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Follow the dark path or use the light
Capcom Fighting Evolution Pack Shot

Capcom Fighting Evolution



by Xenomic

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.


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.


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)


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)


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)


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)


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)


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
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and
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 

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.


LP + LK + <- or -> (Horn Throw)

-Excellent for zoning purposes.

-Special Moves-

-Volcano Breath-


Rush attacks
Anti-Air attacks
Other attacks


Teleport moves


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-


Rush attacks
Other attacks
Air attacks (except Zanku Hadoken)


Teleport moves


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-


Air attacks (except Zanku Hadoken)
Rush attacks
Other attacks


Teleport moves


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-


Rush attacks
Other attacks
Air attacks (except Zanku Hadoken)


Teleport moves


Projectile attacks
Anti-Air attacks

-Pretty much the same as Deluge Assault, except much more powerful
and hard-hitting. 

-Gust Flame-


Rush attacks
Other attacks
Anti-Air attacks
Air attacks


Teleport moves


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:

*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
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
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

*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

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

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

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.