Sharkman Karate | Blox Fruits Wiki | Fandom

Blox Fruits Wiki

Hi there! If you're new to this wiki (or fandom) and plan on making an account, please check out our Rules page, for information on new accounts and some rules to follow.

READ MORE

Blox Fruits Wiki
Advertisement
Sharkman Karate
ArticleIcon Article
CombosIcon Combos

Sharkman Karate is a fighting style obtainable in the Second Sea.

It serves as an upgrade to its first sea counterpart Water Kung Fu. It's considered to be a great fighting style for combos mainly because its moves are faster, easy to hit, and deals much more damage compared to Water Kung Fu. It's also considered by many as one of best fighting style for grinding mainly because the M1s are very fast and do not cause the player to dash.

Obtainment

This fighting style can be bought from Daigrock, the Sharkman at Forgotten Island, after giving him a Water Key, which can obtained after defeating Tide Keeper, and having Water Kung Fu at 400 mastery or more, MoneyIcon 2,500,000 and FragmentIcon 5,000. The player can also equip Sharkman Karate in the Third Sea, from Daigrock, the Sharkman near the portals in Castle on the Sea.

Moveset

Z-Key Twelve Water Palms
100 Mastery
+
Z-Key Twelve Water Palms
100 Mastery
SharkmanZ
The player rapidly dashes forward towards their cursor while striking the air with 12 water palms, pushing opponents along.
X-Key Pressure Vortex
200 Mastery
+
X-Key Pressure Vortex
200 Mastery
SharkmanX
The player fires a vortex of water, which deals damage as it grazes on enemies, and drags them upon direct contact, dealing additional damage. Breaks Instinct.
C-Key Great Sea Spear
300 Mastery
+
C-Key Great Sea Spear
300 Mastery
SharkmanC
The player shoots out a vortex of water, pulling the enemy toward the user. Then, the user fires a beam of water towards the enemy, knocking them back heavily, similar to the Awakened Quake [Z] and T-Rex [X] skill.

No accessories, Full Body Aura, 2550 Melee Stats, 600 Mastery. (Note: this may be not accurate).
Move Damage
M1 (Click) 2564
[Z] Twelve Water Palms 3752-4201
[X] Pressure Vortex 3100-4201
[C] Great Sea Spear 4290-4405

Overview

Pros
General
  • High damage.
  • High combo potential.
  • Moves are quick and are hard to punish.
  • Easy to hit.
  • Great range.
  • Hard to escape.
  • Very fast M1 (tap) and no cooldown on the 4th click.
  • All moves can damage Sea Beasts.
  • All moves are AoE.
  • Great for grinding.
[Z] Twelve Water Palms
  • Big hitbox.
  • Short cooldown.
  • Great mobility.
  • Decent knockback.
  • Covers a great distance, almost as much as Death Step's [Z] move.
[X] Pressure Vortex
[C] Great Sea Spear
  • Can break Instinct.
  • Can grab multiple targets at once.
  • High knockback (Can be considered both a pro and a con).
  • Quick start.

Cons
General
  • It is hard to hit a moving opponent from far away so it may require some prediction.
  • May be expensive in the Second Sea.
  • Some moves have knockback, making it less viable for grinding.
[Z] Twelve Water Palms
  • Does not break Instinct.
  • May leave the user vulnerable at longer ranges.
  • Can sometimes "glitch out" and completely miss the target.
[X] Pressure Vortex
  • Slow travel speed.
  • High knockback if it hits the wall.
[C] Great Sea Spear
  • Mediocre range.
  • High knockback (Can be considered both a pro and a con).
  • Harder to aim, unlike other moves.

Trivia

  • In Update 17 Part 3.5, [X] Pressure Vortex and [C] Great Sea Spear were reworked and buffed; [X] Pressure Vortex now drags the opponent further and [C] Great Sea Spear is now multi-target.

Navigation

Fighting Styles
Others Combat CombatSanguine Art Sanguine Art
V1 Dark Step Dark StepElectric ElectricWater Kung Fu Water Kung FuDragon Breath Dragon BreathSuperhuman Superhuman
V2 Death Step Death StepElectric Claw Electric ClawSharkman Karate Sharkman KarateDragon Talon Dragon TalonGodhuman Godhuman
Advertisement