---------- 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:1.4 (August 2001) Email:hebrettofaq@yahoo.com.au Site/s where this FAQ should be found: www.gamefaqs.com -------- Contents -------- 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) ---------- 2.Controls ---------- 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 assistance 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 your opponent with one of 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 throw these days.Takuma will run up to you and if he grabs you will he 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 ------------------- 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 Takuma is faster in KOF2000,you 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 but I'm 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) Iie-Kyo -The best KOF player near his area in Hawaii(except for the Singaporean player =P).And a hell of a English teacher Game Weekly -For releasing the S-Team combos on VCD You -For reading this FAQ --------- 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 Version 1.3 (June 21st, 2001) - Grammar/spelling corrections (thanks Iie-Kyo) Version 1.4 (August 13th, 2001) - Changed my email address