Hauzer FAQ .-----------------------------. | Copyright 2006 Steven Marr | | By Steven Marr (aka Xenomic)| | [email protected] | | [email protected] | | [email protected] | | AIM: Xenomic | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this Guide 2. Keys 3. Breakdown of Attacks 4. Hauzer's Moveset 5. Breakdown of Hauzer's Moves 6. Hauzer's Style 7. Hauzer's Matchups and Strategies 8. Credits ----------------------------------------------------- 1. The Basis of this Guide This guide is to help those get acquainted w ith Hauzer. This FAQ will also attempt to breakdown Hauzer in terms of offense and defense. ------------------------------------------------------------ 2. Keys Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air ---------------------------------------------------------------- ---------------------------------------------------------------- 3. Breakdown of Attacks Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 4. Hauzer's Moveset Overhead Bite...................................F + MP Volcano Breath.................................QCF + P Deluge Assault.................................QCF + K Tempest Fall......................................Ch. D, U + K Deluge Crisis.....................................QCFx2 + K Gust Flame.........................................QCFx2 + P ---------------------------------------------------------------- 5. Breakdown of Hauzer's Moves -Normal Moves- -Standing Moves- LP (Claw Swipe) -This is a pretty hilarious move to watch if you keep hitting the button enough times in a row. However, the range is not that great, and you can't really chain anything off of it. It's best to ignore this silly move altogether. MP (Forward Headbutt) -This move has bad startup and recovery times, but has decent reach. You can even combo a Deluge Assault to Tempest Fall after this move if you want. HP (Flame Breath) -No, it's not as great as you'd think. In fact, it's not great at all. The range is decent and all, but the startup and recovery times are not that great, and that leaves Hauzer open to injury. However, you can use this as bait to get your opponent to walk right into a Tempest Fall or Gust Flame attack if you do it right. LK (Claw Kick) -This move is just as bad as with the LP. Everything about it is pretty much the same as with the LP, except that you can't do as many of them as you can with the LP. MK (High Claw Kick) -This move might be good for somewhat of an Anti-Air move, but it's pretty risky to use. It can probably even work to knock opponents out of certain moves, like Felicia's Rolling Buckler or Ryu's Tatsumaki Senpukyaku. However, this is debatable. In any case, it has a bit of a lagging startup time and recovery time, but can still be used to chain into a Deluge Assault to Tempest Fall. HK (Tail Spin) -This move's pretty useful in the fact that it can hit opponents on the ground from virtually anywhere. And to add to that, the recovery and startup times aren't too bad (though if blocked, it'll leave Hauzer a bit open). Plus, you can even chain Deluge Crisis or Tempest Fall off of this move. A pretty decent move by all means, but still, don't abuse it. -Crouching Moves- LP (Small Snort) -An odd move, and one that's not that useful. Hauzer snorts out a puff of smoke from his nose at the opponent, and the range is not that great. Plus, it leaves Hauzer open to attack. But, if you use it right and bait your opponent, you can try to hit them with a Tempest Fall if they jump at you. Not a bad diversion. MP (Horn Thrust) -This move is fairly decent. The range is mediocre at best, and the startup and recovery times aren't too bad. You might want to use this for moves like Flash Chop or Rolling Buckler, but it depends if you can connect with this move. It's good to chain Volcano Breath or Gust Flame off of too if you want to do some damage. HP (Flame Breath Down) -Same description as with the Standing HP. LK (Full Snort) -Same description as with the Crouching LP, but it has a bit more of a reach to it than its LP counterpart. MK (Foot Stomp) -Has a bit of slow startup time, but safe on block. Not much use can be made of this move other than a chain into Volcano Breath or Gust Flame. HK (Tail Sweep) -Hauzer's trip move is identical to his Standing HK in every little detail. -Jumping Moves- LP (Open Mouth) -This move lasts the whole time that Hauzer is in the air. It's not too great, as it leaves Hauzer wide-open to attacks, but it's decent in knocking opponents out of moves at times. Still, you can probably find more worthwhile moves to use in its place. MP (Air Bite) -This move has some range, but that's about it. To hit grounded opponents, you'd have to time it just right, and even then, you can make better use of Hauzer on the ground. HP (Air Breath) -Same description as with the Standing and Crouching HPs. LK (Falling Claw) -Same description as with the LP. MK (Air Bite) -Same as with the MP, but it lasts the whole time that Hauzer is in the air. HK (Aerial Tail Spin) -Same description as with the Standing and Crouching HKs. -Special Normal Moves- -Overhead Bite- -A rather decent move for times when the opponent is close to Hauzer from above. Other than that, there's not too much use for it. -Throws- LP + LK + <- or -> (Horn Throw) -Excellent for zoning purposes. -Special Moves- -Volcano Breath- STRONG VS. Rush attacks Anti-Air attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Air attacks -Not that bad of a move, but can be easily averted simply by attacking Hauzer in the middle of the move, as the startup and recovery times for this move is horrible. Does good damage when it does hit though. -Deluge Assault- STRONG VS. Rush attacks Other attacks Air attacks (except Zanku Hadoken) NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks -Not bad by any means, but very unsafe on block. Does a great deal of damage, and can be chained into a Tempest Fall for additional damage. Not much else to say about this move other than the fact that it moves Hauzer across the screen pretty quickly. -Tempest Fall- STRONG VS. Air attacks (except Zanku Hadoken) Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks -A pretty powerful move alone, but can be chained off of a Deluge Assault to make it even more deadlier, and worse yet, can be chained again off of a single Tempest Fall for more damage. Pretty powerful for a single move. Other than that, not much to say about it. -Super Special Moves- -Deluge Crisis- STRONG VS. Rush attacks Other attacks Air attacks (except Zanku Hadoken) NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks -Pretty much the same as Deluge Assault, except much more powerful and hard-hitting. -Gust Flame- STRONG VS. Rush attacks Other attacks Anti-Air attacks Air attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks -A very powerful move, but unfortunently, it lacks protection and negation of Projectile attacks, which would have made this move almost godlike. It's also a fullscreen attack, so it's very hard to dodge it. ---------------------------------------------------------------- 6. Hauzer's Style Hauzer uses the Red Earth system, as described below. Data from psychochronic's faq. Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Dashing: Pressing Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Follow-Up Attack: U + MK/HK when opponent is grounded: Taken from the DS franchise and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter "Gems": 2 Gems max, able to max up to 6 Levels: In the beginning of the match, you start off as a Level 1. Every time you meters range goes up, you'll recieve one gem having two gems maximum. Gems are used for two purposes; One is to press MP + MK to level up the character, which increases damage properties (formula explained below), gain nearly 10% of vitality back and gets closer to a stronger Mystic Break as some supers are to be done only on Level 2 or 3. You can only max up 5 times (Level 6) so use that point in case levelling up to survive is your gameplan. The other purpose is to use Level 1 Mystic Breaks only, which is a viable and passable option. When you level up, the character does a taunt which lasts 20 frames and is invincible for the first 19 of them, making it useful to go through attacks and supers. -Red Earth Formula for the damage increase the character does for each consecutive level up: Notice how it increases then decreases? Use your gems wisely and options are always available. --Level 2: 5.5% --Level 3: 5.25% --Level 4: 5% --Level 5: 4.75% --Level 6: 4.50% *Super Jump: Press D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempt and increasing the chances of avoiding projectiles. *Ultimate Guard: Press HP + HK: Pressing this motion commands the characters to go into a defensive stance. During this process, it will block any incoming high or low attack whether it's a normal, special, projecile or super and will receive no guard damage. This ability is very useful to avoid a super and great to execute when you have slivers of vitality remaining. Unfortunately, it has large recovery time and is completely open to throws which can't be effected while still on the stance. *Ultimate Counter: While blocking an attacking using Ultimate Guard, reverse QCB + P/K: An instant reversal attack that can only be executed after the Ultimate Guard ability. It's generally slow on startup and they can be used to punish blocked attacks with some big recovery. Each characters' Ultimate Counter has a different startup period but they all become vulnerable on the second frame of the animation before it connects. Just to note, Hydron and Hauzer don't have a K Ultimate Counter. Hauzer depends entirely on defense. If you plan to go offensive, you'll most likely end up losing more often than not, so don't bother. You'll want to focus on watching for your opponent making mistakes or leaving themselves open, then punish them with an attack appropriate to the situation. For instance, if the opponent jumps at you, counter with Tempest Fall, or the opponent tries to rush at you, use a Deluge Assault to Tempest Fall x2 combo to punish them for it. Volcano Breath should be used sparingly, while you should use Gust Flame at the first chance you get. Level Ups are very important to Hauzer, but don't use them all in the first round. Save at least 3 for both rounds so that you even out Hauzer's odds. ---------------------------------------------------------------- 7. Hauzer's Matchups and Strategies Vs. Alex As long as Hauzer pokes at Alex, there shouldn't be any problems with him winning this fight. Volcano Breath and Deluge Assault helps a lot here as well, so you may want to mix them up from time to time. Alex will have a hard time getting close to Hauzer due to Hauzer's size, but you may find that he'll sneak in close, which in that case you'll want to use Ultimate Guard and Ultimate Counter to get him away. Not too tough of a fight. Use a couple Levels Up if you can spare them. Vs. Anakaris Hauzer will most likely not win this fight. Anakaris can easily cripple him with barrages of Coffin Drops, Royal Judgments, and Cobra Blows, while at the same time doing rushdown combos. Unless Hauzer can maange to get in close and actually do damage, there's no way that he can really beat Anakaris. Vs. Chun-Li Chun-Li's tough for Hauzer to beat, just because she's faster than him, and much smaller. Her attacks are much faster than Hauzer, so you'll have to rely on Ultimate Guard and Counter a lot to survive this fight. You might end up using 2-3 Level Ups in one fight along against her, so be careful. Hyakuretsu Kyaku and Kikouken will be your biggest worries here, so as long as you block the Kikoukens and use Deluge Assault against Hyakuretsu Kyaku, you should be fine. Vs. Demitri Demitri's a lot faster than Hauzer (as are most other fighters), so don't be surprised if you find yourself trapped in a corner getting beat down upon. Chaos Flares will have to be dealt with by either jumping over them or blocking, while you can block Bat Spin and counter with either Tempest Fall or Deluge Assault. Demon Cradle shouldn't be a problem with Ultimate Guard/Counter. Demon Billion will present the biggest threat, as you have no way to stop the attack. Midnight Bliss and Pressure can also be a nuisance if you don't stop them. Vs. Felicia Felicia's speed wins her this fight, but Hauzer's strength may be of help to you here. Counter Rolling Buckler and Cat Spike with Deluge Assault, while using Tempest Fall to counter Delta Kick and EX Cat Spike. Sand Splash won't be a problem here, so don't worry about it at all. For Dancing Flash, counter with Gust Flame or Deluge Crisis, and for Please Help Me, just block and counter accordingly. Vs. Guile This can be a very long and drawn out fight, since both fighters are based around defense. You may need to get a little close to Guile to fire off Volcano Breaths to deal chip damage, and use Gust Flames to try and hurt him. Other than that, jump or block Sonic Booms, and hack away. Not that tough. Vs. Guy Guy can and will Hauzer pretty easily. However, Tempest Fall and Deluge Assault will be your best bet in stopping the Bushin Ninja. Watch for him using moves like Hayakage or Bushin Izuna Drop to counter with either move. I'd suggest using Deluge Assault first, so that you can add on two Tempest Falls afterwards, then really turn up the heat with Gust Flame to either deal a lot of damage or some chip damage. You'll want to use a couple Level Ups in this fight as well, and don't forget the Ultimate Guard/Counter maneuver, as that'll help you a lot in this fight. Vs. Ingrid Ingrid can be beaten pretty easily if you watch her moves. However, her Sun Upper, Sun Delta, and Sunburst will pose the biggest threat, as all of Hauzer's attacks are mid to high attacks, which is punishable by Sun Upper, and Hauzer's size makes him an easy target for Sun Delta and Sunburst. Ultimate Guard may help against Sunburst, but that's a bit IF. For Sun Upper, you'll need to avoid using Hauzer's specials and instead use his normal moves to avoid it, so that'll force her to use Sun Lower at times, which at that time you can launch a special. This fight's not too difficult otherwise. Vs. Jedah This fight is next to impossible for Hauzer to win in. Jedah is just far too powerful and fast for Hauzer to keep up with, and Jedah's attacks really lockdown Hauzer. There's not much you can do except try to counter with Ultimate Guard/Counter. Vs. Karin This fight is bad for Hauzer due to Karin's comboability. Yasha Gaeshi High will be Hauzer's downfall once again, so take to normal attacks to beat through Karin. If she tries to use a Super Special or Ressen Ha, counter with Deluge Assault or Gust Flame. Tempest Fall is essentially a bad idea here, but Volcano Breath could be useful. All in all, this fight isn't too tough. Vs. Kenji The outcome of this fight is pretty similar to the Vs. Jedah fight. Kenji moves way too fast for Hauzer to attack, and he attacks much too quickly for Hauzer to react. You'll have to rely on Ultimate Guard/Counter here as well to beat Kenji. Vs. Leo This can be an epic fight here. Both have great poke range, and both are slow and pretty powerful with lots of vitality. If Leo uses Achilles/Chronos Rush, counter with Volcano Breath or Gust Flame, and if he uses Mars Slash, try to counter with Tempest Fall. For Gigas/Gaia Driver, there's not much you can do but keep Leo away from Hauzer. Use a couple Level Ups in this fight to help out Hauzer. Vs. M. Bison Bison can beat through Hauzer pretty badly. Psycho Crusher and Mega Psycho Crusher is the only thing that Bison really needs to beat Hauzer, and it can lock him down pretty easily. If Hauzer does manage to block it and try to counter, Bison can simply use Bison Warp and start all over again. You may have to rely on Ultimate Guard/Counter to beat that attack, or use Gust Flame at the right time to damage him. Otherwise, block and try to counter with Tempest Fall. Vs. Pyron Pyron is not one of the best matchups that Hauzer can have. Galaxy Trip is more than enough to beat Hauzer's attacks, and all of Pyron's attacks can really put the hurt on Hauzer. Ultimate Guard/Counter when needed, and try to counter with Deluge Assault and Tempest Fall at the best moment. Watch for Cosmic Disruption, and use Gust Flame for times that Pyron reappears from Galaxy Trip. Vs. Rose Rose isn't a threat at all. Her Soul Throw, Aura Soul Throw, and Soul Reflect won't help her in this fight, as Hauzer shouldn't need to jump at all, and the fact that you don't need Volcano Breath. You can simply beat her by rushing her down with normal attacks, but try throwing in a Deluge Assault to Tempest Fall x2 to add in some insult to the injury. Vs. Ryu Ryu's gonna be tough, just because of Hadoken alone. Hadoken can completely shut Hauzer down, let alone the barrage of combos and Tatsumaki Senpukyakus that Ryu can do. Ultimate Guard/Counter anything that's not a Hadoken or Shinku Hadoken, and jump over and use HK for the times that it is a Hadoken or Shinku Hadoken. You might end up using 2-3 Level Ups in this fight alone, but save them for the time that Hauzer's health drops to about 50%. Vs. Sakura Sakura is actually pretty rough for Hauzer to compete with. Her Hadoken poses the same problem as with Ryu, but her Shunpu Kyakus and Sakizakura Kens are even more of a threat here than Ryu. Add to that Haru Ichiban and Midare Zakura, and you have a lock down for Hauzer. However, once again, Ultimate Guard/Counter will save you here. If you don't want to use that, then try to counter Sakizakura Ken and Shunpu Kyaku with Deluge Crisis to Tempest Fall x2. Level Up at least once, then finish Sakura off with a Gust Flame. Vs. Shin Akuma Plain and simple. Hauzer cannot win this fight, especially against the CPU. Shin Akuma has every advantage over him with the exception of Ultimate Guard/Counter and high Vitality. Don't even try to beat him with Hauzer..... Vs. Urien Urien's gonna be a tough one too, due to the fact that he's just as strong as Hauzer, and even faster. Metallic Sphere and Temporal Thunder is the biggest threat here, but you can simply Ultimate Guard the latter and block the first, then counter with Deluge Assault or Crisis. For Violence Knee Drop, Chariot Tackle, and Tyrant Slaughter, you can simply counter with Tempest Fall or Gust Flame. Level Up at least twice to keep Hauzer's life up. Vs. Yun A pretty easy fight, even though Yun is faster than Hauzer. You can simply Deluge Assault/Volcano Breath/Tempest Fall him without having any difficulties, as long as you don't let him parry any of them If he does start parrying, you'll need to rely on normal attacks and combos to beat through him, occassionally mixing in some special attacks. Even so, this fight should be easily won. Vs. Zangief This is a pretty simple fight. Stay away from Zangief, don't use Tempest Fall or Deluge Assault, and beret him with Volcano Breaths. Use Gust Flame when needed, and HKs as needed. Pretty simple fight. If he does get in close, knock him away as fast as possible, as you don't want him to use Final Atomic Buster on Hauzer. ---------------------------------------------------------------- 8. Credits Thanks to psychochronic for letting me do these faqs. Thanks to assassin17 for formatting ideas. Thanks to Gamefaqs, for hosting this faq. Thanks to Capcom, for making this game in the first place. ----------------------------------------------------------------