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Water Kung FuSharkman Karate
ArticleIcon Article
CombosIcon Combos

Sharkman Karate is a fighting style obtainable in the Second Sea and Third 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 deal much more damage compared to Water Kung Fu. It's also considered by many as one of best fighting styles for grinding, mainly because the M1s are very fast and do not cause the player to dash.

Obtainment

Sharkman Karate can be bought from Daigrock, the Sharkman at Forgotten Island after giving him a Water Key, which can be 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.

Mastery

  • 400+ Mastery: Sharkman Karate is one of the requirements to obtain Godhuman in Third 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].

Tested on NPCs, results might not be accurate.
2550 Melee Stats, Mas. 600, No accessories, Full Body Aura
MoveDamageCooldown
(In seconds)
Energy
Normal Attack (Tap)
2564
[Z] Twelve Water Palms
3752 - 4201
[X] Pressure Vortex
3100 - 4201
[C] Great Sea Spear
4290 - 4405

Instinct Chart

MoveBreaks InstinctInstinct-TrickableNotes
[Z] Twelve Water Palms
Cannot break Instinct in anyway.
[X] Pressure Vortex
Breaks Instinct no matter what.
[C] Great Sea Spear
Breaks Instinct no matter what.

Overview

Pros
General
  • High damage.
  • High combo potential.
  • Moves are quick and are hard to punish.
  • Easy to hit.
  • Great range.
  • Very fast M1.
  • All moves can damage Sea Beasts.
  • All moves are AoE.
  • Great for grinding, especially with Buddha.
  • One of the best if not the best for sea events due to every move being able to hit Sea Beasts and Leviathan.
[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
  • Big hitbox.
  • Good range.
  • Decent knockback for PvP.
[C] Great Sea Spear
  • Can grab multiple targets at once.
  • High knockback for PvP.
  • 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
  • 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 a solid.
[C] Great Sea Spear
  • Small 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.
  • Despite being unrelated, the Kilo Admiral and Fish Crew Member uses this fighting style's M1's as its melee.
  • This fighting style is one of the only 3 fighting styles with no cooldown between M1’s, Water Kung Fu and Sanguine Art being the other ones.
  • This is considerably the best way to grind for Aura levels, as all the moves are tick damage, especially [X] Pressure Vortex as it has lots of tick damage and can easily be followed by [Z] Twelve Water Palms.

Change History

Released in Update 14

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
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