Epic Games StoreVehicle sports · Updated 7 September 2026
Rocket League deadzone settings: which value decided your flip
Rocket League has no aim. It has two deadzones and a broken default
Every other lab here measures where you point. There is nothing to point at in this game —
the whole ceiling is two analog sticks, and the game is unusual in putting its deadzones on
the settings screen as numbers you can read. So this page does something it cannot do
anywhere else: it takes a flick off your controller and tells you which value in your own
settings decided what came out — a flip or a double jump, a diagonal or a flat side dodge.
And if you play on keyboard, none of that is your problem — your steering is on or off, so
your precision is measured in milliseconds instead. There is an arm of this page for each.
Type your two values in from Settings › Controls, then flick the left stick as if you were
dodging. The blue cross is your Deadzone drawn to scale: it is cut per axis, so inside the
horizontal band your forward input counts as zero and a flick there goes flat sideways. The
orange diamond is your Dodge Deadzone: a flick that ends inside it at the second jump is a
double jump, not a flip.
No controller seen yet — press a button on it
Waiting for a flick
Connect a controller, press a button so the browser can see it, then push the left stick as if you were dodging and let it go.
Peak—
Rise—
Angle—
Live X0.00
Live Y0.00
What this page can and cannot see
The browser reads your controller through the Gamepad API. It cannot see Rocket League, so the
two values above are the ones you type in from your own settings screen — the lab measures
your stick against them. What each setting decides is what the game itself says: Deadzone is
how far the stick must move before it steers, Dodge Deadzone is how far it must move for a
dodge instead of a double jump. How the game adds the two axes up for that distance, and the
snap to a straight dodge when one axis is under a tenth of the other, are community
measurements of the game; Psyonix does not publish them.
02 / Keyboard arm
On a keyboard, a turn is not an angle. It is a length of time
Everything above this is about a stick, and none of it applies to you. A and D give full lock
or nothing, so the only way to make a shallow turn is to hold the key briefly and let go. Your
steering precision is your tap-duration precision, and unlike almost everything else
players argue about, that is a thing you can actually measure.
0 ms
Hold A or D and release on the mark — or press and hold this panel,
which is the same timing skill without the keyboard.
No taps yet
Pick a hold length, then tap. Five or six attempts is enough for the numbers to mean something.
Median hold—
Typical miss—
Bias—
Spread—
Turn produced—
01
A habit and a limit need different fixes
If you are 40 ms long every single time, that is a habit and you can simply decide to
release earlier — the number moves the same session. If you are 40 ms out in both
directions at random, that is the repeatability of your hand, and no amount of deciding
changes it. The panel above tells you which one you have, because the advice is opposite.
02
This is why keyboard players powerslide more
With no shallow turn available for free, a keyboard player reaches for the handbrake to
scrub angle instead — which on the shipped layout is the same key as boost. That default
hurts keyboard players specifically and much harder than it hurts anyone on a pad.
03
Nothing here transfers to a stick
A controller player’s equivalent of this skill is holding a partial deflection, which
is a completely different motor task with a completely different failure mode. If you
switch, expect to be bad again for a fortnight; that is normal and it is not the settings.
03 / Rest, drift and the long view
A car that will not drive straight is usually the stick, not you
In a shooter, stick drift shows up as a view that slowly turns and everyone recognises it. In
Rocket League it shows up as a car that pulls to one side, and players blame their own hands
for years. Leave the stick alone for a moment and this reads how far from centre it actually
sits — then says whether your Deadzone setting is already covering it.
One reading cannot tell you very much
A stick wears out over months, not minutes, so the number below is close to meaningless on
its own — a 3% offset is fine on a new pad and the start of the end on a four-year-old
one. What is worth having is the same number with two dates on it. Keep this one
and the page will compare against it whenever you come back. It stays in this browser and
goes nowhere.
Nothing saved yet
Let the stick settle, then keep the reading. Next visit this becomes a comparison.
If the number is already past your deadzone, the method for confirming it properly — and for
telling a worn stick apart from a dirty one — is in
how to test controller stick drift.
Rest offset
Measured—
Leave the stick alone
Take your hand off the controller for a second or two and this fills in.
Why the square matters
Rocket League applies the steering deadzone to each axis separately, which is why the
picture above draws it as a box rather than a circle. A small diagonal push clears a box
sooner than a circle of the same size, so tiny diagonal inputs register when tiny straight
ones do not.
Raising it has a cost
A bigger deadzone hides drift and takes fine steering with it. If the offset is small
enough that your current setting covers it, the honest answer is to leave the setting
alone and stop thinking about it.
04 / The defaults
Two of these are shipped problems, not preferences
Most bind advice is taste dressed up as fact. Two entries in this table are not: on keyboard
the game puts boost and powerslide on the same key, and on controller it ships the most
important air control with no button at all.
Control
Keyboard default
Controller default
Status
Why it matters
Boost / Powerslide
Both on Left Shift
Boost on Circle/B, powerslide on Square/X
Conflict
On keyboard the shipped layout puts two controls you use together on one key. This is a defect in the default, not a preference — one of them has to move before anything else is worth tuning.
Air roll left / right
Q and E
Not bound at all
Unbound
Directional air roll is the control that separates players the moment they start playing in the air, and on a controller it ships with no button. Most players put air roll left on L1/LB.
Powerslide / free air roll
Left Shift
Square / X
Conflict
Same button, two unrelated jobs, decided by whether the wheels are touching the ground. A habit of holding powerslide through a jump is what makes the car tumble.
Jump
Right mouse
Cross / A
Fine
The keyboard default is right mouse; a lot of players move it to Space so the mouse is free for air roll. Either is fine — this one is genuinely preference.
Ball cam
Space
Triangle / Y
Fine
A camera, not a control. Leave it on and toggle off only to dribble.
05 / Camera
The settings screen values, and what each one trades
These are competitive conventions rather than facts, and the page says so. The one exception
is camera shake, which is not a preference.
Setting
Common range
What it trades
Field of view
110
The maximum. Almost universal above bronze; anything lower hides the car in front of you.
Distance
270 – 280
How far the camera sits behind the car. Further out trades car detail for field awareness.
Height
100 – 110
Raising it shows more of the pitch and less of the ball at close range.
Angle
−3 to −5
A slight downward tilt. Steeper values help with ground play and hurt aerials.
Stiffness
0.35 – 0.50
How hard the camera is glued to the car. Lower is smoother and slower to follow.
Swivel speed
5 – 8
Only affects manual camera look on the right stick.
Camera shake
Off
The one entry on this list that is not a preference.
It is how far the stick has to be pushed at the moment of your second jump for that jump to become a dodge (a flip) instead of a double jump. Below it you jump; at or above it you flip in the direction the stick points. Raise it if you flip when you meant to double jump; lower it if flips come out as jumps.
Why do I keep getting side dodges when I want diagonals?+
Usually because of your steering Deadzone, not your Dodge Deadzone. Rocket League cuts the deadzone per axis, so if the forward part of a mostly sideways flick is under your Deadzone it becomes zero and the dodge goes flat sideways. A forward part under a tenth of the sideways part is also snapped straight. The lab on this page reads the flick off your own controller and tells you which of the two it was and the Deadzone that would have kept the diagonal.
What should I set Dodge Deadzone to?+
There is no correct value, only a trade. Lower it and light flicks become dodges, but so does a double jump with the stick slightly off centre, which is where accidental flips in the air come from. Raise it and double jumps are safe, but every dodge needs a deliberate push. Most players sit between 0.50 and 0.80. Measure your own flicks here first, then decide which of the two you are losing more often.
Is Rocket League deadzone round or square?+
Neither: it is applied per axis, which players call a cross deadzone. Each axis is cut on its own, so the dead centre is a square, and along each axis there is a band where the other axis is thrown away. That band is why a flick that is mostly sideways with a little forward comes out as a flat side dodge, and it is why the picture on this page draws the deadzone as a cross.
Can you play Rocket League well on keyboard?+
Yes, and several professionals do, but the trade is real and worth naming: keyboard steering is binary. A controller stick gives you every angle between straight and full lock; A and D give you full lock or nothing. Keyboard players compensate with taps and with air roll on the mouse, which is why their bind layouts look nothing like a controller player’s.
How do you make a small turn on keyboard in Rocket League?+
By holding the key briefly and letting go — there is no other way, because the input has no middle. That makes your steering precision the same thing as your tap-duration precision, so it can be measured directly. The keyboard panel on this page gives you a target hold length, times what you actually produced, and separates a consistent bias, which you can correct on purpose, from random scatter, which is the limit of your hand.
How do I know if my controller has stick drift?+
Leave the stick alone and read how far from centre it rests. The catch is that a single reading barely means anything: 3% is fine on a new pad and a warning on an old one. Wear is only visible as a change, so this page stores your reading in your browser with the date on it and compares against it the next time you visit. Nothing is uploaded.
What is the first bind I should change?+
On keyboard, move boost or powerslide — the default puts both on Left Shift. On controller, bind air roll left to L1 or LB. Those two are fixes for shipped problems; everything after them is taste.
Does this page read my Rocket League settings?+
No. Nothing in the browser can see the game. You type your two deadzone values in from your own settings screen and the page measures your controller against them.
Unofficial
Keymap Labs is not affiliated with, endorsed by or sponsored by Psyonix or Epic Games. Rocket
League is a trademark of Psyonix LLC. Default bindings and setting ranges are read from the
in-game settings screen and dated above; camera values are competitive conventions and are
labelled as such. This page reports what the browser reads from your controller — it cannot
see the game.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.