=======================
|     Takuma Guide      |
|          For          |
|  King of Fighter EX2: |
|     Howling Blood     |
|                       |
| By Albert-Jan Buwalda |
=======================

1. Intro                    [INT]
2. Who's Takuma             [TKM]
3. Game mechanics           [GME]
4. Moves                    [MVS]
4.1 Basic Moves             [BSC]
4.2 Special Moves           [SPC]
4.3 Desperation Moves       [DMS]
4.4 Super Desperation Moves [SDM]
5. Strategy                 [STG]
6. Copyright                [CPR]
7. Thanks-n-other           [TNO]

Version:
V1.0: Base document

-----------------------------------------------------------------------
1. Intro [INT]

So, you figured that after Clark and Ralf, my number 3 slot for favorite
character would be another member of the Ikari team... Nah you're wrong,
it's Takuma. The grand master of Kyokugen-ryuu Karate! Since '94 he has
been a force to take in account. After all he is the man with hard-hitting
karate moves.

Well, I here by conclude my to 3 and maybe if I have enough time, I'll
write another one. ;-)

Why chose Takuma:

- He has a wide array of Special moves
- He has good Desperation Moves
- He is THE Kyokugen-ryuu Karate master

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2. Who's Takuma? [TKM]

Place of Birth : Japan
Date of Birth : Febuary 4th, 1947
Height : 1.80 m
Weight : 70 kg
Blood type : O
Hobbies : Making Soba noodles
Favorite food : White rice, miso soup
Favorite sport : All martial arts
Most valuable : His children, students, and Kyokugen-ryuu Karate
Hates the most : Snakes
Fighting style : Kyokugen-ryuu Karate (Extreme style Karate-do)
Occupation : Retired; formerly Kyokugen Ryu Dojo's chief instructor

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
3. Game mechanics [GME]

--------------------
|Basic commands:   |
|------------------|
|UP    = Jump      |
|DOWN  = Crouch    |
|RIGHT = Walk right|
|LEFT  = Walk left |
|                  |
|A = Strong punch  |
|B = Weak punch    |
|L = Strong kick   |
|R = Weak kick     |
--------------------
----------------------------------
|Advanced commands:              |
|--------------------------------|
|RIGHT, RIGHT = Hop right        |
|LEFT, LEFT   = Hop left         |
|R+B          = Knock-down attack|
|LEFT+R+B     = Dodge-roll left  |
|RIGHT+R+B    = Dodge-roll right |
|L+B          = Striker          |
|L+R          = Master-mode*     |
|(* = unlockable)                |
----------------------------------

-----------------------------------------------------------------------

Advanced mechanics
-----------------------------------------------------------------------
Knock-down attack:

This is a attack which, if it connects the opponent gets knocked down
(hence the name). It can be useful if you want to create some space. In can
also be done while in mid-air.
-----------------------------------------------------------------------
Dodge-roll:

The dodge-roll is a excellent tool too evade some serious damage. You
basically chose the side you want to roll to and as long as you roll you
invincible to everything but throws.
-----------------------------------------------------------------------
Striker:

This is pretty neat. In the lower corners you see the picture of your next
character in line and a number of colored dots. For every colored dot you
can call in a teammate to cut in for a attack. After he hits (or is blocked
or dodged) he splits again.
-----------------------------------------------------------------------
Stock, Desperation moves and MAX:

Ok, under your health bar there is a bar, which fills when you get damage,
dish it out or do a special move. When this bar is filled one the slots
below is filled and the bar is empty again. The filled slot is called
stock.

What can you do with stock you ask? Well, you can do Desperation Moves.
These moves do very much damage and look insane to boot. Takuma's DMs take
out about 1/3 health bar. That's not too shabby.

When you hit three stock the stock meter says MAX. This means you can
unleash a Super Desperation Move. This drains ALL your stock, which is a
hefty price. The move is obviously pretty damaging, but not as such that a
price of three stock is valid. In fact, you do more damage with 3 DM than
one SDM, which is a shame.
-----------------------------------------------------------------------
Master system:

When you have finished the game a couple of times, you'll gain experience
and eventually hit "Master Orochi". This means that you gain the ability to
activate the Master-mode. While in this mode your stock will slowly drain
and you can pull off as many DM as you want. Personally, I hardly find it
useful.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4. Moves [MVS]

This section is about Takuma's arsenal of moves. He has a very offensive
set of moves, complementing aggressiveness. He is also the man with the
fireball-craze. (always a good thing ;-)) Takuma's DMs are very good and
pretty easy to connect.

--------------------------
| Command legend:        |
|------------------------|
| Upw = Upwards          |
| Fwd = Forwards         |
| Dwn = Downwards        |
| Bkw = Backwards        |
|------------------------|
| B = Weak punch         |
| A = Strong Punch       |
| L = Weak kick          |
| R = Strong kick        |
|------------------------|
| / = pick one of either |
|     (example: A/B)     |
| + = combines buttons   |
|     (example: A+B)     |
--------------------------
-----------------------------------------------------------------------

Move Info build-up:

NAME (Command to execute the move)

Explanation: Description of what Clark does.

Uses: Description of what the move is good for.

Grade: Grade from 1 to 10, showing the usefulness.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4.1 Basic moves [BSC]

Weak punches:
-----------------------------------------------------------------------
Standing weak punch (B)

Explanation: Takuma throws a strait punch.

Uses: Takuma's poke, it's a good one too. Because it's so fast, you can
interrupt most move with it.

Grade: 6.0
-----------------------------------------------------------------------
Close standing weak punch (B near opponent)

Explanation: Takuma does a low chop.

Uses: Comes out fast and does pretty much the same thing as the standing B.
It does less damage though.

Grade: 5.5
-----------------------------------------------------------------------
Crouching weak punch (Dwn+B)

Explanation: Takuma does a palm-blow on knee height.

Uses: Another poke! It also lacks damage, but makes up for it by hitting
low.

Grade: 5.5
-----------------------------------------------------------------------
Jumping weak punch (B in air)

Explanation: Takuma executes a chop in mid, smacking the opponent in the
face.

Uses: This is a decent one. It's fast, counters good and has a nice reach.
The problem is it hardly does damage, which makes it less useful.

Grade: 4.5
-----------------------------------------------------------------------

Strong punches:
-----------------------------------------------------------------------
Standing strong punch (A)

Explanation: Takuma throws a powerful strait punch on chest height.

Uses: This is solid. It has good reach and speed, but also has good damage
to boot. A good attack but the strong kick has better reach.

Grade: 6.5
-----------------------------------------------------------------------
Close standing strong punch (A near opponent)

Explanation: Takuma throws a punch in the side of the opponent.

Uses: Good! Comes out pretty speedy and has good damage. Actually it does
slightly more damage that the close R, so I'd pick this one.

Grade: 7.0
-----------------------------------------------------------------------
Crouching strong punch (Dwn+A)

Explanation: Takuma executes an uppercut.

Uses: This is excellent! For all those pesky jumpers, who just hop around
attempting to kick you, this is you're answer! It comes out fast and does
good damage. It does not have much reach, except for upwards.

Grade: 7.5
-----------------------------------------------------------------------
Jumping strong punch (A in air)

Explanation: Takuma throws a strait punch in downward fashion (about 45
degrees).

Uses: Well, I would advice you to stick to kick while in mid-air. The
punches are pretty much useless.

Grade: 3.5
-----------------------------------------------------------------------

Weak kicks:
-----------------------------------------------------------------------
Standing weak kick (L)

Explanation: Takuma throws a high kick to the face.

Uses: This is Takuma's best poke. It's fast and has great reach. It has not
more to offer than a good poke, but hey, what it does it does good. Low
damage though.

Grade: 6.5
-----------------------------------------------------------------------
Close standing weak kick (L near opponent)

Explanation: Takuma knees the opponent

Uses: This is basically the same move as the one above it, only with a
other animation. Same use.

Grade: 5.5
-----------------------------------------------------------------------
Crouching weak kick (Dwn+L)

Explanation: Takuma extends his leg just a bit.

Uses: This one plain sucks. Can't help it! Hardly reach and low damage need
I say more? Thought not.

Grade: 3.5
-----------------------------------------------------------------------
Jumping weak kick (L in air)

Explanation: Takuma does a flying knee.

Uses: Another one for the garbage, just stick to the strong kick while
jumping! A lack of reach and damage make this useless.

Grade: 3.5
-----------------------------------------------------------------------

Strong kicks
-----------------------------------------------------------------------
Standing strong kick (R)

Explanation: Takuma steps in just a bit an executes a thrust-kick.

Uses: Good all-rounder. It has decent speed, good range and damage.

Grade: 7.0
-----------------------------------------------------------------------
Close standing strong kick (R near opponent)

Explanation: Takuma throws a spinning sidekick. Looks painful!

Uses: Basically the same as the move above. I like this animation better,
though.

Grade: 7.0
-----------------------------------------------------------------------
Crouching strong kick (Dwn+R)

Explanation: Takuma does a crouching spin kick, attempting to sweep the
opponent.

Uses: The knock-down move! If some one is bugging you by getting to close,
use this one to create room. Also good for a guess game.

Grade: 7.5
-----------------------------------------------------------------------
Jumping strong kick (R in air)

Explanation: Takuma extends his leg, giving the opponent a old school
karate kick.

Uses: This one is good! It has great reach and good damage. The best all-
round jumping attack.

Grade: 7.0
-----------------------------------------------------------------------

Throws:
-----------------------------------------------------------------------
Grapple (Strong Punch) (Frw/Bkw+A)

Explanation: Takuma grabs the opponent, sweeps him to the ground and
finishes with a punch.

Uses: A solid throw that creates room nicely. Looks good too!

Grade: 7.0
-----------------------------------------------------------------------
Grapple (Strong Kick) (Frw/Bkw+R)

Explanation: Takuma graps the opponent and pulls of a shoulder throw.

Uses: Another solid throw, it just throws the opponent to the other side.

Grade: 6.5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Special Moves [SPC]
---------------------------------------------------------------------------
Tiger Flame Punch (Dwn, Dwn+Frw, Frw+A/B)

Explanation: You're fireball-attack; you pull back your hand, then pushing
forward forcing out a ball of fire. When connected, it sets the opponent on
fire. (DUH!)

Uses: Pressuring the opponent is always a good thing. This is good move to
do it. If he charging you or hurling his own fireballs at you, you can use
this as a counter. This is a nice move, but you shouldn't spam this,
because a good player dodges this pretty easily and puts the beating on you
during your lag.

Grade: 6.5
---------------------------------------------------------------------------
Tiger Boulder Bash (Dwn, Dwn+Bkw, Bkw+A/B)

Explanation: Takuma forces his arm forward in a block movement and follows
it up with a straight karate-punch, which upon connection, makes the
opponent sail across the screen.

Uses: This is a counter move. The block movement stops high-, mid-, and
fireball-attacks and automatically counters it with a brutal punch. It does
decent damage, but that is not the point of this move. The point is to keep
the opponent on their guard. Note that if it doesn't block and you standing
pretty close to your opponent, it hits twice. (second hit still makes them
sail across the screen :D) All in all, a good mind game.

Grade: 7.0
---------------------------------------------------------------------------
Flying Swallow Gale Kick (Charge Bkw+Dwn, Frw+L/R)

Explanation: Takume flies across the screen, doing a flying kick. After the
kick connects he turns and kicks again, launching the opponent in the air.

Uses: This move comes out pretty fast and travels pretty much all the way
across the screen. The damage isn't really high but it can be followed up
by the Zanretsu Ken (see next move) making this a valuable move if you've
got some timing.

Grade: 7.5
---------------------------------------------------------------------------
Slicing Wind Punch (Bkw, Frw, Bkw+A/B)

Explanation: Takuma punches REALLY fast, if connected he will go into a
massive 12 hit thrashing and follows it up by a uppercut. Looks really
painful.

Uses: This move has one soul-purpose: being the follow-up to the Flying
Swallow Gale Kick. Otherwise it's useless! But it does give you a 15 hits
combo that causes to have almost filled one stock. That's always good ;-)

Grade: 5.0
---------------------------------------------------------------------------
Shouran Kyaku (Frw, Frw+Dwn, Dwn, Dwn+Bkw, Bkw+L/R)

Explanation: Takuma lunges forward in a attempt to grab the opponent. If he
does, he will proceed to knee the opponent in the face in a rapid fashion,
(no rush-counter, so I don't know the number of hits) before he jumps away
of his opponent.

Uses: It has a little start-up, but that is minimal. Note that, because
it's a throw it cannot be blocked! A good move to mix up with Flying
Swallow gale punch to keep them guessing.

Grade: 7.5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Desperation Moves [DMS]
---------------------------------------------------------------------------
Neo Demon-God Attack (Dwn, Dwn+Frw, Frw, Dwn, Dwn+Frw, Frw+A/B)

Explanation: Takuma throws three incredibly powerful punches, that look and
sound extremely painful.

Uses: You need to be next to your opponent to pull this of, but when you do
it will hurt greatly! It's unblockable and looks just plain painful. It's
one of the top 2 best DMs of Takuma. (the other being Dragon-Tiger
Fandango)

Grade: 8.5
---------------------------------------------------------------------------
Haoh Shi Koh Ken (Frw, Bkw, Bkw+Dwn, Dwn, Dwn+Frw, Frw+A/B)

Explanation: Takuma holds back his arms, slightly shaking and then pushes
his arms forward; generating a gigantic fireball.

Uses: Personally, I don't like this one very much. It has good damage
potential (the longer you hold A/B, the more damage it will do), but takes
just a bit to long and is pretty easily dodged. Although, if you playing
someone who doesn't know it, you might be able to make it connect.

Grade: 6.0
---------------------------------------------------------------------------
Dragon-Tiger Fandango (Dwn, Dwn+Frw, Frw, Dwn+Frw, Dwn, Dwn+Bkw, Bkw+A/B)

Explanation: Takuma lunges toward the opponent and does a 9 hits heavy-
handed combo, following it up by a Haoh Shi Koh Ken. (OUCH!)

Uses: Well, this one is good too. It has a little start up (about a third
of a second) and it can be blocked, but it still is a very good move. The
damage is also good making this one a good all-rounder.

Grade: 8.5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Super Desperation Move [SDM]
---------------------------------------------------------------------------
Dragon-Tiger Fandango MAX
(Dwn, Dwn+Frw, Frw, Dwn+Frw, Dwn, Dwn+Bkw, Bkw+A+B)

Explanation: Takuma lunges toward the opponent and does a 11 hits heavy-
handed combo, followed by THREE (count 'em baby!) Haoh Shi Koh Kens!

Uses: Looks cool, no doubt! But that's not enough to make the grade here.
I'm afraid that Takuma has the same problem with his SDM as everybody else
(except Ralf) has: Not enough damage for the stock you invest. To bad,
because it looks really cool!

Grade: 7.0
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
5. Strategy [STG]

Takuma is the man of offense. The point is to keep the pressure on the
opponent. Keep throwing out Tiger Flame Punches, Shouran Kyaku and the
Flying Swallow Gale Kick/Slicing wind Punch-combo. Mix this up with some
jumping strong kicks.

Consider mastering the Tiger Boulder Bash as it can be a handy tool to keep
aggressors of your back. This means you can start pressuring them again. If
you get some stock, wait for the moment and pull of a Dragon-Tiger Fandango
or empty jump in and go for the Neo Demon-God Attack for some unblockable
mayhem. Pressure is the keyword!
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
6. Copyright [CPR]

This FAQ is under copyright. Only GameFAQs can host it. Deal with it!
Further more; I'm in no way responsible for Takuma or KOF.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
7. Thanks-n-other [TNO]

Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
And of course Marvelous for bringing a good sequel to shaky game.

Copyright 2006 A-J Buwalda