Project Slayers 2 Reaper Guide
Reaper is a close-range Blood Demon Art built around forward pressure, aerial variation, and finishers that either knock the target down or push them away. The showcase separates its ground and air versions clearly, so the main thing to learn is when each move changes its path and follow-up feel.
Moveset
| Move | What the video shows | Practical use |
|---|---|---|
| Reap of Despair, ground variant | A forward dash into a spinning assault, ending with a slam that knocks the opponent into the ground. 0:15 | Use this when you want to stay on top of a target and end with a knockdown. |
| Reap of Despair, air variant | Two quick 360-degree horizontal slashes, shown as a separate airborne version. 0:30 | Treat this as Reaper’s aerial pressure option rather than a ground entry. |
| Diving punch | The user launches upward, then descends with a punch. On hit, the opponent is knocked down and the user rides the momentum along the ground. 0:40 | Good to watch for after a launch or any moment where vertical movement helps you re-enter pressure. |
| Shindo | Multiple-direction dashes with afterimages that make it look like the user is striking on each pass. 0:55 | Focus on spacing and route changes, since the move’s visual path is the point of the technique. |
| Phantom Step | A fast zigzag dash sequence that ends in a strike sending the opponent away. 1:10 | Best read as a spacing tool that can finish by pushing the target off you. |
| Shindo Shrine | The user becomes a blue-light streak, and if it connects, a cinematic carries the target upward before a finishing dropkick. 1:25 | Practice lining up the streak so its first contact connects before the cinematic follow-up. |
How to practice Reaper
Practice the grounded and airborne variants separately, then compare the attacks that move the user through a target.
- Use the ground Reap of Despair when you want to move directly into the target and finish with a knockdown.
- Use the air Reap of Despair when your position already favors aerial pressure.
- Add Diving punch when you want a launch into a downward hit that continues your forward momentum.
- Drill Shindo and Phantom Step for movement control, since both are built around rapid directional changes.
- Keep Shindo Shrine for situations where you can commit to its streaking approach and benefit from the cinematic finish if it connects.
The showcase makes Reaper feel less like a single combo string and more like a kit of movement-based entries and enders. That means your practice should focus on staying balanced between forward dashes, aerial slashes, and knockback finishers.
Skill Tree Notes
The video’s skill-tree segment begins at 5:31 and is also covered in the separate Skill Tree Guide. In that section, the showcase explicitly names a Reaper Dash passive example, but it does not provide the node cost or a numeric bonus. For broader context, see the parent Blood Demon Arts page and related guides for Shockwave and Ice Manipulation.
Official video
Sources
Based on the Ouw Productions showcase, 2026-02-22. Mechanics describe the pre-release build shown in that video.