*****CAPCOM FIGHTING EVOLUTION***** ***HAUZER*** *version 1.1* by SaGa_Journeyman *CONTENTS* 1a Disclaimer and Contact 2a Hauzer's Overview 3a Hauzer's Moves 3b Hauzer's Combos 4a Hauzer vs World 5a Credits ******************************************************************************* 1a Disclaimer and Contact ******************************************************************************* Don't steal from this guide. If you want to post this guide on your site, email me first. This guide was written for the PS2 version of CFE. I don't know what the differences between the home and arcade versions are, so I don't know if or how techniques will change. I expect everything here applies directly to the XBOX version. This guide uses the correct (Japanese) names of the characters when they differ from what Capcom USA has used. I can be reached at travincal <at) prodigy <dot) net This is a work in progress. As I will explain later, there's no human competition for me, but everything is as correct as I can make it now. I will add more information as it becomes available. ******************************************************************************* 2a Hauzer's Overview ******************************************************************************* Hauzer reminds me of Blackheart from the Marvel vs series. His normal moves are great but his specials get him killed. His pokes are strong and fast, so he can be very effective at stuffing the target. His combos are very limited, and most of the strong ones rely on jump-ins, but his priority makes them a little easier to land than some other characters. ******************************************************************************* 3a Hauzer's Moves ******************************************************************************* These were all tested against Ryu on the 2 star (default) damage setting at level 1. The first number listed is the damage, the second stun, and if there is a third number, it's the number of hits. light punch=LP medium punch=MP hard punch=HP light kick=LK medium kick=MK hard kick=HK s=standing j=jumping c=close d=ducking QCF=down, down-forward, forward or D,DF,F F=forward charge= hold the stick/pad in that direction for 2 seconds P=any punch K=any kick Medium=either MP or MK **STANDING** LP 789 3 3 Not much use for this move. Can't be cancelled, but it does link into sMK. MP 1260 12 You'll be using this move a lot. The speed and damage makes it an excellent attack for jamming enemy moves. It's not as fast as sMK, but it is better anit air. HP 1440 14 The range on this moves makes it good for trading hits. Too bad it doesn't eat fireballs. The flame should override any non-projectile it hits, just make sure Hauzer's body doesn't also get hit. LK 540 4 Almost useless. Stick with the crouching verison. MK 1170 11 This his probably Hauzer's best normal poke. It's as fast as a jab and the recovery is so low you can link a cLK after it. This is also a good meter builder. Very good for pressure, you can throw these out in relative saftey. HK 1440 14 This is your primary long range poke. It stuffs a lot of attacks due to its speed, and when you don't stuff the enemy, you'll trade hits. Hauzer loves trading hits because 90% of the time it's in his favor. Against fireballs, standing Fierce may be better, but only when close. **CROUCHING** LP 360 2 This attack is cancelable and super cancelable, but it should never be used because crouching short does more damage and stun and must be blocked low. MP 1170 11 Teach the enemy to never jump at you again. You can clear the sky with this move. Avoid using this move against a grounded opponent, since even if hit, they may recover before you do. FP 1331 9 3 Showy, but there's not much else to it. The range is very small and the target is not likely to be hit all three times unless they are very close. SK 450 4 This is a very important move since it's cancelable and super cancelable. Most of Hauzer's important jump-ins use this on the ground. MK 1080 10 Crouching medium kick won't see a lot of use. The range is too small to use it out of the blue as you would crouching strong. Doesn't cancel or link. RK 1350 13 Basically the same as the standing roundhouse, but it knocks down. Of course, this means the opponent has more time to recover from their stun damage. **JUMPING** LP 810 7 It won't see much use. Jumping light kick is better. MP 1260 12 It's an air version of crouching strong. Use this when you feel too close for the roundhouse. You can bat the enemy out of the sky all day long with this. Might have more priority than jMK, but doesn't cross up. FP 1350 13 Jumping hard punch is most useful when you need to add more air time to your jump. It's sometimes better than jumping roundhouse for reaching over fireballers and pegging them. If you want to start an air to ground combo, always use hard kick over fierce. Against characters whose projectiles don't disappear when they get hit, be careful that this move does not push you backward onto the attack you just avoided. Overall, a decent mixup in his poking game. SK 630 5 It stays out a long time and the range is not bad. This is too weak to start combos with, but it can be done. You'd have to use it very deep. MK 1260 12 You may find jumping SP is a better move against air opponent, but jMK still swings a lot of lead. Very fast, the hitbox stays out a long time, and best of all, it's a great crossup. When the opponent is under you jMK's hitbox is better for making sure you don't miss. Any combo that starts with jMP or jHK can also start with jMK. RK 1440 14 This is a primary poke. The range and speed combined with the damage makes it one of Hauzer's best. It's his strongest jump-in starter and it's sure to do more than annoy the target. **COMMAND** F+MP 1260 12 This must be blocked standing. It takes a long time to come out and it cannot be followed by anything. Use sparingly, if at all. **THROW** LP+LK 1800 You should always follow this up with pursuit in the corner. I've heard you can combo the enemy while they are in the air, but I haven't been able to do this. **PURSUIT** U+K when the enemy is down 720 6 The awkward jump angle makes this less useful than some other pursuits,but it's better than nothing. Many corner combos end with this. If you're having trouble positioning yourself, you can cancel this from a dash. This pursuit doesn't track enemies. **SPECIAL MOVES** VOLCANO BREATH QCF+P LP 1260 12 MP 1350 13 HP 1440 14 It nullifies fireballs, but it isn't fullscreen and it's too slow. Hauzer's large hitbox and slow recovery means this move can't be used like Ryu's fireballs. Doesn't hit up close. DELUGE ASSAULT QCF+K LK 1350 13 MK 1440 14 HK 1620 16 This does a nice amount of damage, even when blocked, but when the opponent defends it, Hauzer's in a lot of trouble due to the long recovery. If you hit, you can follow up with a Tempest Fall and maybe other stuff. The use of this move is limited since it won't really combo from anything and it's very risky to use. TEMPEST FALL charge D,U+K LK 900 8, 720 6 FK 900 8, 810 7 HK 900 8, 900 8 It has two points to hit, but only one of them will land. This is, without a doubt, Hauzer's best special move. The second hit can't be blocked crouching. As the opponent falls, you can usually hit them with another Tempest. The priority on this move is excellent, and it's another in a long line of his great "I thought I told you to stop jumping" moves. Using a pursuit after this is tricky outside of corners. **ULTIMATE GUARD** HP+HK All Warzard characters have access to this technique. While flashing, you will take no block damage and you will simultaneously guard high and low. There is a brief moment of time where you are vulnerable after you activate it. This does not defend against throws. Its primary purpose is to use the Ultimate Counter. You can turn this on while you are already blocking, but you can't use it in the air. This doesn't consume energy. **ULTIMATE COUNTER** while blocking during the Ultimate Guard, B,DB,D+P This is the whole point of the Ultimate Guard. The range is not very good, but the damage is nice and it's free. You are not invincible during the counter, so watch out for moves like the Shin Shoryuken. Learning when to UC and when to wait is an important skill. Some characters with chain combos may be able to continue their string and override your UC. **MYSTIC BREAKS** these require at least 1 stock full DELUGE CRISIS QCF,QCF+K All versions 4230 6 hits Hauzer's best super. Overrules a lot of attacks, but most projectiles will hit him out of this. The ground version can follow his crouching short/jab, but the timing is very tight. You can hit after a Tempest for reduced damage. Use this fearlessly against non-projectile moves and supers. Following with a pursuit is hard unless you are between the corner and the opponent. The best way to do this is to cancel a forward dash. GUST FLAME QCF,QCF+P (level 2 and up only) All versions 5700 6 hits Gust Flame is good at dealing damage and horrible at everything else. It does not nullify other projectiles. Hauzer is not invincible during this, so it's quite easy to hit him out of it. The startup prevents it from being used in practical combos, but it can b **LEVEL UP** SP+FK with at least 1 stock full This gives you an offensive bonus and lets you have access to Gust Flame. There is some debate over whether you should level up or use a super. If you have taken damage, this will recover some life. If you find yourself using a lot of pokes and no supers, level up. You can go up to level 6, but I doubt a real human vs human match would see levels that high. ******************************************************************************* 3b Hauzer's Combos ******************************************************************************* All of these were done against Ryu with default damage at level 1. The first number is damage, the second is stun. This isn't an exhaustive list; obviously some moves can be switched. jMedium, cMP 2430 23 jHK, dMP 2610 25 Throw, pursuit 2520 6 jHK, dLK, Tempest Fall 2752 25 jHK, dLK, Tempest Fall, pursuit 3411 31 jMedium, dLK, Tempest Fall 2572 23 JMedium, dLK, Tempest Fall, pursuit 3231 29 LK Tempest Fall, Deluge Crisis 2790 8 (corner) Deluge Crisis, pursuit 4794 6 HP Volcano Breath, Deluge Crisis 5490, 12 (can't be done up close) HP Volcano Breath, Deluge Crisis, pursuit 6030 18 (can't be done up close) jLP, dLK, Tempest Fall, pursuit 2781 24 HK Deluge Assault, Tempest Fall, pursuit 3029 28 jHK, sLP 2215 17 HK Deluge Assault, Deluge Crisis 3510 16 (start on the opposite corner) HP Volcano Breath, HK Deluge Assault 2880 28 (must be done far away) HP Volcano Breath, HK 2700 26 (must be done far away) Tempest Fall, pursuit 1620 14 Tempest Fall, Tempest Fall, pursuit 2489 22 jHK, dLK, Tempest Fall, Tempest Fall, Deluge Crisis, pursuit, 5405 39 (corner) HP Volcano Breath, HK Deluge Assault, Tempest Fall, Deluge Crisis, pursuit 5601 42 (must be done far away) Below is the only combo done at level 2. HP Volcano Breath, Gust Flame 7030 12 (must be done far away) At level 6 that combo does 8510 damage. The following combos were made by James Chen and in his "Fun with CFE" video. crossover jMK, sLP, sMK, dLK, Deluge Crisis start on opposite sides, LK Deluge Assault, Gust Flame ******************************************************************************* 4a Hauzer vs World ******************************************************************************* Unfortunatley CFE isn't a popular game, so there's virtually no competition for it unless you have XBOX Live. I can't accurately determine how good a character is by simply fighting the computer. However, given what I've seen, I would not be surprised if Hauzer turned out to be one of the crappier characters. I can't say for sure, though. I will update this section as more human vs human matches become available to me. This section is still very incomplete. SF2 vs Ryu Ryu's air hurricane can't be air blocked, but you may be able to knock him out of it with a well timed jHK or jMP. You can't stuff Ryu's projectiles as you would a Darkstalker. Because of this, Ryu can create problems if you try to stay fullscreen. Do not UC a Shin-Shoryuken; you will get hit. Hauzer should do much better if he can convince Ryu to play close. Stay within poke range and chip at him. vs Zangief jHK can knock Zangief out of the Lariat which may out prioritize other pokes. Stay out of SPD range if you knock him down, especially when he has full meter, and never jump in on him in that case. The Aerial Russian Slam will defeat any of your moves. SFZero vs Karin Not much to say here other than her counter has excellent priority. vs Guy Be careful UCing Guy's chain combos. He can continue some of them and hit you out of the UC. If you are positioned higher above Guy with a jMK and he uses his anit-air super, most of the hits will miss you. Darkstalkers vs Demitri His air drill can cross you up. If you hit him, his fireballs disappear, so feel free to use jHP if he starts a fireball war. Don't get too close if he's down with lots of meter. He has grab supers that will catch you quickly. If he releases his bat super, don't try to knock him out of it. Turn on UG and UC at the very end. His cHK can be blocked standing. ******************************************************************************* 5a Credits ******************************************************************************* James Chen's combo video for getting me interested in this game, Sano, and my good friend Eashoa. "how dare anyone say bad things about game with Hauzer in it, Hauzer of the red mars earth warzzzzaarrrd raze entire village of hatitrons for speakins such illness about ram horned dragon with anti air manscratch" -hauzerROCKcfe