My fave Tak 2k2 combos:
sB -> f+B -> hcb+D
cB -> cA -> qcf,hcb+C
jD -> sC -> qcf+A
jC -> sA-> sB -> hcb+B
jC -> sD -> hcb+D
jB -> cB -> f+B -> hcb+D (his best standard jumping combo IMO)
A BC cancel version of the above:
(BC) jB -> cB -> f+B -> hcb+D (cancel) -> qcf+P
About crossups, initialise them with a crossup D and then focus on the f+B command attack after a few crouching or standing kicks/punches. Since the f+A is gone, the f+B gets extra attention but it works just like before.
Tak also has a couple of more or less usefull BC combos that center around the f+B, qcf+P and qcb+P, you can free-cancel into the latter two any time while in BC mode.
Ah yes, the C versions of the Haou Shikou Ken and the Ko'ou Ken break guard which can be followed-up with many attacks. A nice tactic would be to pull off an A Haou Shikou Ken with a (very small) delay afterwards if you play against an aggresive opp., it's a Counter Wire. Juggle with a hcb+D or jB if it connects.
However, in 2k2 he had to give up a fucking lot of his old setups and combos. f+A, b+A, df+B, Zanretsu Ken, Running Grab Kick, the classic Hien Shipuu Kyaku, the fire projectiles, they're all gone, this gives a lot of Takuma fans a hard time. It took me a long time to see his potential, and if it weren't for the ass-beating I got from a Tak 2k2 expert that slightly changed my mind about him, I would still shun him, but that would be a mistake because he still hits like a steam hammer and even is slightly quicker now.
It's just that he kinda lost his former "Karate Sensei" style IMO because his move list is more streamlined now and his overall fighting style is even more straight and aggressive, at least you have to play him that way if you want to win; except for the invisible blasts of the Ko'ou Kens that have some range (and can negate projectiles), his full-screen attack abilities are no more, he's a mid-/close range chara now.