Rocket League · Speed flip trainer · Checked 29 September 2026
Rocket League speed flip trainer: your angle and your cancel, in milliseconds.
Do a speed flip with your controller or keyboard. The trainer reads the attempt the way the game reads the inputs — when each jump landed, where the stick was at the dodge, how fast you pulled back — and puts every number next to the target the tutorials teach.
ReadingWaiting for a controller or a key
Rocket League’s default controller buttons. Click one, then press your own.
Set both to what your own Settings › Controls say: they decide whether the game calls your flick a diagonal at all.
Where the stick was at the second jump, against the taught 15–30° diagonals. Inside the dashed diamond the game gives a double jump, not a dodge.The last attempt, first jump at zero. Jump, boost and air roll as bars; the stick’s forward–back as a line; the band after the dodge is the taught 75 ms cancel.
Angle at the dodge–°, and what the game makes of it
Cancel timing–ms after the dodge
Jump to dodge–ms between the jumps
First jump held–ms · full height bonus at 200
Boost–through the flip
Air roll–ms after the dodge
Jump, jump with the stick on a diagonal, pull straight back — boost held the whole time. The trainer reads it as it happens.
Your last tenConsistency appears after two attempts.
Every input landed where the tutorials put it. Now do it ten times in a row.One jump only — the dodge is the second press, while the car is still in the air.The second jump came after the game’s 1.25-second window: that is no dodge at all.The stick was not pushed far enough at the second jump for your Dodge Deadzone, so the game gives a double jump.The stick was straight ahead at the dodge: that is a front flip, and a cancelled front flip stops the car dead.The dodge came out sideways — with your Deadzone the forward part of the flick was thrown away.The stick was pointing back at the dodge: a backflip.The diagonal is wider than taught — the car rolls more than it flips and loses forward speed.The diagonal is narrower than taught — closer to a front flip than a speed flip.No cancel — the stick never came straight back after the dodge, so the car finishes the whole flip.The cancel is slow: the car rotates further before you stop it than the tutorials allow.Boost was not held at the dodge — the speed flip only works with boost on the whole time.The first jump was held for the full height bonus; a short tap keeps the car low for the flip.No air roll after the dodge — tutorials add a short air roll to land on the wheels.diagonalfront flipside flipbackflipdouble jumpheldreleasednonePress the button or key for {role} now…Keyboard and mouseYour first attempt draws here — jump, jump on the diagonal, pull back.Rocket League’s default controller buttons. Click one, then press your own.Rocket League’s default mouse and keyboard binds. Click one, then press your own.
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Timing is read once per screen refresh (about 8 ms at 120 Hz, 17 ms at 60 Hz). The game runs at 120 Hz and allows the second jump within 1.25 s — both from the RLBot project’s documented game values; the 15–30° and ~75 ms targets are what speed-flip tutorials teach, and a cancel slower than 120 ms is flagged. The page reads your inputs; it cannot see the car.
Everything this site has on Rocket League
The controls, the lab that reads your deadzones and steering, and the pages built for one job each. Every figure is counted from what the page holds.
The questions the speed-flip search results ask, answered with the numbers the trainer measures.
How do you do a speed flip in Rocket League?+
Hold boost the whole time. Tap jump, then jump again almost at once with the left stick on a diagonal about 15–30° off straight ahead, pull the stick straight back within about 75 ms to cancel the flip, and air roll briefly towards the side you flipped to land on the wheels. The trainer on this page reads each of those inputs in degrees and milliseconds.
How do you speed flip on keyboard?+
The same sequence with keys: hold boost, tap jump, jump again while holding forward and one side, then press back at once and air roll towards that side. A keyboard can only make a 45° diagonal, so on keyboard the cancel and the air roll carry the whole move.
What is a speed flip?+
A diagonal dodge whose forward rotation is cancelled almost immediately, so the car keeps its nose forward and low while it takes the dodge’s burst of speed. It is the fastest way to reach full speed from a standstill, which is why it is used on kickoffs.
Why does my speed flip go sideways?+
Usually the Deadzone. Rocket League cuts each stick axis on its own, so a flick that is mostly sideways can lose its small forward part entirely and dodge straight to the side. Push the diagonal further forward, or lower Deadzone; the trainer shows what the game makes of your exact flick.
Why does my speed flip turn into a double jump?+
The stick was not pushed far enough at the second jump for your Dodge Deadzone. Below it the second jump is a double jump, not a dodge. Flick further, or lower Dodge Deadzone — the trainer draws that boundary as a diamond for your own setting.
What angle is a speed flip?+
Tutorials teach a diagonal about 15–30° off straight ahead: wider and the car rolls more than it flips, narrower and it becomes a front flip. Psyonix publishes no figure, so treat it as the taught range and check what your own hand actually does.
How fast do you cancel a speed flip?+
Almost immediately: tutorials teach pulling the stick straight back within about 75 ms of the dodge. The second jump itself only has to come within 1.25 s of the first — the game’s own window — but a speed flip does both jumps as fast as it can.
Which way do you air roll in a speed flip?+
Tutorials teach a brief air roll towards the side you flipped at the end of the flip — left for a left speed flip — to bring the wheels back under the car before it lands. Directional air roll is unbound by default; bind it to a bumper first.
Unofficial. Keymap Labs is not affiliated with, endorsed by or sponsored by Psyonix or Epic Games. Rocket League is a trademark of Psyonix LLC. The dodge window comes from the RLBot project’s documented game values; the dodge model is this site’s own measurement; the angle and cancel targets are those the tutorials teach. Inputs stay in this browser. Last checked 29 September 2026.
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