Imo reworked sharkman feels worse to use than old sharkman so i thought i should give my ideas on how to rework it again:
M1: Remove the third m1 (the slide) since the dash makes using the m1s awkward(especially when grinding),make the m1 cooldown shorter and increase the hitbox, alter the fourth m1(the slam) animation so that the m1 chain flows better (after the second m1 (the spin kick), the user hops on one leg, does a side flip before slamming onto the ground).
Twelve Water Palm (Z move): Revert it back to the old version with a slight visual update, the new one has less mobility and its harder to hit since its now a grab instead of an AOE dash move (it also deals less damage for some reason). When held, you do a grab attack similar to Godhuman's Z move except its much faster, has a worse turning speed and with whirlpool vfx. Hitting a player or enemy drags them with you until the dash ends, after which you do 12 consecutive palm strikes into your target's torso with the 12th one summoning a vortex that pushes them away. If you manage to hit more than 1 person during the dash, a water figure will appear and drag them along with you, the more you hit the more water figures get summoned. After the dash ends, the water figures will do the same thing you do to whoever they were dragging around.
Held version damage(with 600 mas and current max level): 5324 (do note that this is damage on an npc)
Pressure Vortex (X move): This move kind of bugs me since it no longer hits multiple people at once(also it deals less damage), so revert it back to the old version with a slight visual change and a slight hitbox increase. Keep the new held pressure vortex move but buff the travel speed and make it so that anyone near the bubble gets suck into it, increasing the bubble's size and hitbox, the bubble can suck people up infinitely until the duration ends. When it ends the bubble explodes, damaging everyone inside it(and near the bubble when the duration ends) and sending them forward. Also slightly increase the bubble's base size, make the held version uninterruptable and give you a 20% defense increase for it's entire duration.
Held version damage (with 600 mas and current max level): 4403 (do note that this is damage on an npc)
Note: The held versions of Twelve Water Palm and Pressure Vortex are for their upgrades
Great Sea Spear (C move): i think it just need a hitbox increase and a damage boost
Also please devs make the sharkman master minigame easier and remove the 40 minute cooldown for fighting him. Obtaining the black headband is way too hard just for a 35% defense boost after hitting the C move