PC, Mobile & Console Keybinds and Combat Mechanics
A Bizarre Run uses eight default PC keys: SHIFT gallops, T calls your horse back, F fires the one-time boost, C draws your secondary item, holding C picks which one, B summons your Stand, X emotes and SPACE jumps. Once your Stand is out, T, Y, G, H and Z fire its skills. Console players hold DPadRight to awaken, and mobile players can move and resize the on-screen buttons. Two passive systems sit on top: slipstream drafting behind a rival horse and the Awakening meter.
PC keyboard
Default keys
Mouse
Console controller
Awaken
Other actions
Rebinding
Mobile touch controls
On-screen buttons
Tutorial prompts
Hazards on a small screen
Keybind & mechanics ledger
10 entries| Input | Action | When | What it does | Tip |
|---|---|---|---|---|
Open pageHorse Run / Gallop (SHIFT) | Run (On Horse) | Mounted Horse Racing | Accelerates your horse into a full gallop; speed and stamina drain scale with your rolled Horse Stats. | Feather SHIFT on steep uphill shortcuts so you do not bottom out stamina before the straightaway. |
Open pageCall Horse After Falling Off (T) | Call Your Horse | Dismount Recovery | Whistles to summon your horse back to your side after being knocked off by boulders, TNT, or enemy Stand skills. | Tap T immediately after ragdoll recovery and use mobility skills (like Nail Glide or Dimension Hop) while remounting. |
Open pageOne-Time Race Boost (F) | One-Time Boost | Mounted Horse Racing | Triggers a single high-velocity burst per race stage. | Save F for the Stage 1 500 Yard Straightaway or the final Stage 2 Risky River sprint to secure a Top 10 finish. |
Open pagePull Out Secondary Item (C) | Pull Out Secondary Item | Mounted & On-Foot Combat | Equips your active secondary tool (default Revolver, or Steel Balls after completing Gyro Zeppeli's quest). | Fire secondary shots while galloping to harass frontrunners without slowing down. |
Open pageChoose Secondary Item (HOLD C) | Choose Secondary Item | Inventory & Tool Selection | Opens the secondary selection radial/menu so you can assign which secondary weapon or item C draws. | Pre-select Steel Balls or your preferred ranged secondary in the lobby before the race gate opens. |
Open pagePull Out Your Stand (B) | Pull Out Your Stand | Stand Combat & Spec Activation | Summons or dismisses your active Stand (or charges Breathe when using Hamon). | Summon your Stand before entering chokepoints like The Bridge or Devil's Palm so T/Y/G/H/Z skills are ready. |
Open pageEmote / Aura Farm (X) | Emote (Aura Farm) | Posing & Expression | Performs a JoJo-inspired character pose with visual aura flair. | Avoid emoting in active hazard lanes where Falling Boulders or Solar Rays can punish stationary targets. |
Open pageJump (SPACE) | Jump | Mounted & On-Foot Traversal | Vaults obstacles on horseback or jumps during foot combat. | Jump over low fallen timber in The Forest and shallow rock ledges in Shortcut 2. |
Open pageSlipstream / Backdraft Mechanic | Slipstream Drafting | Race Positioning & Gyro Quest | Positioning your horse directly in the wake of a leading rider reduces wind drag, grants trailing speed, and progresses Gyro Zeppeli's 15-second Mission 1. | Offset slightly before the frontrunner drops a Pinbomb or Sound Trap behind their horse. |
Open pageAwakening Meter & Anti-Team System | Awakening & Anti-Team Protection | PvP Combat & Race Fairness | Dealing and taking combat damage fills the Awakening meter for ultimate skills (like Time Stop and 3-Page Ora), while the patched Anti-Team system prevents coordinated ganking during races. | Pop Awakening 10 times across matches to complete the Daily Awaken quest (250 XP, $150). |
A race lap, key by key
Before the gate
Hold C in the lobby to set Steel Balls or another ranged option, so a single tap of C draws it during the race.
Opening stretch
Ride in another horse's wake to gain speed. On Stage 1 you cannot shoot riders, but shooting map TNT still clears or blocks a route.
Climbs
Let go of SHIFT in short bursts on steep shortcuts; stamina drain follows your Horse Stats.
Chokepoints
Press B ahead of The Bridge and Devil's Palm so your skill keys are live the moment Stage 2 combat starts.
Knocked off
Whistle with T as soon as you can move, then cover the gap with a mobility skill while the horse runs to you.
Final sprint
Hold your single F boost for the last long straight of the stage, where it is worth the most places.
Passive systems
Slipstream
Awakening meter
Anti-Team
Sandman