Gakuran Controls and Keybinds

Combat is off until you enter the stance, and the key for that is not shown anywhere in-game — that single bind is why most new players think fighting is broken. None of the combat binds can be rebound yet.

Combat controls

ActionPCXboxPlayStationNotes
Enter combat stanceTD-Pad UpD-Pad UpNot listed in-game. Nothing else works until you do this.
Light attack (M1)Left mouse buttonRight TriggerR2The combo string; 4 hits on styles with a Final Blow perk.
Heavy attack (M2)RYTriangleWhere every style's identity lives — ragdolls, i-frames, takedowns.
Block / parryFLeft TriggerL2Perfect timing = parry: no posture loss, no damage.
Dash / evadeQBCircleAli and Capoeira build their whole kit on this.
Shift lockCtrlRight StickRight StickCamera lock for aiming strings.

Two binds the wiki leaves out

The developers' own Trello control card lists two actions the community pages generally miss: B executes a downed opponent (this is the "how to finish someone" bind people search for), and V carries another player. Shift holds to run, and Alt opens the flip phone.

Skateboard controls

ActionInputNotes
MoveW / A / S / DStandard directional control.
BoostShiftBoost before a jump for higher, longer tricks.
Jump / trickSpacebarCombines with boost for distance.

Board management runs through the emote wheel rather than a keybind:

Rhythm minigame binds

Instrument typeKeyboardController
Two-lane instruments (Electric Guitar)F and J (rebindable)L1 / R1 (fixed)
Four-lane instruments (Bass, Drums, Piano)X, C, N, M (rebindable)L2 / L1 / R1 / R2 (fixed)

Instrument binds are rebindable in Settings → Rhythm → Keybinds; controller binds are fixed. More on the minigame itself on the music and instruments page.

Controls checked:

Knowing the binds is half of it — how to actually fight covers posture, parry windows and guardbreaks, and your fighting style decides what the heavy attack does.