Controls & Keybinds#
The control scheme here is compact, but two things deserve extra attention: first, “defense has three buttons,” and second, “Koo’s commands live in a separate menu.” These two points decide whether the fumbling of your first few hours is actually normal.
Default Bindings#
The table below lists the commonly seen default configuration; what the in-game settings page shows takes precedence. Later patches added support for rebinding the interact key to any button.
| Action | Controller | Keyboard & mouse reference |
|---|---|---|
| Normal attack | R1 / RB | Left mouse button |
| Parry | L1 / LB | Q |
| Perfect dodge | Circle / B | Ctrl |
| Crouch and walk slowly | Hold Circle / B or nudge the stick | Similar key |
| Koo’s Blossom arts | Triangle / Y | F |
| Interact | Default interact key, freely rebindable | Freely rebindable |
| Open menu | Options button | Esc or similar |
Keyboard-and-mouse players should know: the control structure was designed around a console controller. Playing on keyboard and mouse puts you at no disadvantage, but the three defensive inputs sit more comfortably on a controller.
How to Remember the Three Defensive Inputs#
| Input | When to use it | Why it earns the slot |
|---|---|---|
| Parry | The default first choice | A success both generates resources and crushes poise - the entry point of the loop |
| Block | The fallback before you’ve learned the rhythm | It drains the entanglement gauge; an empty gauge leaves you vulnerable |
| Perfect dodge | When you see a red flash | Red attacks can neither be blocked nor parried |
If you remember only one line: red means dodge; everything else, parry first.
Koo’s Command Menu#
Koo’s arts are not hotkeys to mash - they are chosen from a menu. This is friendly to newcomers: time slows while the menu is open, so you have plenty of room to decide which art to use instead of racing buttons under pressure.
| Point | Details |
|---|---|
| Cost | Every art spends FP, and FP comes from parries |
| Timing | Pinning, interrupts, and poise-breaking each have their moment; don’t rely on just one |
| Changes | Arts unlock progressively as you defeat large enemies, and can be swapped and upgraded in the menu |
Settings Quick Reference#
| Setting | Location and notes |
|---|---|
| Camera distance | Near, medium, and far presets. The too-close camera was the loudest complaint at launch; pull it back first |
| Auto-lock | Auto-lock for attacks, parries, and target switching is off by default; enable it manually if you want it |
| Subtitle size | Five levels, applied to event and cutscene subtitles |
| Voice language | Offered only in the main menu; the in-game pause screen has no such option |
| Interact key rebinding | Can be assigned to any button; mice with side buttons are supported too |
| Post-processing | Film grain and chromatic aberration can each be switched off separately |
Common Control Mistakes#
| Mistake | Reality |
|---|---|
| Looking for the voice toggle in-game | The entry lives in the main menu; not finding it in-game is normal |
| Holding block through everything | It drains the entanglement gauge and drops you into a vulnerable state |
| Treating Koo like a hotkey to mash | It’s a menu command; take your time choosing |
| Assuming auto-lock is always better | It’s off by default for a reason; manual switching is more controllable against multiple targets |
| Not knowing the braid crosses terrain | It bridges gaps and reaches high places - the primary exploration tool |
Practice Suggestions#
Find an ordinary camp and do only three things:
- Catch every non-red attack with a parry and stop the opponent cold.
- Immediately after a successful parry, open Koo’s menu and pick a control art.
- While the enemy is restrained, fill the poise gauge and land the execution.
After a few repetitions the sequence becomes muscle memory. Bosses will feel far less stressful after that.
Related Pages#
| If you want to know | Go read |
|---|---|
| How the combat loop works | Combat System |
| Graphics and performance options | Performance & Settings |
| Early-game priorities | Beginner’s Guide |
Controller vs. Keyboard and Mouse#
| Aspect | Controller | Keyboard & mouse |
|---|---|---|
| Three defensive inputs | Spread across both hands, easy to alternate | Requires re-learning the key layout |
| Camera control | The stick suits this game’s camera needs | The mouse is more precise, but the camera demands are modest |
| Koo’s commands | Menu operation is seamless | Also menu-driven; little difference |
| Overall advice | Recommended | Playable, but rebind to comfortable keys first |
Rebinding Suggestions#
| Key | Suggestion |
|---|---|
| Interact key | Freely assignable anywhere after the update; put it where you don’t have to move your right hand |
| Dodge key | One of your most-pressed keys; put it where your finger lands easiest |
| Parry key | Keep it away from the dodge key to avoid mis-presses |
| Koo command key | Pressed less often than the defensive keys; it can sit farther away |
Ten-Minute Practice Checklist#
Find an ordinary camp and practice each row below for five minutes in order; that’s enough to get you started.
| Duration | What to practice | Success marker |
|---|---|---|
| First five minutes | Parry only, no attacks | Three consecutive successful parries without taking a hit |
| Next five minutes | Parry, then immediately open the menu and command | The command lands before the enemy recovers |
After the drill, go fight a boss again - you’ll clearly feel that you “have things to use” instead of just attacking and getting hit.
Last updated: 2026-09-24.