Profile
Alongside Go Ottari, Blade Aural, Delfina Hyaruno, and Feliz Harracido, Shaz Colder was created by RealLifeAnime in the early 2050s in order to star in an action show which should have replaced "The Princess of the Light Petals".
The show bombed badly, leaving all the fishmen unemployed and ready to be dismissed. In these conditions, Go Ottari founded the Fishface Crime Syndicate and converted a ragtag bunch of misfits to one of the most powerful mobs in the United Kingdom.
Shaz put up muscle mass and became well-known in the underworld by the name "Underwater". Donning his trademark exoskeleton diving suit, Underwater plundered and robbed the whole New Langdon for three years, before risking his life in a close encounter with detective Lorenz Kristhhoffer from New Scotland Yard in 2064, which ended up in a complete debacle.
After risking to be sliced to death in the aftermath, Shaz escaped from the Fishface base, taking away with him a consistent sum of money from the mob's caveau. He then proceeded to change alias several times, being "Gaetano Trasimeno", "Chazz Aliart", "Chazz Colder" and "Shaz Aliart", even at the same time.[1]
Playstyle
Juggernaut character with lots of armored moves, long startup and humongous damage. Works best at mid range, has some surprisingly fast starters and mixup up close. When playing as Shaz, it's hard to get in, but - once there - the opponent is in for a ride.
Unique Traits
Shaz has access to a low Throw attack (2T/c.T) that can be accessed as a followup attack or as a standalone move to mixup his offensive. Most of his heavy moves have armor, even against projectiles.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- many armored moves
- huge damage both Trigger and Trigger-less
- has a Low standing Throw attack which must be blocked low
- some of his moves are also armored against projectiles
- has an i1 Mid crouching uppercut that is tied as the fastest move in the game
|
- most moves have slow startup
- hard to get in against zoners without run jump cancel
- suffers up close if he can't shift momentum
- suffers against zoners if he isn't given room to run/jump
|
Moveset
P Moves
Standing
Stomach Krusher P(PPP) armored mid armored mid
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8
|
Mid
|
13
|
3
|
6 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Mid, upper body armored starter. Can be followed up two times, before a guaranteed Impact attack for a guaranteed combo.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8
|
Mid
|
13
|
3
|
6 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
First followup punch. Guaranteed combo if the first punch hit. Functionally identical to the first, but with no armor.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
9
|
Mid
|
11
|
5
|
6 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Second followup punch. Guaranteed combo if the second punch hit. Can be canceled into the last 5P High Impact punch or into 6P High Counter Breaker.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
12
|
High
|
8
|
5
|
27
|
Impact
|
-/- (Trigger -/-)
|
yes
|
High Impact finisher, extremely unsafe on block. Use only if the previous punch connected, otherwise you are in for a ride. Useful for corner carry, not much for raw damage.
|
|
Counter Breaker 6P(PPPK) advancing shark of doom advancing shark of doom
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8
|
High
|
13
|
8
|
8 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Advancing High, 6PPPPK is a natural combo on hit. The chain can be interrupted by K after the first two punches at any time, thus mixing up crouching opponents. Can be canceled into a High 5T Sharknado throw or a slow Mid 4P Pub Punch too. Armored against upper body attacks for the first 8 frames.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
10
|
High
|
11
|
8
|
8 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Unique 5P followup to Counter Breaker. Can be chained into a 5K Mid Impact kick, 2P Blast the Knees, 4P Pub Punch and into a natural 5P High punch followup (natural combo on hit). Upper body armor for the first 8 frames.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8
|
High
|
8
|
8
|
9 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Unique 5P followup to the second punch of Counter Breaker. Can be chained into a 5K Mid Impact kick, 4P Pub Punch, into a High 5T Sharknado throw, and into a natural 5P High punch followup (natural combo on hit).
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8
|
High
|
11
|
8
|
14 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Unique 5P followup to the third punch of Counter Breaker. Can be chained into a 5K Mid Impact kick and into Mid 4P Pub Punch. Very unsafe if not chained.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
18
|
Mid
|
6
|
8
|
23
|
Impact
|
-/- (Trigger -/-)
|
yes
|
Unique 5K Impact followup to any punch after the first of the Counter Breaker chain. The damage of this attack doesn't scale, indepently on the combo damage. Very good combo ender, extremely unsafe on block.
|
|
Alcohol Test 8P HEADBUTT! HEADBUTT!
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
18
|
Mid
|
13
|
8
|
21 (18)
|
Untechable Knockdown
|
-/- (Trigger: -/-)
|
no
|
A slow Mid headbutt which knocks the opponent down (no Ukemi window). Can be followed up by 2P Low Blast the Knees or 2K Low Look Where Ya're Walkin'. Both are natural combos on hit.
|
|
Blast the Knees 2P(P) ... more blast the ankles ... more blast the ankles
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
9
|
Low
|
11
|
8
|
11 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Crouching Low, not very fast. Good mixup tool in neutral, but unsafe if not canceled.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
10
|
Low
|
6
|
8
|
6 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Unique followup to Blast the Knees and Blast the Knees (II). Can be chained to avariety of moves of different heights, such as 5P Mid Bad Digestion (Impact), P+K Mid Bad Digestion (quick) and 5T Low throw attack Sharknado Twister (II).
|
|
Teeth Are Gone 1P Fast intercept High move Fast intercept High move
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
18
|
High
|
8
|
5
|
21 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Lounging High punch, can be canceled into 5K Mid Drunken Kick, 4K Mid Gut Buster and 6P High Counter Breaker.
|
|
Sir, I Swear I'm not Drunk 3P Safe intercept Mid move Safe intercept Mid move
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8/7
|
Mid/Mid
|
13
|
5
|
11 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Lounging Mid double punch, armored against projectiles, safe both on hit and block, but has a long-ish startup. Can be canceled into 8P Mid Alcohol Test and 2K Low Look Where Ya're Walkin' .
|
|
Crouching
All the following attacks can be only performed while crouching. You have to keep 2 pressed after crouching in order to perform any of them.
Blast the Knees (II) 2P(P) ... more blast the ankles (again) ... more blast the ankles (again)
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
8
|
Low
|
11
|
8
|
11 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Crouching Low, slightly less damaging than his standing 2P Blast the Knees. Good mixup tool in neutral, but unsafe if not canceled.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
10
|
Low
|
6
|
8
|
6 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Unique followup to Blast the Knees and Blast the Knees (II). Can be chained to avariety of moves of different heights, such as 5P Mid Bad Digestion (Impact), P+K Mid Bad Digestion (quick) and 5T Low throw attack Sharknado Twister (II).
|
|
Bad Digestion 1P
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
18
|
Mid
|
13
|
15
|
21 (8)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Lounging Mid headbutt, very unsafe on block. Can be canceled into 4K Gut Buster or 5K Drunken Kick.
|
|
Jaw Bye 3P
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
13
|
Mid
|
1
|
8
|
18 (3)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Shaz's i1 crouching uppercut, probably his best short distance tool to use as a punish. Can be canceled by 5P Mid Stomach Krusher, 5T High throw Sharknado (Again), 1P High Teeth are Gone and 6P High Counter Breaker.
|
|
Bad Digestion (quick) P+K
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
13
|
Mid
|
5
|
13
|
11 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Probably, Shaz's best crouching attack. Relatively safe, can be canceled into 4K Gut Buster or 5K Drunken Kick for a true combo, even Trigger-less.
|
|
Jumping
All the following attacks can be only performed while in the air.
Body Slam 5P Main tool against zoners. Main tool against zoners.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
23
|
Mid
|
8
|
13
|
26 (2)
|
-/- (Trigger -/-)
|
-/-
|
no
|
Jumping Mid attack, armored against projectiles. This is Shaz's main tool against zoners like Skeleton. Can be canceled into a 5P Impact headbutt followup, P+K Mid Bad Digestion (quick) and 5T Sharknado Twister (II) for massive damage.
|
|
Running
All the following attacks can be only performed while running. In order to perform them, the direction button towards the opponent must be kept pressed while inputing the move.
Running Headbutt 6P Mid mixup tool and combo starter Mid mixup tool and combo starter
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
25 (15 if late hitbox connects)
|
Mid
|
0 (+8 frames run)
|
23
|
16 (0)
|
-/- (Trigger -/-)
|
-/-
|
no
|
running Mid headbutt, used as a combo starter and mixup tool. Has a number of followups for every height. Armored against Mid attacks and invincibloe against High attacks. Can't be canceled on whiff.
|
|
Body Slam (II) 3P Exceptional combo tool Exceptional combo tool
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
23
|
Mid
|
8 (+8 frames run)
|
13
|
26 (2)
|
Standing Impact
|
-/- (Trigger -/-)
|
no
|
running Low Standing Impact attack, armored against projectiles and invincible against High attacks. This attack is good against zoners and as a mixup with Mid Running Headbutt and Gut Smasher. Can be canceled into a 5P Impact headbutt followup, P+K Mid Bad Digestion (quick) and 5T Sharknado Twister (II) for massive damage. Can't be canceled on whiff.
|
|
K Moves
Standing
Crouching
All the following attacks can be only performed while crouching. You have to keep 2 pressed after crouching in order to perform any of them.
Jumping
All the following attacks can be only performed while in the air.
Dirty Shoe 5K
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
10
|
Mid
|
8
|
10
|
3
|
-/- (Trigger -/-)
|
-/-
|
no
|
Honest Mid dive kick. Cancels automatically on landing, can be be used as a link combo starter if it hits quite deep.
|
|
Running
All the following attacks can be only performed while running. In order to perform them, the direction button towards the opponent must be kept pressed while inputing the move.
Universal Commands
Sharknado 5T (while standing) Like a bad movie, but with more flavour Like a bad movie, but with more flavour
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
45
|
Mid
|
16
|
3
|
11
|
Untechable knockdown
|
-
|
no
|
Shaz's standing throw. Can be teched by pressing T. Doesn't leave the opponent near enough to keep on pressure.
|
|
Bad Digestion (recovery) 5P+K (while knocked down) Headbutt of pain Headbutt of pain
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
32
|
Mid
|
11
|
21
|
-
|
Impact
|
-/- (Trigger: -/-)
|
yes
|
Costs one Bullet Counter. Fully armored wake-up attack. The armor lasts for 23 frames and can soak any number of hits during its duration. This move has no cancel or follow-up paths.
|
|
Special Follow-ups
Sharknado (again) 5T (during specific moves) Like a bad movie. Yes, again. Like a bad movie. Yes, again.
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
25
|
High
|
8
|
8
|
3
|
Untechable knockdown
|
-
|
no
|
A special High version of Sharknado which can be used inside combos and deals 25 damage that are not affected by scaling. Can be teched with T.
|
|
Bad Digestion (Impact) 5P (during specific moves)
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
18
|
Mid
|
16
|
15
|
21
|
Impact
|
-/- (Trigger -/-)
|
yes
|
Lounging Mid Impact headbutt, extremely unsafe on block. Can be normally accessed from any Blast the Knees and Body Slam variant.
|
|
Specials
Sharknado Twister 2T (while standing) Sharknado never ends Sharknado never ends
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
15
|
Low
|
8
|
3
|
30
|
Untechable knockdown
|
-
|
no
|
Low throw attack that can be blocked but not teched. When Triggered, can only be jumped. Can be canceled into 2P Low Blast the Knees, 8P Mid Alcohol Test, 2K Low Look Where Ya're Walkin' or c.P + K Mid 'Bad_Digestion_(quick)'
|
|
Sharknado Twister (II) T (while crouching) Sharknado never ends. Never ever Sharknado never ends. Never ever
|
Damage
|
Height
|
Startup
|
Active
|
Recovery
|
Adv. on Hit
|
Adv. on Block
|
Impact Cancel
|
15
|
Low
|
8
|
3
|
30
|
Untechable knockdown
|
-
|
no
|
Same as 2T Sharknado Twister, but counts as a separate move inside chains. Both moves can - as a result - be performed in the same combo without losing Trigger Mode.
|
|
Trigger Moves
Shaz has no Trigger moves, as of version 1.1 of the game.
Sample combos and tools
6P starter
6P P K (36 damage, High/High/Mid, Impact)
6P P 2P P... (37 damage, High to Low, see 2P section)
6P P P K (44 damage, High(x3)/Mid, Impact)
6P P P P K (52 damage, High(x4)/Mid, Impact)
6P P P T (51 damage, High(x4), ends with a T techable throw)
- alternate between the strings above against a guarding opponent to condition him not to crouch mid string, then go Low
2P starter
2P P P (Low to Mid, true combo only on Trigger, Impact. Use it sparingly, only if you ABSOLUTELY need an Impact)
2P P T (34 damage, Low to Low throw attack)
2P P P+K K 4K (66 damage, Low to Mid)
1P starter
1P K 4K (56 damage, good range on the High starter)
r.P starter
r.P 2T... (Mid to Low throw attack)
r.P T... (Mid to High throw)
r.P 6P... (Mid to High chain - see 6P section)
Trigger-less combos
6P P 2P P P+K K 4K (69 damage, High to Low to Mid)
r.P 6P P P P K (74 damage, Mid to High to Mid)
r.P 2T 8P 2K K K (78 damage, Mid to Low throw attack)
Trigger combos
1 Bullet
r.Tg+P 2T 8P 2K K K T (115 damage, untechable knockdown)
6P P P P K (IC) 3P 2T 8P 2K K K T (141 damage, untechable knockdown. Requires good timing on the Impact Cancel)
2 Bullets
Tg+P P P 6P P P P 4P P 6P K (IC) r.3P T 8P 2K K K T (172 damage, corner only - see here)
j.Tg+P T 8P 2K K 2P P P+K K 6K 4K 6P P P P 4P P 6P K (IC) r.3P T 8P 2K K K T (204 damage, anywhere on screen - see here)
- ↑ Retrieved from his in-game profile, used with direct permission of the game developer