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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| Action | Standard PC input | How to recognize success | Failure / check |
|---|---|---|---|
| Move / up and down | A/D or Left/Right arrows; W/S or Up/Down arrows vertically | Facing and position on the platform change | On stairs and narrow platforms, check the pressed direction and destination |
| Jump | W or Up arrow | Move into the air from the ground or a wall | Do not assume Space is the default jump key |
| Slash | Left mouse button | Swing the sword in the aimed direction | Mouse direction is not necessarily the direction your body faces |
| Pick up / throw | Right mouse button | Your held object changes; another input throws it | Distinguish having nothing to pick up from throwing in the wrong direction |
| Walk | Ctrl | Move more slowly than running | Do not keep running in scenes requiring quiet movement |
| Dodge | Enter | Roll forward | Check where the roll ends, not just where it begins |
| Slow motion | Shift | Time slows and the gauge is consumed | Check hold/toggle setting differences and remaining gauge |
| Interact / talk | Space | A nearby object's interaction or conversation begins | Approach the target and check that you are not using another input |
| Menu / back | Esc/Backspace | Return to settings or the previous screen | Do not confuse pausing during gameplay with interrupting dialogue |
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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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| Check | Why it matters | Next action |
|---|---|---|
| Enemy facing | Changes the order in which enemies notice you and the direction they defend | Prepare a throw or dodge before crossing their front |
| Distant guns | The position where you slash the first enemy may expose you to the next line of fire | Decide where to stop immediately after defeating the first enemy |
| Objects you can pick up | Can defeat distant enemies first; some also have another use | Compare the next enemy and mechanism before throwing |
| Dodge endpoint | You may pass a danger while invulnerable but finish in an unsafe position | Start where the roll can reach safe ground beyond the entire line or blade |
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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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| Starting state | Action order | Success check | Next check |
|---|---|---|---|
| A nearby enemy beyond a door | Line up through the door, kick it open and follow with a slash on the staggered enemy | The enemy falls before counterattacking | Do not move straight into a distant gun's line of fire. Doors alone do not kill everyone |
| A distant gunman and a nearby melee enemy | Throw 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 time | The distant threat is removed | Did the throw hit the melee enemy instead? |
| A single bullet approaches from the front | Use slow motion to watch the bullet, then slash toward it when it is in range | The bullet returns toward the enemy | Did you slash too early, so the bullet arrived after the swing ended? |
| A turret beyond sword reach | Dodge its shots, approach from the side or back and slash the turret itself | The turret is destroyed | Do not assume repeated reflections alone will destroy it |
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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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| Enemy / situation | Danger to remove first | Action | Retry check |
|---|---|---|---|
| An enemy with a crowbar who counters attacks | Repeated frontal attacks being blocked | Hit with a thrown object, or dodge with the attack and slash from behind | Are you repeatedly attacking in the same direction immediately after a blocked slash? |
| A shield-bearing enemy | Frontal defense and shooters behind it | Dodge behind and slash. If higher or lower platforms exist, approach from another angle | Are you focusing only on the shield and rolling into the gun beyond it? |
| Shotgun enemy | Several bullets arriving across a wide area | Defeat with a throw before it fires, or dodge its line of fire and approach | Do not make reliably reflecting every pellet with the normal sword the solution |
| Lasers or fans | Contact at the point where the dodge ends | Watch the motion in slow time and roll far enough to clear the whole danger zone | Does invulnerability end where the next line is immediately adjacent? |
| Infiltration while avoiding surveillance | Footsteps, visibility and, in some locations, defeated enemies | Walk between cover and move behind enemies | Did running noise or landing reveal you? |
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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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| Failure symptom | One change for the next attempt | Result to watch |
|---|---|---|
| Hit immediately on entry | Door-opening position or the first throw's target | Did you stop the shooting first? |
| Hit after a dodge | Start slightly closer or farther away | Did the endpoint leave the line of fire? |
| You cannot slash the second enemy | Use a throw on the first enemy, or increase spacing | Is the second enemy in reach when another slash becomes available? |
| Not enough slow-motion gauge | Save it for overlapping danger instead of holding it from the start | Did you keep enough gauge to reach the next safe floor? |
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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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| Situation | State to check | How to use it |
|---|---|---|
| Normal room retry | Enemies, throwable objects and entry position reset | Practice clearing the current room |
| Tape revisit | Selected stage and conversation starting point | Check a different conversation or missed item |
| Speedrun | Starting tape, scene-skipping and other options | Do not mix this with redoing normal-dialogue requirements |
| Hard Mode | Enemies, layouts and special fights differing from normal | Normal-guide principles can help, but specific layouts are separate |
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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.