Shockwave Guide for Project Slayers 2
Shockwave is a close pressure and burst-range Blood Demon Art built around shockwave projectiles, teleport follow-ups, counter timing, and tap-or-hold move variants. In the official showcase, several attacks change behavior based on spacing, height, or whether you hold the input, so the main practice goal is learning when each version appears rather than memorizing unverified damage numbers.
For the broader category, see Blood Demon Arts.
Ranged opener
The first showcased Shockwave attack starts by moving the user backward with a flip, then sends out a ranged shockwave. If that attack connects, the user teleports to the target and continues with multiple hits.
This move matters because the hit itself supplies the follow-up movement. Instead of manually closing the full gap after landing it, the user is shown snapping to the target and continuing the attack sequence. Practice the spacing where the initial shockwave can connect cleanly. Official timestamp: 0:11.
Compass Needle counter timing
Compass Needle is not shown as a normal strike. It is a counter stance: if the user is attacked while the stance is active, the user teleports in front of the attacker and launches them with Crown Splitter.
That makes timing the important part. Practice activating it in response to an incoming attack so that the hit lands during its counter window. Official timestamp: 0:28.
Compass Needle also matters later because it enables the alternate Chaotic Afterglow use.
Tap and hold variants
Explosive Fury has two confirmed versions. Tapping it produces a kick barrage. Holding it changes the move into a charged forward-dash kick barrage. The guide takeaway is simple: tap when you want the immediate barrage, and hold when you are willing to commit to the forward dash version. Official timestamp: 0:47.
Chaotic Afterglow also uses hold and release behavior, but only after Compass Needle has been activated first. In that alternate use, holding keeps the all-direction shockwave barrage going longer, while releasing causes the final explosion. Official timestamp: 2:12.
Ground and air Flashing Willow
Flashing Willow changes based on whether it is used from the ground or in the air. The ground version starts with a leaping punch, creates a shockwave, then follows with a larger second burst. The air version, shown later in the same sequence, grabs the target and drills them into the ground.
Because the two versions resolve differently, make height part of your practice routine. Grounded Flashing Willow is shown as a burst sequence, while the aerial version is shown as a grab into a downward slam. Official timestamp: 1:20.
Annihilation spacing
Annihilation has different outcomes based on distance. At range, it fires shockwaves. At close range, a hit triggers a cinematic sequence instead. Practice identifying the visual difference between using it from outside melee distance and landing it up close. Official timestamp: 1:46.
PvP practice notes
The PvP showcase begins at 2:51. Use it to compare the isolated move demonstrations with spacing against a moving opponent.
Official video
Sources
Based on the Ouw Productions showcase, 2026-09-07. Mechanics describe the pre-release build shown in that video.