----------
Disclaimer
----------
This FAQ is a free publication so if you see any parts of this document 
in magazines(like EGM)or any form of media please contact me.If you 
would like to put this document on your site or whatever kind of media 
please ask me first for I have no problem with those who would like to 
use this FAQ(like anyone would anyway),I'd just like to know where my 
things are.King of Fighters and Art of Fighting are copyright of SNK/Neo 
Geo.This FAQ is copyright of Yang Yang He

Version:1.2 (May 2001) 
Email:hebretto@hotmail.com


Site/s where this FAQ should be found:
www.gamefaqs.com


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Contents
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1.Introduction
2.Controls
3.Command and Special Moves
4.Desperation Moves
5.Srtiker Moves
6.Combos
7.S-Team Combos
8.Credits
9.History


--------------
1.Introduction
--------------
Takuma Sakazaki,father to both Ryo and Yuri Sakazaki or as I like to 
refer him-guy who wears a red mask that has a really long nose(long I 
know).I rarely paid much attention to Takuma until I saw how good he was 
in KOF98(speed,power and priority),from then I always wanted to learn 
him.Now,after so many hours in practice mode(and still in there),I have 
finally(sort of)mastered Takuma.Hope you will have an easier time 
learning him than me.Enjoy. 
        If you find any mistakes that I might have made or you might 
have found this FAQ in another site from the ones listed above,please 
kindly email me(hebretto@hotmail.com)


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2.Controls
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All are for the left side of the screen
qcf - down,down-forward,forward
qcb - down,down-back,back
hcf - back,down-back,down,down-forward,forward
hcb - forward,down-forward,down,down-back,back
dp  - forward,down,down-forward

The following applies to any character:

Charge
-Hold a direction for 2 seconds

A/B/C/D
-In order light punch,light kick,hard punch etc

xx
-Press two buttons at the same time(like AB)

Dodge(AB)
-It's more of a slide that grants you invincibility for a short time,by 
holding back and pressing AB you will do a back dodge.If done while 
blocking you will roll away(roll back if you hold back,roll forward if 
you leave it neutral/hold forward)from your opponent thus preventing 
from doing their attack but it costs one powerstock 

Safe Fall(press AB when your just about to hit the ground)
-A quick recovery from a fall.Comes in handy sometimes from the any off 
the ground Strikers like Joe

Call Striker(BC)
-Call out your 4th character for assistant

CD attack
-A knockdown attack which can be done in the air.If you do this when 
blocking you will knock down you opponent thus preventing them from 
doing their attack but it costs one powerstock if you do it and it also 
does no damage

Throw(when near opponent,forward or back + C/D)
-Throws,who can live without them.If you call out your Striker after a 
throw they will knock your opponent into the air leaving you for another 
hit.This process takes up one Striker stock and powerstock

Throw escape(tap any button before being thrown)
-Stops a throw period.This year you knockdown your opponent instead of 
pushing them away.You can call out a Striker after you knockdown your 
opponent for an extra hit.This process takes up one Striker stock  

Counter mode(ABC when you have 3 powerstocks)
-A mode in which you can do unlimited normal DMs and more damage for 
attacks for a period of time.When the timer runs out,you will not be 
able to add anything to your power gauge for about 10 or so seconds

Armour mode(BCD when you have 3 powerstocks)
-A mode in which you will not get into hit stun and do more damage(more 
than Counter mode)for a period of time. When the timer runs out,you will 
not be able to add anything to your power gauge for about 10 or so 
seconds

Super Desperation Move(motion of any Desperation Move + AC/BD)
-An enhanced version of one of your DMs,the set damage for a SDM is 
about 50%.When you finish the SDM you will not be able to add anything 
to your power gauge though for about 5 or so seconds

Taunt(press Start)
-Just used to annoy your opponent but this year each time you taunt you 
are given an extra Striker stock but it costs a powerstock.Also,you 
can't just stop it any time you want like in the other games,so don't do 
it just because you felt like unless you feel suicidal.While in Counter 
Mode(and maybe in Armour Mode),if you taunt you will also get a Striker 
stock but that will decrease the amount of time you have left for the 
mode(s?)


---------------------------
3.Command and Special Moves
---------------------------

>Command Moves<

Hisha Otoshi (back + A)
-A slow horizontal chop,it is able to destroy projectiles(not DM ones)if 
timed right.You can combo this but you can't do any other moves after it 

Oni Guruma (forward + A)
-Takuma will swing one of his arms towards you,looks like a clothesline 
from wrestling(is that right?).Very fast,one of the best command moves 
in the game.This is a knockdown attack unless comboed into.Though if you 
time when you do this from either Standing or Crouching A/B it might 
become an knockdown(usually a short delay)

Kawara Wari (forward + B)
-He will lean forward attempting to hit you with one his elbows coming 
down.This is an overhead attack unless comboed into 

Keima Uchi (down-forward + B)
-Takuma will do a diagonally-down punch.It is quite slow for a surprise 
attack so if you are planning to do this by itself try to do it when 
your opponent is about to get up.This is a knockdown attack and must be 
blocked low unless comboed into


>Special Moves<

Ko'ou Ken (qcf + A/C)
-Well like all in the Sakazaki family,you have to have a projectile 
move.A version is best used if you did a Crouching D and then cancel 
into it because if your opponent blocked it they can't punish you 
because of it and if you do trip them by the time they get up the 
fireball is about to hit them so you can try to do his unblockable 
bug.The C version is best used in combos some keep-away games

Mouko: Burai Gan (qcb + A/C)
-Takuma will stick up one of his arms(first part)and do a punch with the 
other arm(second part).The first put of this move is an auto-guard so if 
you can time it right you can block your opponent's attack and counter 
it.This causes Guard Crush if blocked

Shouran Kyaku (hcb + B/D)
-Looks like every one from Art of Fighting wants a command these 
days.Takuma will run up to you and if he grabs you will quickly knee you 
for about 10 times.Nice damage and nice against turtles,plus the 
unblockable bug(below)

Unblockable bug(I find this best done after his Ryuuko Ranbu[qcf,hcb + 
A/C/AC] and Haou Shikou Ken[forward,hcf + A/C]) - After you have knocked 
your opponent down do the A version Ko'ou Ken(qcf + A)and when it's near 
your opponent(which by this time they should stand-up from the 
knockdown)do Shouran Kyaku(hcb + B/D).This also works if you do his A 
version Haou Shikou Ken(forward,hcf + A).Note of caution,doing this 
against a human opponent might be a "wow" factor to the newbies/kiddies 
but it will make you look like a cheap player 

Zanretsu Ken (forward,back,forward + A/C)
-Takuma will stick out one of his arms at a fast rate going diagonal 
up,straight,diagonal down.Great as an anti-air.Unfortunately in KOF2000 
Takuma can no longer run up to the opponent and do a Keima Uchi(down-
forward + B)after this move due to its lag after a successful hit

Hien Shippuu Kyaku (charge down-back,forward + B/D)
-The Art of Fighting's version of a Hurricane Kick.Takuma will do a 
flying kick towards your opponent depending what button(D version)you 
pressed he will do a second kick after if the first one touches(even if 
blocked)which launches the opponent into the air for an extra hit.B 
version travels half of the screen and only does one hit while the D 
version travels full screen and does 2 hits
       This year you can connect with just about anything after the D 
version since it launches the opponent higher(or your faster,which ever 
comes first)like his C version Haou Shikou Ken(forward,hcf + C).You can 
even run to the other of the screen and then hit them which could lead 
to a Striker combo


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4.Desperation Moves
-------------------
^=Can be performed as a SDM

Shin Kishin Geki (near opponent, qcfx2 + A/C)
-Takuma will concentrate his energy onto his fists and do three powerful 
punches with his Standing C and his old Mouko: Burai Gan(qcb + 
A/C)animations.Since it's blockable it's rare for someone to do this DM 
unless in a Striker combo,but if you do it(and it's blocked)you will be 
safe since the last hit leaves you a deal of distance between you and 
your opponent.The last hit causes Guard Crush if blocked

Haou Shikou Ken (forward,hcf + A/C. Hold button to delay/power-up DM)
-Takuma will throw a really big fireball across the screen.The speed of 
the projectile is determined by what button you used,A version is slow 
but good for opponents in the air while the C version is really fast and 
good for opponents that are running towards you and in combos.By holding 
the button which you used to perform the DM you will increase the damage 
it does and increase the number of hits it does as well

Ryuuko Ranbu^ (qcf,hcb + A/C/AC)
-Takuma will do a small but fast leap towards your opponent and if he 
hits he will do a series of hits ending with a weakened version of his 
Haou Shikou Ken(forward,hcf + A/C).This can be used as an anti-air but 
it must be timed right for it to hit
          The SDM version is faster than both DM versions and it will 
combo from just about anything.Takuma also finishes the SDM with 3 
weakened Haou Shikou Ken's(forward,hcf + A/C).


---------------
5.Striker Moves
---------------

Takuma-He will come in as Mr Karate from the first Art of Fighting and 
then do a Haou Shikou Ken(forward,hcf + A/C)before leaving

Tendou Gai(or Gai Tendou)-No matter where you call him he will always 
enter from the end of the screen with a leap kick which knock your 
opponent in the air spinning.He will then do a spinning kick that looks 
like Joe's qcb + B/D animation from KOF98.After that he will do a 
straight kick that looks like Joe's Far D animation before leaving.Yes 
this guy attempts to hit your opponent 3 times.
         Note that his straight kick can hit the opponent when they are 
on the ground like Joe Striker so you can follow-up with another attack


--------
6.Combos
--------
Since KOF2000 is faster Takuma can win with only one combo since his 
Standing A's and Crouching B's are so combo friendly.You will see a lot 
of optional hits with his combos.Also please don't send me an email 
telling me that Takuma could replace his Crouching B with a Standing A 
or something like that in some of my combos cause I already know that 
Takuma can vary what he does whether it be a Crouching B x3 then a 
Crouching A or a Standing A, Crouching B x2 then blah blah blah...(I'll 
be here till kingdom come until I wrote up every way possible)

Sorry still stubborn about posting any combos involving Strikers,but as 
usual if you send me a Striker combo and I have tested that it works I 
will post it up and give full credits to you 

*=Optional

1.(best if opponent is in/near corner)
Jump D*, Standing C, Hisha Otoshi(forward + A), then with:
-Ko'ou Ken(qcf + A/C)
-C version Haou Shikou Ken(forward,hcf + C)
-A or SDM version Ryuuko Ranbu(qcf,hcb + A/AC), run up and do Keima 
Uchi(down-forward + B)(not guaranteed if will hit depending if your near 
the corner) 

2.(can add a before combo Jump D)
Crouching B, Crouching B(don't do the second one if you did a Jump D 
first,it will decrease the chance of combo working), Crouching A, Hisha 
Otoshi(forward + A) _or_ Kawara Wari(forward + B), then with: 
-C version Ko'ou Ken(qcf + C)
-C version Haou Shikou Ken(forward,hcf + C)
-A or SDM version Ryuuko Ranbu(qcf,hcb + A/AC)(opponent has to be near 
corner if you do the A version), run up and do Keima Uchi(down-forward + 
B)(not guaranteed if will hit depending if your near the corner) 

3.Crossover Jump D, Standing A*, Standing A*, Standing A*, Crouching B, 
Crouching A, Hisha Otoshi(forward + A), then:
-C version Ko'ou Ken(qcf + C)
-C version Haou Shikou Ken(forward,hcf + C)
-A or SDM version Ryuuko Ranbu(qcf,hcb + A/AC)(opponent has to be near 
corner if you do the A version), run up and do Keima Uchi(down-forward + 
B)(not guaranteed if will hit depending if your near the corner) 

4.Crossover Jump D, Standing A*, Standing A*, Standing A, Hisha 
Otoshi(forward + A), Zanretsu Ken(forward,back,forward + A/C)

5.Crossover Jump D, Standing A*, Standing A*, Standing A*, Crouching B, 
Crouching A, Hisha Otoshi(forward + A)(cause knockdown), Keima 
Uchi(down-forward + B)

6.(version 1)
Crossover Jump D, Crouching B, Crouching B, Crouching B, Hisha 
Otoshi(forward + A)(cause knockdown), Keima Uchi(down-forward + B)

6.(version 2)
Crossover Jump D, Crouching B, Crouching B, Crouching B, Hisha 
Otoshi(forward + A), then follow with:
-C version Ko'ou Ken(qcf + C)
-C version Haou Shikou Ken(forward,hcf + C)
-A or SDM version Ryuuko Ranbu(qcf,hcb + A/AC)(opponent has to be near 
corner if you do the A version), run up and do Keima Uchi(down-forward + 
B)(not guaranteed if will hit depending if your near the corner) 


---------------
7.S-Team Combos
---------------
These are combos seen in the S-Team combo movies,which were these two 
very big(71mb and 35mb)Divx files(they came from a VCD full of combos 
made by this Hong Kong games magazine called "Game Weekly").I decided to 
add this section for those who can't see them(due to the requirements of 
the Divx codec)or just couldn't be bothered to download them.The combos 
are listed as exactly how it was done in the movies.Enjoy

1.(with opponent in corner and King as Striker)
Jump B, Standing C, Hisha Otoshi(forward + A), call King, Ko'ou Ken(qcf 
+ A/C), C version Haou Shikou Ken(forward,hcf + C), C version Haou 
Shikou Ken(forward,hcf + C)(delay it until opponent is falling)

2.Crossover Jump D, Crouching B, Crouching B, Crouching A, Hisha 
Otoshi(forward + A), SDM Ryuuko Ranbu(qcf,hcb + AC)

3.(with opponent in corner and Maxima as Striker)
Jump D, Standing C, Hisha Otoshi(forward + A), call Maxima, C version 
Haou Shikou Ken(forward,hcf + C), Ryuuko Ranbu(qcf,hcb + A/C)

4.(with Vanessa as Striker)
Crossover Jump D, Standing C, Hisha Otoshi(forward + A), call Vanessa, 
Ko'ou Ken(qcf + A/C), run up a bit pass Vanessa and do Standing C, Hisha 
Otoshi(forward + A), SDM Ryuuko Ranbu(qcf,hcb + AC)


---------
8.Credits
---------

I would like to thank the following in helping me write this FAQ(In no 
particular order)

CJayC
-Without him you wouldn't be reading this FAQ
(www.gamefaqs.com)

Vincent Chua
-Many more combos for Takuma and others at his site.If your interested 
in finding out stuff about the KOF2000 Hong Kong comics this site is the 
best for that
(www.kofonline.com)

Chris MacDonald(Kao Megura)
-Always an inspiration for FAQ writers everywhere.Also got Takuma's 
moves' names from his FAQ
(i.am/kao)

Anyone I versed over the years in KOF(Stefan,Fat Cat Lim,Wolferaizer)
-For giving me an goal to beat you guys(except for Stefan,no offense),if 
not for these people I wouldn't want to learn how to play everybody

My gaming friends (Ivan, Bufa, Stefan, Jake, Jacky, Ming, FCL, 
Wolferaizer, Krizalid, Skinner, Jackson, William and the rest that I 
might have forgotten)
-Another reason for me to play games,to beat you guys(exception to 
Bufa,Krizalid and Ivan since you guys don't live near me)

Gunsmith      
-For posting up the S-Team videos,not to mention joining them 
together(another site posted the same videos up but they were in 10 or 
so WinRAR files so you had to link them together,all too complicated to 
me).I don't think you can still get them though

Neo-geo.com Bulletin Boards
-If you want to find out stuff about Neo-Geo hardware or Neo-Geo 
games,they have a bulletin board their to help you(very helpful).I 
frequent there everyday
(www.neo-geo.com or www.orochinagi.com) 

White Tower Team
-A site with tons of combos for various fighting games.
(www.white-tower.net)

Jared Low (Vivx)
-His site also features original combos for KOF2000 as well as 
characters' moves in graphical view.              
(www.shingohandbook.com)

Game Weekly
-For releasing the S-Team combos on VCD

You
-For reading this FAQ


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9.History
---------
Version 1.0 (May 24th, 2001)  FAQ up and ready
Version 1.1 (May 25th, 2001)  Forgot to put an Introduction before,now 
                               it's there
Version 1.2 (May 26th, 2001)  Made a correction to credits section
