Katana ZERO beginner guide: using slashes, dodges and slow motion

Standard PC inputs, bullet reflection, throwing and safety after a dodge. Enemy exceptions are distinguished from room retries; specific action examples start collapsed.

Edition: Katana ZERO PC Steam normal story, app 460950, Windows. Hard Mode, Speedrun, Katana HERO, additional story DLC and console inputs are not mixed into the normal route.

Verification scope: Public sources checked on 2026-10-04. The game was not launched and the current build is unconfirmed. Standard PC inputs follow agreement between several sources; use your own changed bindings. Japanese dialogue in the source is a paraphrase of its meaning.

Sources checked: 2026-10-04

30 / 30 rows

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Standard PC inputs and changed settings

The following defaults were cross-checked against several PC control sources. If you changed keys or have controller prompts, follow those instead. Steps also use action names so they can be read independently of key labels.

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Standard PC inputs and changed settings: 9 entries
ActionStandard PC inputHow to recognize successFailure / check
Move / up and downA/D or Left/Right arrows; W/S or Up/Down arrows verticallyFacing and position on the platform changeOn stairs and narrow platforms, check the pressed direction and destination
JumpW or Up arrowMove into the air from the ground or a wallDo not assume Space is the default jump key
SlashLeft mouse buttonSwing the sword in the aimed directionMouse direction is not necessarily the direction your body faces
Pick up / throwRight mouse buttonYour held object changes; another input throws itDistinguish having nothing to pick up from throwing in the wrong direction
WalkCtrlMove more slowly than runningDo not keep running in scenes requiring quiet movement
DodgeEnterRoll forwardCheck where the roll ends, not just where it begins
Slow motionShiftTime slows and the gauge is consumedCheck hold/toggle setting differences and remaining gauge
Interact / talkSpaceA nearby object's interaction or conversation beginsApproach the target and check that you are not using another input
Menu / backEsc/BackspaceReturn to settings or the previous screenDo not confuse pausing during gameplay with interrupting dialogue

Exact settings-screen wording and default bindings in the latest build have not been checked in-game. No keys were added by guessing from common PC action-game conventions.

Four things to check before attacking

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Four things to check before attacking: 4 entries
CheckWhy it mattersNext action
Enemy facingChanges the order in which enemies notice you and the direction they defendPrepare a throw or dodge before crossing their front
Distant gunsThe position where you slash the first enemy may expose you to the next line of fireDecide where to stop immediately after defeating the first enemy
Objects you can pick upCan defeat distant enemies first; some also have another useCompare the next enemy and mechanism before throwing
Dodge endpointYou may pass a danger while invulnerable but finish in an unsafe positionStart where the roll can reach safe ground beyond the entire line or blade

Slow motion gives you time to judge. Decide when dangers will overlap instead of exhausting the gauge in a line of fire. Fixed invincibility frames and recovery times have not been tested and are not listed.

Answer 3 (spoilers)

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Action example 01: guns, doors and throwable objects

These are small examples using ordinary enemies. When they work depends on patrol movement.

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Action example 01: guns, doors and throwable objects: 4 entries
Starting stateAction orderSuccess checkNext check
A nearby enemy beyond a doorLine up through the door, kick it open and follow with a slash on the staggered enemyThe enemy falls before counterattackingDo not move straight into a distant gun's line of fire. Doors alone do not kill everyone
A distant gunman and a nearby melee enemyThrow a nearby object at the distant shooter first, then slash the close enemy. If no object is available, break sightlines and draw them in one at a timeThe distant threat is removedDid the throw hit the melee enemy instead?
A single bullet approaches from the frontUse slow motion to watch the bullet, then slash toward it when it is in rangeThe bullet returns toward the enemyDid you slash too early, so the bullet arrived after the swing ended?
A turret beyond sword reachDodge its shots, approach from the side or back and slash the turret itselfThe turret is destroyedDo not assume repeated reflections alone will destroy it

Practice reflecting normal bullets. Do not treat explosions, flames, lasers and shotgun spreads as identical projectiles requiring the same response.

Answer 4 (spoilers)

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Action example 02: defensive enemies and terrain exceptions

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Action example 02: defensive enemies and terrain exceptions: 5 entries
Enemy / situationDanger to remove firstActionRetry check
An enemy with a crowbar who counters attacksRepeated frontal attacks being blockedHit with a thrown object, or dodge with the attack and slash from behindAre you repeatedly attacking in the same direction immediately after a blocked slash?
A shield-bearing enemyFrontal defense and shooters behind itDodge behind and slash. If higher or lower platforms exist, approach from another angleAre you focusing only on the shield and rolling into the gun beyond it?
Shotgun enemySeveral bullets arriving across a wide areaDefeat with a throw before it fires, or dodge its line of fire and approachDo not make reliably reflecting every pellet with the normal sword the solution
Lasers or fansContact at the point where the dodge endsWatch the motion in slow time and roll far enough to clear the whole danger zoneDoes invulnerability end where the next line is immediately adjacent?
Infiltration while avoiding surveillanceFootsteps, visibility and, in some locations, defeated enemiesWalk between cover and move behind enemiesDid running noise or landing reveal you?

Even similar-looking lasers can have scene-specific rules. Do not apply normal-story dodging unchanged to another playable character or Hard Mode.

Limit what you change on a retry

Do not stop at blaming slow reactions. Find the first point where the attempt diverged. Successful playback can also reveal whether you stayed in dangerous places too long.

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Limit what you change on a retry: 4 entries
Failure symptomOne change for the next attemptResult to watch
Hit immediately on entryDoor-opening position or the first throw's targetDid you stop the shooting first?
Hit after a dodgeStart slightly closer or farther awayDid the endpoint leave the line of fire?
You cannot slash the second enemyUse a throw on the first enemy, or increase spacingIs the second enemy in reach when another slash becomes available?
Not enough slow-motion gaugeSave it for overlapping danger instead of holding it from the startDid you keep enough gauge to reach the next safe floor?

These are editorial suggestions to try against individual enemy layouts. The table does not guarantee fixed input recovery or shooting intervals.

Separate normal story, revisits and additional modes

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Separate normal story, revisits and additional modes: 4 entries
SituationState to checkHow to use it
Normal room retryEnemies, throwable objects and entry position resetPractice clearing the current room
Tape revisitSelected stage and conversation starting pointCheck a different conversation or missed item
SpeedrunStarting tape, scene-skipping and other optionsDo not mix this with redoing normal-dialogue requirements
Hard ModeEnemies, layouts and special fights differing from normalNormal-guide principles can help, but specific layouts are separate

Official guidance says Speedrun saves automatically, so this guide does not describe it as requiring one uninterrupted playthrough. Its overlap with normal-save dialogue flags and earliest save timing have not been tested.

Frequently asked questions

Space does not make me jump

In the standard PC example, jump is W or Up arrow, while Space interacts or talks. Follow your current settings if you changed them.

I get hit despite dodging

Besides starting too late, you may end the dodge where an enemy or trap remains. Watch the whole endpoint in slow time and change your starting position on the next attempt.

Is a blocked slash an input error?

It may be the enemy's defense or counterattack. Stop repeating attacks in the same direction, check enemy type and facing, then read collapsed Action example 02.

Can I use a room retry to change dialogue?

Retrying a combat room differs from revisiting where a conversation begins. Select the relevant tape or conversation checkpoint and check your intended requirement.

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