Combat

ANANTA Controls and Keybinds: PS5, PC, and Rebinding

Testers have documented the PlayStation 5 layout well. The PC layout is another matter. Two community maps disagree on the two binds that matter most — parry and lock-on — and neither has official backing. What follows separates the solid from the contested, and sets out a layout that survives the ambiguity.

Partly unconfirmed Last updated: ~6 min read

Controls at a glance Observed demo builds, not an official manual
Light attackR1 (hold for heavy)
Block / parryL1 hold; tap during the wind-up
Vault / backstepR1 + Cross
FinisherStick press on a broken or downed target
Weapon wheelD-pad up
DodgeSquare, once enemies carry guns
RebindingNot announced for either platform

The PS5 layout testers actually used

Every hands-on report from Cologne and Tokyo used a DualSense, and the verbs line up across outlets. The game rests on a light attack you can hold for a heavy, a block you can tap into a parry, and a contextual vault. Everything else is secondary.

The wider map, as reported: camera on the right stick, recentre by pressing it, weapon wheel on the d-pad, a system wheel on the left, character switching on the down direction, phone on Triangle, dodge or sprint on Square. A point-jump or swing input appears on the triggers in at least one map, but that is the least reliable entry.

What matters in play is not the full table but that parry sits on a shoulder button you can hold comfortably while your thumb stays on the camera. That is the demo's one ergonomic decision on your behalf, and it is the right one.

The PC map is contested

No official keyboard and mouse layout has been published. Two community maps exist — one from a TGS-era wiki, one from a guide site — and they overlap on most keys but split on three.

ActionMap A (TGS wiki)Map B (community guide)Status
Move / cameraWASD / mouseWASD / mouseAgreed
JumpSpaceSpaceAgreed
Light attackYLeft mouseMouse layer agreed
Block / parryRight mouseRight mouseAgreed
Heavy attackQRight mouseConflict
Interact / finisherFEnterConflict
Lock-onAltMiddle mouseConflict
Weapon wheelTab2Prefer Tab
MapMMAgreed

The heaviest conflict is heavy attack. One map puts it on Q, the other on right mouse, which is already block. The most plausible reading is that heavy is a hold of light attack, which would make the Q entry a separate ability rather than a heavy. Until the release build settles it, assume heavy is contextual and bind your abilities around that.

Two related traps are worth naming. Android emulator vendors advertise that ANANTA's touch controls can be mapped to a keyboard and mouse, with movement, interaction, map, inventory and skill slots on custom keys. That capability is real, but it belongs to the emulator's overlay on the mobile client, not the PC build, and its layout is not a preview of the native one. A guide that presents an emulator map as the PC key list is describing a different product.

The other trap is a widely copied post claiming a technical test where 28 actions could be rebound independently, with macro support, plus Steam Deck resolution, memory usage and four-player latency figures. No test matching that description appears in any official schedule, and the numbers are specific in the way fabricated data usually is. Discard the whole post rather than quoting parts of it.

A rebinding plan that survives the ambiguity

Full rebinding is very likely, but nobody outside the studio has confirmed it. The argument is structural, not evidential: the mobile client has to map touch gestures onto abstract action slots, and the PC build sits on the same input layer, so a fixed keyboard table would be the odd design. That is reasoning to plan around, not a promise.

Build the layout around three priorities, not the disputed table.

  1. Keep parry reachable without moving your hand. A mouse side button is the best candidate if the game accepts it; otherwise right mouse, which both maps agree on.
  2. Put lock-on somewhere deliberate. Middle mouse is contested and, in one source, also a finisher; a side button or Tab is safer.
  3. Do not bind interact and finisher to the same physical key until you have tested whether they overlap. One map uses F for both, suggesting the game resolves by context, but that is unverified.

If rebinding turns out to be partial, learn parry on the default and accept an awkward first week. Testers predicted this complaint: keyboard parry timing is harder to learn than controller timing, and the fix is practice, not a different build.

Vehicles and mini-games change the inputs

Vehicle sections use their own control layer, and no comparable handling data exists across cars, bikes and trucks. Reports quoting cornering sensitivity or zero-to-hundred times are invented. Testers do agree that chase sequences feel cinematic and stable rather than simulation-grade.

Mini-games lean on the DualSense harder than combat does. Ring toss uses adaptive trigger resistance and tea roasting uses the gyroscope. On PC, DualSense support over USB is confirmed, but whether those features carry over has not been stated.

Unconfirmed

No native PC key list or screenshot has appeared in any official channel, which makes the absence itself the finding. Rebinding support, mouse sensitivity curves, stick dead zones, lock-on behaviour and automatic input-prompt switching are all unpublished. The PS5 table is a consensus of hands-on reports, not a manual; the PC tables are community reconstructions.

The short version

Play on a controller if you can, keep parry on a shoulder or side button, and treat every PC key list as a community draft. Combat is designed around two inputs, so a layout that makes those two comfortable beats one that matches a wiki exactly.