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Core movement. Your car accelerates forward, reverses, and steers left/right. Mastering smooth directional control is the foundation of everything.
- 1Hold throttle to accelerate (right trigger / W)
- 2Steer with the left stick / A D keys
- 3Hold reverse to brake or back up
- 4Practice figure-8s and tight corners
- Feather the throttle in tight spaces for more control
- Reversing is slower than turning around — use powerslide instead
Tap jump to hop off the ground. Hold jump slightly longer for extra height. Your first tool for hitting elevated balls.
- 1Press jump while driving on the ground
- 2Hold jump briefly for extra height (~0.2 sec)
- 3Time the jump to meet the ball at the right height
- Tap = low hop. Hold = tall jump. Learn the feel.
- Jump toward the ball, not straight up
Boost propels your car faster than throttle alone. Small pads give 12 boost, large pads fill your tank to 100. Respawn: small 4s, large 10s.
- 1Drive over boost pads to collect (glow = ready)
- 2Hold boost button to accelerate beyond max speed
- 3Route your path through pads to stay stocked
- Never let big pads sit full — teammates need them too
- Watch your boost meter in the HUD constantly
Toggles camera between locking onto the ball vs. facing your car's forward direction. Ball cam on = always see the ball. Ball cam off = see where you're going.
- 1Press ball cam to lock camera on the ball
- 2Toggle off when driving long distances or in net
- 3Develop instinct for when each view helps
- Default ON — always know where the ball is
- Toggle off briefly to navigate walls or tight turns
Drive into the ball to send it toward goal. The angle and part of your car that contacts the ball determines direction and power.
- 1Approach ball from behind (between ball and your goal)
- 2Aim your nose at the ball's back-center
- 3Boost into contact for maximum power
- 4Use corner of car to curve shots
- Hit center of ball = straight. Hit off-center = curved.
- Slow approach = weak shot. Always boost through contact.
Ram an opponent at supersonic speed (~500 km/h) to destroy them. They respawn in ~3 seconds. Removes them from a play, disrupts rotations, and is completely legal.
- 1Reach supersonic speed (speed lines appear)
- 2Drive directly into an opponent's car
- 3Time demos to interrupt saves or kickoffs
- Demo during 50/50s to get the ball free
- Don't chase demos at the cost of positioning
Hold the handbrake to break traction and rotate your car independently of your velocity. Essential for quick U-turns and maintaining momentum through corners.
- 1Hold powerslide button while steering
- 2Release to regain traction once aimed correctly
- 3Combine with boost for powerslide turns at speed
- Use to face the ball without stopping momentum
- Foundation of the half-flip and wave dash
A second jump mid-air, before doing a flip. Pressing jump a second time without a directional input gives extra vertical height — used in high aerials and ceiling play.
- 1Jump off the ground (first jump)
- 2Release stick to neutral
- 3Tap jump again — NO direction input — for height boost
- With direction = flip. Without direction = double jump. Know the difference.
- Used in fast aerials to gain initial height before boosting
Jump then press jump again with a directional input. The car flips in that direction, launching it forward/sideways at high speed. The most used mechanic in the game.
- 1Jump off ground
- 2Tilt stick in desired direction
- 3Press jump again — car flips that direction
- 4Forward flip = fast shot. Side flip = redirect.
- Diagonal flip = fastest ground traversal
- Flip window = 1.25 seconds after leaving ground
Drive up and along the arena walls at speed. Gravity still pulls you — you need throttle to stay on. Walls are critical for defense, aerials, and reading ball bounces.
- 1Drive into the wall at an angle with throttle/boost
- 2Maintain throttle — gravity is fighting you
- 3Jump off the wall to launch into the air
- 4Flip off the wall for extra speed/height
- Wall → jump gives unique approach angles for shots
- Read the ball bouncing off side walls for intercepts
Using boost efficiently: collect when safe, spend only when needed, and always know your meter. Running out at a critical moment is the #1 mistake in low ranks.
- 1Path through big pads (100 boost) during rotations
- 2Pick up small pads (12 boost) opportunistically
- 3Avoid boosting in straight lines — flip instead
- 4Never waste boost when you have full throttle speed
- Steal opponent's boost to starve them — especially corner pads
- Small pads under ball in corner are often ignored but free
Teamwork mechanic. After attacking, rotate back. One player challenges, others support or hold net. Being in the right place matters more than mechanics at lower ranks.
- 11st man challenges the ball
- 22nd man trails, ready to pick up 50/50 results
- 33rd man holds last line of defense (net)
- 4After attacking, rotate back in sequence
- If two go for ball, third MUST be in net — no exceptions
- Better rotation beats better mechanics at Gold–Plat level
Jump and boost into the air to hit elevated balls. Requires learning to control your car in 3D space. The entry point to air play.
- 1Jump off the ground toward the ball
- 2Boost to gain height and close distance
- 3Tilt nose toward ball using left stick
- 4Cut boost just before contact for accuracy
- Practice in free play — aim for stationary balls first
- Aerial training packs exist specifically for this
Rotate your car sideways while airborne without changing flight direction. Required for aerial accuracy and eventually for air roll shots.
- 1Hold air roll button mid-air
- 2Steer to rotate car around its forward axis
- 3Use to orient car for off-angle hits
- Air Roll Left / Right gives finer control than default air roll
- Essential for recoveries — land on wheels, not roof
Launch into the air much faster than a standard aerial by jumping, boosting, then quickly double jumping. Reaches full height ~0.5s faster than basic aerial.
- 1Jump off ground, tilt nose slightly back
- 2Immediately start boosting
- 3After ~0.1–0.2s, double jump (no direction)
- 4Continue boosting toward ball
- The double jump timing is the hardest part — too early = no height, too late = slow
- Becomes muscle memory after ~5 hours of freeplay
A quick 180° U-turn using a flip cancel. Faster than braking and turning around, it lets you reverse direction at full speed without losing momentum.
- 1Hold reverse/brake briefly
- 2Jump, then immediately backflip (stick back + jump)
- 3Cancel the flip instantly: stick forward (or powerslide cancel)
- 4Air roll to land wheels-down
- Cancel timing is the key — cancel too late = full backflip
- Used constantly by high-level players to recover to net
Jump, then immediately dodge into the ground at an angle. The landing absorbs the flip and converts it into a momentum burst — no boost spent.
- 1Jump very low (barely off the ground)
- 2Immediately flip toward the ground diagonally
- 3Land nose-first, let momentum carry you forward
- 4Repeat for sustained boost-free speed
- Preserves speed after landing from aerials without boost
- Combined with half flip for fast recoveries
A diagonal flip with an immediate cancel that maximizes ground traversal speed. The fastest way to travel across the field — used in kickoffs and repositioning.
- 1Drive forward with boost
- 2Jump and flip diagonally forward (front-right or front-left)
- 3Immediately cancel flip by pulling opposite diagonal
- 4Air roll so you land wheels-down
- Correct cancel keeps car flat and maximizes speed
- Used in every serious diagonal kickoff attempt
Stop a flip mid-rotation by inputting the opposite direction or using powerslide. Allows partial flips, used in half flips, speed flips, and aerial adjustments.
- 1Initiate a flip in any direction
- 2Quickly input the opposite direction on the stick
- 3Car stops rotating mid-flip
- Timing window is very tight — ~0.05s after flip starts
- Core building block for half flip, speed flip, and stall
Carry the ball on your car's nose through the air. The ball rests on your hitbox and you adjust boost/tilt to keep it balanced while flying toward goal.
- 1Approach a wall-bounced or lofted ball from below
- 2Gentle contact — push ball upward, don't smash it
- 3Boost up under the ball keeping nose-to-ball contact
- 4Adjust throttle/tilt to control ball direction
- 5Flick or shoot at goal when ready
- Wall pop setup is easiest way to start an air dribble
- Feather boost — constant boost = ball outpaces you
Balance the ball on the roof of your car while driving on the ground. Then flick it off with a jump + direction to surprise defenders with a powerful shot.
- 1Drive under a bouncing ball to catch it on your roof
- 2Gentle throttle/brake adjustments to keep ball balanced
- 3When ready: jump + flip direction to flick ball
- 4Vary flick angle — front, side, or diagonal
- Musty flick = nose flick over defender (see Pro tier)
- Fake dribble by hesitating — defenders bite, then flick
Anticipate where the ball will bounce off the backboard and position your car to hit it on the rebound. Key skill for double taps and redirects.
- 1Watch ball trajectory toward opponent's backboard
- 2Mentally calculate the rebound angle
- 3Pre-jump and boost to meet the ball post-bounce
- 4Hit it into goal before opponent can react
- Ball bounces predictably — angle in = angle out
- Practice shooting at backboard in freeplay to learn bounce patterns
Regain your flip mid-air by touching the ball with all four wheels simultaneously. Allows an extra flip to shoot or redirect from unpredictable angles. One of the most impressive mechanics.
- 1Use your flip before attempting the reset
- 2Fly under or beside the ball
- 3Rotate car so all 4 wheels touch ball surface
- 4Your flip recharges — immediately flip to shoot
- Requires extreme car control — learn air roll mastery first
- Ground reset variant exists: reset off ground then air play
A nose flick from a ground dribble — tilting the car forward to launch the ball over defenders in a high arc. Named after Youtuber musty. Sends ball over any jumping defender.
- 1Dribble ball balanced on roof
- 2Jump, immediately pull stick back (nose up)
- 3Ball launches off your nose in a high arc
- 4Aim arc toward goal
- Fake into it — drive toward defender then musty at last second
- Ball height makes it almost unsavable if timed right
Drive up the wall and onto the ceiling, then fall with the ball and shoot from above. The unpredictable downward angle makes it extremely hard to save.
- 1Drive up the wall and onto the arena ceiling
- 2Steer toward ball as you drive upside-down
- 3Drive or jump off ceiling toward falling ball
- 4Shoot ball toward goal from above
- Works best when opponent is out of position or has no boost
- Combine with air dribble from ceiling for extreme difficulty
Hit the ball into the backboard, then aerial to redirect the rebound into the goal before the goalie can react. Two touches — nearly impossible to stop.
- 1Shoot ball at backboard (not into goal)
- 2Pre-jump before ball hits board
- 3Read the rebound angle in real-time
- 4Redirect rebound into goal with a clean hit
- First touch power matters — too hard = ball overshoots
- Works against goalies who sit on goal line
Trap the ball between your car and the ceiling, launching it at extreme speed. Ball exits at unpredictable angles and velocities — nearly unstoppable.
- 1Drive onto the ceiling
- 2Time approach so ball and your car meet at ceiling simultaneously
- 3Pinch = ball squished between car and ceiling surface
- 4Ball rockets in a direction based on contact angle
- Wall pinch variant: ball between car and side wall
- Extremely situational — requires perfect positioning
A mid-air maneuver that uses a flip cancel + air roll to abruptly stop your car's rotation and reorient without a flip. Creates unexpected direction changes to lose defenders.
- 1Aerial toward the ball
- 2Initiate a flip in one direction
- 3Immediately air roll opposite to cancel rotation
- 4Car freezes facing a new direction mid-air
- Used to fake out defenders reading your trajectory
- Requires mastery of flip cancel + air roll simultaneously
Reverse Aerial Flip — boost upward while facing backward, then flip forward (relative to velocity) to accelerate. Allows attacks from angles that look like retreats.
- 1Reverse direction while boosting upward
- 2Flip forward relative to your backward velocity
- 3Car catapults in unexpected direction
- Named after pro Breezi who popularized it
- Extremely advanced — requires fluent aerial car control
Hit the ball while spinning via air roll, imparting powerful directional spin on the ball that curves its trajectory. Shots that curve mid-air are nearly impossible to predict and save.
- 1Approach ball while holding air roll (spinning)
- 2Contact ball with a spinning part of your car
- 3Car spin transfers angular momentum to ball
- 4Ball curves in unpredictable arc toward goal
- Requires accurate aerial control while spinning — extremely difficult
- Seen in high-level freestyles and RLCS clutch goals