Schwarzerblitz/Shaz Aliart

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Shaz Aliart, official game render

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)

Schwarzerblitz
General

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Characters

Mystery JohnsonTiger SambiongShaz AliartAylin Mary YangCyphr WolfchildRenzo RubeccaJenn HuslerGraf ShabeelEvilobsterLejl KaleidosH-168 KraveElena MareaKiyoko NanabiKaya KurogamiWally AlbaDollK-069Mira KnefLazor LoyraSir RattleboneLeo FizeauTutorial ManRandomDonner MisterkayEmperor Arkaneis

Mechanics

System SpecificsBullet CountersTrigger ComboTrigger GuardImpact CancelImpact RecoveryKnockdown Recovery

  1. Retrieved from his in-game profile, used with direct permission of the game developer