Wind Breathing is back for the Roblox sequel, and the version being shown ahead of launch looks nothing like the one veterans ground out in the original. The kit is built around green, sweeping slashes and full-screen cyclones, and several skills now behave differently depending on how far away you are or how long you hold the key.
Quick answer: Wind Breathing in Slayers 2 uses five named skills — Mountain Wind, Purifying Claws, Rising Dust Storm, Whirlwind Cutter, and Idaten Typhoon — and three of those split into two separate versions triggered by your distance from the target or by tapping versus holding the input.
Every Wind Breathing skill in Slayers 2
Here is the full list as demonstrated, with the variant each skill can produce.
| Skill | Variant | What it does |
|---|---|---|
| Mountain Wind | Single | Upward green slash that launches you and the target into the air, then slams back down |
| Purifying Claws | Single | Four vertical slashes, then a teleport above the target for a downward finishing strike |
| Rising Dust Storm | Long range | Sends a travelling vertical cyclone across the ground toward the target |
| Rising Dust Storm | Close range | Wraps a large vertical cyclone around you for continuous multi-hit damage |
| Whirlwind Cutter | Tap | Two-hit vertical slash that stuns airborne targets and knocks them backward |
| Whirlwind Cutter | Hold | Rapid spin into a horizontal green cyclone, ending in a heavy launching finisher |
| Idaten Typhoon | Long range | Forward leap into three midair slashes, with a teleport through the target on the last hit |
| Idaten Typhoon | Close range | Cinematic sequence that lifts enemies, lands three slashes, then ground-slams them into a crater |
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Add to Google Preferences →Mountain Wind and Purifying Claws: the starters
Mountain Wind is the simplest tool in the set. You swing upward, the target goes up with you, and the follow-through brings both of you back to the ground. It reads as the opener that feeds everything else, since most of the rest of the kit connects on airborne targets.
Purifying Claws is the extender. It fires four vertical slashes in sequence, and on the last one your character teleports above the target to land a downward strike. That repositioning is what lets it chain cleanly into the cyclone skills rather than dropping the target out of range.

How the tap, hold, and range variants work
Three skills give you two completely different animations from one slot. Rising Dust Storm splits by distance. From range, it launches a vertical cyclone that travels along the ground toward whoever you are aiming at. Up close, the same skill forms a much larger cyclone centered on you, grinding out repeated hits on anything caught inside.
Whirlwind Cutter splits by input instead. A tap produces a quick two-hit vertical slash that stuns targets already in the air and sends them flying backward, which makes it a decent way to end a string. Holding the key instead spins your character into a horizontal cyclone of green wind, then caps the spin with a heavy launcher you can convert into more damage.

Idaten Typhoon is the big one, and it also changes with distance. The long-range version jumps you forward into three large midair slashes, with a teleport through the target as the final hit lands. The close-range version plays out as a short cinematic instead, throwing enemies upward for three slashes before driving them into the ground hard enough to leave a crater.

Note: the demonstration pairs Purifying Claws with the close-range Rising Dust Storm as a combination, so the teleport finisher is clearly meant to set up the cyclone rather than end a sequence.
What the PvP footage shows about Wind Breathing
The second half of the demonstration is a full 1v1 on a sand arena between two developer accounts, cut between both points of view. It is the clearest look at how the style holds up when the target fights back, and the pattern is consistent: keep mid-range pressure with wind projectiles, then close the gap once a skill connects.

The exchanges lean heavily on aerial conversions, dash cancels, and skill rotations rather than raw sword strings. Guard pressure matters too, with both players trading attacks at close quarters and cycling skills as soon as they come back up. The closing round is decided by chaining Purifying Claws into the cyclones and rapid strikes.

How it compares to Wind Breathing in Project Slayers Part 1
Almost every move name has changed. The original style ran on six mastery-gated skills bound to single keys, with no variants and no tap-or-hold split. All Part 1 breathing styles and Blood Demon Arts were confirmed to be reworked from scratch for the sequel, and the new Wind kit is the result.
| Part 1 skill | Key | Mastery |
|---|---|---|
| Purifying Wind | Z | 1 |
| Dust Whirlwind Cutter | X | 15 |
| Clean Storm Wind Tree | C | 22 |
| Black Wind Mountain Mist | V | 30 |
| Cold Mountain Wind | B | 37 |
| Idaten Typhoon | N | 50 |
Idaten Typhoon is the only name carried straight across, and even that has been rebuilt into two variants. In the original it required beating Sanemi at mastery 50 before it unlocked. The style itself is still tied to Sanemi Shinazugawa and still uses a green blade, and the design brief has not moved: circular slashes and destructive gales.
What is not settled yet is how you obtain it. Part 1 gated Wind Breathing behind a trainer named Jinger, level 12, and 5,000 wen, followed by a five-stage questline. The sequel’s trainer and unlock requirements have not been confirmed.
When you can play it
Slayers 2, the Roblox sequel developed by Ouw0pp and published by Ouw Production, releases on September 18th, 2026 at 4PM EST. The Wind Breathing demonstration landed on August 30th, 2026, as part of a run of pre-release showcases that also covered Flame Breathing, the Tanto Knife and Claws, Tamari Balls, Dream Manipulation, and Cryokinesis.
Everything demonstrated is pre-release footage, so numbers and animations can still shift before launch. If you are planning a Wind main, the structural detail worth remembering is the variant system — knowing whether you are inside or outside the close-range threshold, and whether you tapped or held, decides which half of your kit actually comes out.






