AKAYUKI: Steel Blossoms Red combat guide: draw, aim and fight
Learn the tutorial's sword and mouse controls, recognize lock-on and kill feedback, and understand lethal strikes, first-to-three duels and draw-style differences.
One recorded dojo tutorial gives E as the equip key and describes mouse-driven cutting motions, but the presenter could not confirm successful execution and skipped the tutorial. Recorded arena play also shows mouse-driven swings, while another recording shows a Q lock on prompt with an opponent already selected. Aim matters: a well-placed strike can end a duel immediately, while losing a limb can leave a fighter alive and dangerous.
| Action or tutorial exercise | Recorded instruction or observation |
|---|---|
| Move | The recorded dojo tutorial asks you to walk onto the straw mat with WASD. |
| Equip your sword | E is described as the equip key in the tutorial recording. |
| Lock-on prompt | A recorded arena screen shows Q lock on at the top with an opponent already selected. |
| Horizontal-slice exercise | The recorded tutorial instruction says to click once, then swipe right. |
| Close-range cutting exercise | The recorded tutorial instruction says to walk up close, move the mouse left, then hold and swipe right. |
| Adjust mouse speed | The recorded dojo sidebar gives M → Settings → Mouse Sensitivity. |
The presenter in the cutting-instruction recording could not confirm successful execution and skipped the tutorial.
In a player 1v1 challenge marked “First to 3 kills,” you win by reaching three kills. One lethal exchange is a kill toward that match result.
Get comfortable with the mouse-driven swing
AKAYUKI is a skill-based katana fighting game where defeating players or enemies drives progression. Your immediate combat task is to bring the sword into contact with a target through a controlled swing. Mouse movement is part of that action: the horizontal-cut exercise explicitly asks for a directional swipe, and arena fighting also uses mouse movement to swing the blade.
The recorded dojo instructions cover movement, equipping and cutting: walk onto the straw mat with WASD, with E described as the sword's equip key. The horizontal-slice instruction says to click once and swipe right. For the close-range cut, the instruction says to walk up close, move the mouse left, then hold and swipe right. The presenter could not confirm that they were performing the cutting motion correctly and skipped the tutorial, so these are recorded instructions rather than a demonstrated successful procedure.
The dojo specifically recommends a mouse rather than a trackpad. If the motion feels difficult to control, the supplied adjustment is M → Settings → Mouse Sensitivity. That setting changes mouse speed; use it to make the tutorial's left-to-right movement manageable. The separate katana controls guide is the relevant companion page for control reference.
A recorded arena screen shows Q lock on at the top with an opponent already selected. This establishes the visible prompt, but does not verify which input selected the opponent or establish a targeting-and-swing sequence.
A wound and a kill are different results
A well-aimed strike can cut an opponent in half and end the duel outright. A less decisive strike may remove a limb while leaving the opponent able to continue fighting—even with one leg and a single arm. Visible dismemberment alone does not mean the fight is over.
This makes strike placement central to understanding an exchange. You can land a damaging hit without finishing your target, and an injured opponent can still fight back. Well-positioned strikes can also kill opponents of any level, so an opponent's level does not tell you whether your next cut can be lethal.
Rear attacks provide a practical positioning example. A cut from behind can injure a target, and you can also be struck from behind yourself. That makes the direction of an incoming attack relevant alongside the opponent directly in front of you. It does not establish a special rear-attack damage bonus; the useful point is that a blade approaching from behind can still land.
Read the fight's status and result
During combat, Staggered can appear above your health bar. That is an identifiable combat status to watch for. The kill feed on the right lists kills between named players, while your LV and ¥ values appear at the bottom right.
For a player 1v1, the challenge card's First to 3 kills wording tells you the match objective. A wounded opponent is still a possible threat, a kill resolves that exchange, and three kills satisfy the challenge's win condition.
Combat also connects to progression through kill and quest feedback. One example at Level 3, Streak 3 showed a Killed toast awarding +105 XP, alongside completion of Wound fighters 30 times for +150 XP. Those were separate notifications: the kill awarded XP, and the wounding quest awarded its own completion reward. The example illustrates how fighting can advance both your level and a combat quest; it is not a fixed XP promise for every kill. See the XP guide for that side of progression.
Iai changes the draw and blade interaction
The basic controls are only part of combat because draw styles can change what your attack does. Iai is a draw-cuts-only style, described as high risk and high reward. Its cuts go through blades, but a miss can be parried. Its listed benefits also include increased dash length, increased draw speed, a faster sheathe and poise recovery on a kill.
The version 1.3.11 notes give these Iai-specific poise values:
- Draw-cuts cost 40 poise, reduced from 57.5.
- Kills give back 40% poise, increased from 35%.
- When its blade hits another blade, Iai takes 5% less poise and deals 10 more poise to the other blade.
These values belong to Iai. They explain why its draw-cut, blade contact and kill recovery need to be understood together when using that style, rather than applying the same numbers to every katana attack.
There is also an important distinction between cutting through a blade and passing through a body. Iai's clean hits no longer pass through bodies, including at point-blank range, following the 1.3.11 change. Version 1.3.12 then reduced Iai's lean to fix point-blank draws. Close-range contact therefore has its own relevant behavior even though the style's description says its cuts go through blades. The Iai guide covers that style specifically.
Dual wield has a different poise tradeoff
Dual wield places one katana at each hip. Both are drawn together, and you swing one in each hand. Its draw-cuts cut through blades, but a still guard parries them—a specific restriction to keep in mind when judging a draw-cut against a guarded opponent.
Its description also gives a different poise tradeoff: hits take less poise, while draws cost more. R performs a blood flick that fully restores poise for this style. That restoration control belongs to Dual wield, so it should be learned alongside the style's more expensive draws.
Iai and Dual wield both alter blade interactions, but their descriptions identify different parry conditions and recovery tools. Use the rules for the style you have equipped when interpreting a clash or planning your next draw.
Related Guides
Katana Controls
Follow the PC tutorial inputs for moving, drawing and swiping, then distinguish the controls for Iai and Dual wield.
PvP Fights and Rematches
Understand hit placement, rear threats and retreating, then distinguish open fights from scored first to three rematches.
Poise Costs and Recovery
Separate draw costs from clash effects and recovery, including Iai kill returns and the Dual wield blood flick.
