Mad Shark
Corner them first, then spend the dash
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What playing this feels like
Where the underwater titles beside it put you in the role of the hunted, this one flips it. The shark cruises more slowly than expected, with a burst of speed available occasionally that has to recover before it can be used again.
Because that burst is rationed, straight-line pursuit usually fails: the prey scatters the moment you close in. The better approach comes in at an angle that pushes them towards the edge of the scene, saving the dash for the moment their escape routes have thinned out.
Spending the burst every time something appetising swims past leads to a whole run spent slightly too far behind, since the recovery never lines up with the moment that mattered. Holding it for two or three seconds is the difference between a productive run and an exhausting one.