It has been weeks since the latest Tekken 7 update. Patch 5.0 was released on August 17 and a lot has changed. One character who received the short end of the stick is the once overpowered, Fahkumram.
The Roaring Sky was announced at the Tekken World Tour 2019 finals as the fifth DLC of Season 3. He officially became part of the roster in March 2020, and ever since his release, the meta has shifted in his favor.
His mix ups, cancels, and not to mention his charge up mechanic that results to devastating combos made Fahkumram a force to be reckoned with, so it’s not surprising that a lot of tournaments have been won thanks to this damage-dealing machine.
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Fahkumram changes in Tekken 7 patch 5.0
Over the past 2 years, the Roaring Sky has received a number of adjustments and nerfs to even the playing field and to make the game more enjoyable to his opponents. However, it wasn’t until Tekken 7 patch 5.0 did we really see some significant changes in his gameplay.
Rage Drive (u/f+3+4)
- Total damage reduced from 40 to 37.
Ban Chiang Combination (1,2,1,4)
- Changed behavior on normal hit and counter hit.
- Last hit no longer induces wall splat.
- Last hit now puts opponent in wall stun state (+20 frame advantage).
This is major change in Fahkumram’s gameplay as it introduces the new wall stun system. It tones down his wall game, as the last hit no longer guarantees a combo, but instead brings a 50/50 mixup.
Roaring Sky Combination (3,1,4,4)
- Third hit no longer connects even if the second one is a counter hit.
- Third hit frame advantage changed from +3 to +1.
- Third hit on block changed form -13 to -15.
- Fourth hit on block changed form -14 to -15.
Aside from the reduceed frame advantage on hit, the third hit, as well as the fourth, are open to most standard launchers on block. This means it’s no longer spammable, unless you want to get juggled.
Tornado Kick ender (3,[4~3] / f+3,2,[4~3] / WS+2,[4~3])
- Tornado Kick ender no longer knocks down the opponent on counter hit.
Magic 4 variations (4 / 2,4 / 1,2,4 / d+3,4)
- Magic 4 no longer a combo starter.
The 12-frame counter hit launcher is no longer at his disposal, so he’ll be more reliant on standard pokes to interrupt aggressive opponents.
Heavy Middle Kick (3+4)
- Frame advantage on block changed from -9 to -11.
Remember how safe mid kick becomes a combo starter on counter hit? Well, it’s now punishable on block.
Berserker Combination: Hook (f+3,2,1)
- Changed behavior on normal hit ang counter hit for third hit.
That 90+ damage combo after connecting the last hit has been removed from Fahk’s arsenal, making this string less scary.
Lightning Elbow (d+1)
- Changed damage from 20 to 18.
- Changes behaior on counter hit. No longer knocks down opponent.
Free Vicious Uppercut on a normal or counter hit no longer exists, although he still gets an 8-frame advantage on hit.
Raging Beast’s Tail (d/b+4)
- Changed damage from 21 to 19.
- Frame advantage on hit reduced from +5 to +4.
- Frame advantage on block changed from -14 to -15.
Yet another one his lows being launch punishable on block. Fahkumram players should now think twice when throwing low mixups, as the consequences could be dire.
Surging Elbow (b+1)
- Changed behavior on normal hit and counter hit.
- No longer gives a follow up.
Vicious Uppercut (f,f+1+2)
- Frame advantage on block changed from -14 to -15.
This is a good whiff punisher, but Fahkumram users need to be extra careful now, since now launch punishable to most characters.
Although he still has other options, these Tekken 7 patch 5.0 adjustments will definitely change his gameplay. Are we going to see players jump mains?
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