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    Hauzer by SaGa_Journeyman

    Version: 1.1 | Updated: 07/21/05 | Search Guide | Bookmark Guide

    *version 1.1*
    by SaGa_Journeyman
    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
    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
    QCF=down, down-forward, forward or D,DF,F
    charge= hold the stick/pad in that direction for 2 seconds
    P=any punch
    K=any kick
    Medium=either MP or MK
    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
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    these require at least 1 stock full
    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.
    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.
    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.
    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"

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