F -8 KDN KDN
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9 TC1F
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3 TC1F
Returns to crouching.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
M,Th / 55
20F -22 Th Th Guard point 8F.
(Ver.3.31)・Changed the frame advantage upon hit from ±0F to -3F.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Teep to Rage Drive 1
During Rage
M,L,H / 12,10,10
13F -12 KDN KDN TS
Block Strings.
Berserker Combination to Rage Drive 1
During Rage
M,M,L,H / 19,17,10,10
17F -12 KDN KDN TS
Block Strings.
Demon Horns to Rage Drive 1
During Rage & WS
M,H,L,H / 14,10,10
16F -12 KDN KDN TS
Block Strings.
Left Right Combo to Rage Drive 2
During Rage
H,H,H,L,H / 7,8,17,10,10
10F -12 KDN KDN TS
Block Strings.
Straight Punch to Rage Drive 2
During Rage
H,H,L,H / 8,17,10,10
12F -12 KDN KDN TS
Block Strings.
High Kick to Rage Drive 2
During Rage
H,L,H / 15,10,10
12F -12 KDN KDN TS
Block Strings.
Left Low Kick to Rage Drive 2
During Rage
L,H,L,H / 12,17,10,10
16F -12 KDN KDN TS
Block Strings.
Rage Drive 3
During Rage
M,Th / 25(,4,11)
15F +1 Th Th TJ15F
Damage () is on throw bonus.
Floor break.
(Ver.3.31)・Fixed an issue in which damage upon hit differed from the intended damage, under certain conditions.
(Ver.4.10) - The damage of the first attack is now changed from 35 to 25.

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Killer Sweep

Th(H) / 35
12F Foot-sd.
Face-up
or
-3F
Long Range Throw.
Raging Knee

Th(H) / 35
12F RP.
Head-sd.
Face-up
or
-6F
RP.
Long Range Throw.
Killer Sweep
Approach from left side
Th(H) / 40
Foot-sd.
Face-up

-3F
Raging Knee
Approach from right side
Th(H) / 40
RP.
Head-sd.
Face-up

-3F
Checkmate
Approach from behind
Th(H) / 50
Foot-sd.
Face-up
disable
Genocidal Rush

Th(H) / 40
12F Head-sd.
Face-up

-3F
Wall Stun.
(Ver.3.31)・Fixed an issue in which the input window for escaping throws was different than other characters.
Triple Vengeance
or FC
Reversal Kick(H/M) / -
45 Reversal Kick(H/M) during 3 to 10F.
After Reversal succeeds, Damage 40 & Knock down.
10 Hit Combo
CommandStart-up 16F.
Hit LevelMMLHHMMMLM
Damage16167881010151020
hit+1+1-9-8-9-10-2KDNKDNLNC
block-10-13-20-20-22-21-18-20-26-30

UPDATE

Ver.3.32(2020.06.16.TUE)

  • Increased size of Fahkumram’s hit box when damage is taken, allowing for the opponent’s attack to connect more easily.
  • Reduced pushback from Fahkumram’s head, allowing for the opponent’s attack to connect more easily.

Ver.3.33(2020.08.18.TUE)

  • Opponents' low attacks would sometimes miss, so hurtbox for both knees has been extended downward.
  • :Opponents' low attacks would sometimes miss, so animation was adjusted.
  • Sidestep:Opponents' mid attacks would sometimes miss、so hurtbox for both hands has been extended downward.
  • Sidestep:Sideways movement was greater than that of other characters, so animation was adjusted.

Ver.4.00(2020.11.09.MON)

  • Decreased the backward movement of the back dash.