Project Slayers 2 Wiki

Project Slayers 2 Insect Breathing Guide

Project Slayers 2 Insect Breathing, as shown in the official showcase, reads as a short-range sword style built around close pressure, visible knockback, aerial follow-ups, and a butterfly-heavy cinematic finish. This guide focuses on the visible attack patterns: short-range contact, target displacement, and changes between ground and air positioning.

Insect Breathing in combat

At 0:20, the style is shown through short-range sword strikes with purple trails and butterfly-like effects. Watch the distance between the attacker and the training target before the effects appear.

At 0:50, the showcase shows a concentrated purple hit around the target, and by 1:05 the target has been knocked away along the ground. In practical terms, this is a pressure tool that can visibly displace opponents instead of leaving them in place.

Use that first phase to stay close enough for contact, then be ready to move with the knockaway instead of waiting for the opponent to return to you.

Spacing and finishers

The 1:30 to 1:50 sequence shows the user moving between separated training targets and an airborne target. That makes spacing and vertical positioning the main lesson of the clip.

At 2:05, the camera changes during an aerial attack. Compare the target's position before the camera change with where the sequence ends.

The 2:30 to 3:10 segment shows attacks strung together before the user reopens space. That is useful as a tempo pattern to practice, but it is not a verified guaranteed combo recipe.

The clearest end-cap is the 3:25 to 3:40 butterfly-filled cinematic sequence that ends in a ground impact. Treat it as a butterfly finisher moment: close the string if the target is still in range, then expect the fight to reset.

Later combat rules

The January 2026 developer Q&A gives later general combat explanation that helps frame the showcase. Blocking can be possible during some M1 chains or skills, and block-dashing exists, so a long Insect sequence should not be treated as inescapable without direct proof.

The same Q&A explains that strict stun stops blocking and block-dashing while damage is landing, while normal stun can still allow a block or escape dash. It also notes that block-dashing spends stamina, so repeated escapes can exhaust a character.

For air control, the Q&A says holding jump knocks an opponent down, while releasing jump midair can push them away and allow a continuation. These are later general combat rules, rather than the input instructions for a specific Insect move.

Official video

Sources

Based on the Ouw Productions showcase, 2025-07-05. Mechanics describe the pre-release build shown in that video.

General blocking and air-combo notes come from the January 4, 2026 developer Q&A.