Generally, Houndoom only functions as a Special sweeper. You could stick with Crunch and Flamethrower if you want, but it's considered poor form to split your attack EVs (have both Physical- and Special-damaging attacks). That means Hyper Beam and Take Down should go.
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Houndoom
Nature: SpA+ / PhA-
EVs: PhA-252 / Spd-252 / HP-6
Ability: Flash Fire
Held Item: Salac Berry
- Crunch/Bite
- Flamethrower
- Solar Beam
- Sunny Day
This is standard, but it works fairly well. Use Bite if you would like to cause flinching, however, your monster must be faster than the opposing moster for it to work. Houndoom has a base stat of 50 in its Physical Defence. That, coupled with its small list of available moves, makes it pretty well only good for sweeping. I like to put Salac Berries on sweepers so you can get a speed boost when your HP is low. This could allow you get a good hit in before Houndoom falls. If you're feeling a bit more adventurous, you could try the next move-set.
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Houndoom
Nature: SpA+ / PhA-
EVs: PhA-252 / Spd-252 / HP-6
Ability: Early Bird
Held Item: Leftovers
- Flamethrower/Bite
- Will-O-Wisp
- Attract
- Rest
Theortically, this move-set looks okay, but it could fail miserably, as well. Will-O-Wisp would decrease the opponent's Physical Attack power each turn (I believe), thus making you a bit less vulnerable to Physical Attacks. Attract will make the opponent fail to attack (if Attract was used on the opposite gender) about 50% of the time. This makes it easier for you to attack with Flamethrower or use Rest. The Early Bird Ability should make the Rest take only one turn, as opposed to two -- correct me if I'm wrong. Again, use Bite if you think you'll be faster than the opposition.