a bizarre run controls

A Bizarre Run uses eight PC controls across mounted riding, secondary items, Stand summoning, emotes, and jumping. Filter the keycap board by horse, item, stand, or general, or search an action such as Pull out your Stand or Call your horse after falling off.

8Keys
3Horse
2Item
1Stand
8 of 8
SHIFTRun (on horse)horse
TCall your horse after falling offhorse
FOne-time boosthorse
CPull out secondary itemitem
HOLD CChoose secondary itemitem
BPull out your Standstand
XEmote (aura farm)general
SPACEJumpgeneral

Keys left off this list

Horse

Shift triggers Run (on horse) while you are mounted. T activates Call your horse after falling off so you can remount quickly after a crash. F spends your One-time boost. Those three rows make up the entire horse control group.

Item

C activates Pull out secondary item during a run. Hold C opens Choose secondary item so you can switch between your train-shop firearm or utility gear. The choose input is written as HOLD C, so the keycap keeps both words.

Stand and general

B activates Pull out your Stand for combat and ability use. X plays Emote (aura farm). Space triggers Jump. The early-access race guide also notes M1 as the PC basic attack during the combat lesson.

A pre-release community wiki table adds standard movement keys, mouse look, and extra ability slots that are not part of the eight-key official control list, so those unverified rows are kept off the keycap board above.

The group selector, quick-filter chips, and search box work together in real time. Selecting Horse narrows the board to SHIFT, T, and F; typing an action name or key letter filters the remaining caps; and Reset restores all eight controls at once.

Using the eight PC controls in a live race

During Stage 1, your left hand stays primarily on SHIFT for mounted sprinting and SPACE for clearing low terrain hazards, while T is your recovery lifeline whenever an obstacle or bridge explosion knocks you out of the saddle. Wait to press T until your character finishes tumbling so the horse spawns beside your line, then tap SHIFT as soon as you remount to rejoin the slipstream of the nearest rider.

Keep F in reserve until you know where the stage chokepoints sit, because One-time boost cannot be spammed like normal sprinting. Before Stage 2 begins, use HOLD C on the train or in the staging area to confirm your shotgun or revolver is selected as your active secondary item, then press C to draw it when PvP opens or when you need to shoot map TNT.

Switching between secondary items and your Stand

Pressing B pulls out your Stand for the tutorial boss fight, Stage 2 skirmishes, the final Deaths Needed elimination zone, and Battlegrounds matches. If you are riding a horse-less Stand route such as Sandman, your movement relies on building on-foot momentum and timing large jumps with SPACE rather than mounted horse inputs.

When the final barrier locks the course until enough eliminations occur, combine B for Stand pressure with C for your secondary firearm so you are not caught empty-handed as the damage fog closes in. Reserve X for Emote (aura farm) in the lobby or after crossing the finish line rather than mid-pack where stopping costs your slipstream.

During the post-race tutorial combat lesson, use M1 on PC for your basic attack and follow the on-screen prompts for blocking, Stand abilities, and mobile or controller inputs before defeating the tutorial boss. Do not confuse these bindings with the separate Roblox game A Bizarre Run [ OFFICIAL RELEASE] by Current Team, which binds Q to summon a Stand, F to block, and T to a Stand ability instead of calling your horse.

First race

Sources