The New Mechanics of Rocket League in 2022

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These are the new mechanics in Rocket League in 2022 I've seen pop up so far. Even after 7 years, new competitive moves are still be discovered and perfected. In this video, I showcase the 3 of the new mechanics I've seen pop up in 2022.

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0:00 Intro
0:29 Mechanic 1
2:32 Mechanic 2
5:22 Mechanic 3

At this point I'm convinced new mechanics in Rocket League will continue to be found for years. Every time I think we've found them all, more of them keep popping up. They don't always find their way into competitive play (at least not immediately), but they're always fun to talk about and see how people can take such a simple game of Car Soccer and be so incredibly creative with it. This video discusses some of the new competitive mechanics discovered in 2022.

Use Creator Code: WAYTON
Thanks to Epic Games and Psyonix for the creator code.

:)
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For the mawkzy flick he has a tutorial on his channel (its in french tho but since im french im here to save the day :) ) He actually explains you have to keep the ball slightly farther on your car so like a forward-lean musty flick. Also being close to supersonic if not supersonic makes it easier to get.

imjustmuffin
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I like the name "Wizard Flick" more than "Evoh Flick". It just makes more sense to me because, as a defender expecting a regular flick, you'd think what the attacking player just did was wizardry

Julian-cpvp
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The "evoh flick", actually called the "wizard flick" is used by evample all the time in ranked to ssl

danielwilson
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As an SSL player (who now doesn't play much), I can help elaborate on these techniques.

Mawkzy Flick:
While Wayton has explained how to execute the flick and what it looks like, it doesn't drive the point home. It's missing a key component. _How_ exactly does Mawkzy's flicks have more power? He uses the 180 flick as an example, but doesn't uncover the cause. The cause is actually known already been shared, but by Halfway_Dead (Rocket Science). All flicks have a higher success rate the more times the game registers a touch on the ball. Given that the game calculates physics at 120hz (120 times a second), the game needs to recognize two or more touches for faster flicks than one touche. It was found the more touches within a flick, the more power. Typically, most players will only get one or two touches on their flicks. However, Mawkzy's more than likely utilize 2 or 3 touches per flick. The 180 flick is more likely to generate power because the car is weighted towards the back (the "pivot point" is towards the back) and thus has more surface area for the ball to travel during the flick. Mawkzy is taking advantage of this for his flicks.

Another detail for the Mawkzy flick is that Wayton brings up the "backflip", but a detail is missing. It's that the the length of the car's front end is longer than the back which has more momentum _and_ that momentum is _perpendicular_ to the ball. Rather than spinning towards the ball from behind its momentum, it's hitting the ball from the side, redirecting the momentum upwards rather than matching the ball's speed and barely adding a difference. Because it's coming in from a perpendicular direction, that's extra velocity that can be added to the ball.

It's easier to do while going fast, as Mawkzy's tutorial recommends, but not entirely necessary. You just won't be hitting a flick that goes 115kph, lmao. It will, however, be very fast for the speed you and the ball are initially going in.

I explained this in the "Evoh Flick" section, but it's easier if you _begin_ to let the the ball roll forward before you jump (but don't let it actually roll forward noticeably). I would explain why, but it's basically the same reason explained in the "Evoh Flick" section.


Land-Dashing:
The explanation is _somewhat_ correct, but it's not entirely accurate. The terms "empty jump" imply that you can change the jump because an "empty jump" is simply a double jump. It's not an empty jump. It's jumping the instant all 4 physics wheels touch the floor. It's not possible to do anything _but_ an "empty" jump, because you can't dodge in a direction while on the ground. When you time the land-dash, all 4 wheels are on the ground so it's just jumping off the floor. This also means you can land-dash without having a double jump/flip reset. I clarify this because much of the shown examples (such as at 3:13) shows a different mechanic called the "Hel-Jump" (popularized by HelvetiaGaming) where one does use an empty jump (a double jump), but is timed _before_ all 4 wheels hit the ground. This is a key difference as one can be done at any time, and the other requires a double jump ("empty jump") available.

Now that the correction is out of the way, let's get onto the technique. The key is jumping as you still have falling momentum but when all 4 wheels touch the ground. Suspension in Rocket League is unlike other car games, because it is very strong at absorbing the shock of landing while not pushing momentum back up (bouncing from suspension). You only have a few physics frames to even execute the maneuver correctly. And the faster your downwards velocity, the less physics frames due to how quick suspension halts your car and how quickly it reaches the "suspension limit". The technique is thus, simply timing. However, here are some tips:

1. The front end of your car needs to be tilted by 1° or more downwards. I recommend by about 10°-20° and no more or less. This allows the front wheels and the back wheels to touch the ground roughly at the same time, but also the front end touching first will be changing directions on the jump to lift off the ground for a wavedash.

2. If timed too early, you will either do an "empty" jump (the pop sound of a double jump), or you won't have a jump at all (no double jump available).

3. If timed too late, your single jump will lift your entire car off the ground way too much.

4. For the more perfect "instant" wavedash you see, you have to _predict_ that you timed the jump near perfectly and then instantly wavedash forward. The catch here is if you failed to time correctly, you flail with a front-flip that hits the nose on the ground, rather than wavedashing.

Fun fact about the "land-dash". It was discovered on Reddit by some Bronze or Silver player and it was initially dubbed the "Sonic Flip". Land-dash is the superior term though.



Evoh-Flick (not really):
Sorry, but this is not the Evoh Flick. This is a preflip-flick or "pre-flick" and has been used on purpose way before Evoh. The common example is Evample using it and being dubbed the "Wizard Flick", but even that is also wrong. The origins of doing a preflip flick on purpose was Fairy Peak. It _started_ to catch on being known as the "Fairy Flick" several years ago, but sorta died as the consistency wasn't as strong.

Here's the advice. There are two key factors in the execution of this. The first is that the ball must be resting on your car during the dribble. This means no sparks. If it's sparking it is much less likely to work. The reason why is because it results in a bad timed jump which the ball pushes the car down when you jump and simultaneously "sticks" the ball to the car. If the ball is instead resting on the car (obviously while both are moving) with no sparks, the jump will not be pushed down by the ball too much and the ball won't be as close to the car. This has the additional detail that the ball will "float" longer. This is due to the car getting an additional touch when jumping (but matching ball momentum during the jump).

The second key factor is the momentum during the dribble. If you execute it like a typical flick for the above average player, this would require you to have the ball on the front end, boost and jump, then flick. By boosting and jumping, you get closer to the ball. This _fails_ for the preflip flick because you don't have enough distance for the pre-flip. Instead, you do the opposite. You have the ball resting on the front (but not very far front), but then start to _barely_ let the ball start to get away from you. Start getting away, not actually let it get away. When it begins to move away, you jump. This causes the ball to launch slightly forward, especially if you get those two instant touches as mentioned in the previous point about letting the ball rest. When the ball launches forward with two instant touches, this gives the necessary distance when using the flip to catch up to the ball, and if the flip is properly timed will hit underneath the ball to pre-flip flick it. Your boost timing should be _just_ before you jump so that you can prevent the ball from actually being lost when you do jump. It's very specific, but that's what I found gives me the most consistency for the pre-flip flick.

Evoh's exact method for the flick is different than what I have gotten used to for the last like 3 or 4 years, but looks more effective at getting power. Which I can easily deduce comes from the fact the bumper of the car is swinging more from the side due to the diagonal flip rather than a normal preflip flick with a frontflip. For those who want to learn this method, I can tell you it looks almost identical except upon jumping, the players lean forward and air roll to the side simultaneously. This makes the bumper face away from the ball at a diagonal angle so a diagonal dodge gives you forward speed (relative to the direction you initially were going in), while simultaneously changing the rotation of the dodge to come from the side. This also may make it easier to execute a preflip flick consistently considering you don't have to precisely time the front bumper doing a full 360 on the longest axis (pitch). The roll axis has faster rotations per minute and thus is easier to time to hit with the front bumper. It also seems to wait less to hit the ball (again, faster rotations per minute), making its execution more lethal against higher tier players.

HoraryHellfire
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Wayton is definetly one of the most entertaining creators that plays rl

vladimirkirillov
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I know evample has been doing the evoh flick a lot lately but i think hes been calling it the "wizard flick"

christofferteorell
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Mawkzy actually did a tutorial on his flick almost a year ago. Basically you did it the right way but Mawkzy said some tips in order to make it perfectly:
- your car needs to go fast
- the ball must be at the very front of your car
- the timing is very precise

colinlienard
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What a great time to have the day off so I can watch more Wayton!

Fwigid
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Awesome video! Cool to see my casts used as a way to exaggerate how crazy these guys are!

Feer
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It's not a new mechanic, but Darks Pogo's in 1v1 deserve a shout-out. It reminds me of the "Evoh Flick" in terms of how it's been done many times before, but never this consistently and competitively viable.

joelikesthings
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Gotta love the effort Wayton put on his vids. So many rl youtubers just do the most basic stuff like playing ranked or pranking pro players over and over again. Wayton's content is in a whole different level.

BRJoinGames
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I've been working on a off the wall pass that utilizes the same thing as the mawkzy flip, It's essentially just a sideways musty. But when the opportunity presents itself its a way faster way of getting a pass center, and it really catches people off guard who might be expecting the cross, since it just explodes off the wall instead of you having to jump out with the ball, rotate, and place it with a forward flip.

Sadly I'm just a shitty gc2 with piss poor mechanics so I'm not super consistent with it, but when the setup does happen and somebody is ready for it it feels amazing to just sling the ball onto the hood of your teammate.

MrDilwo
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I have been trying to learn the Mawkzy flick recently so it’s nice to see it being addressed on how to do it.

CodyStevens
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If you pay attention to Mawksy, he let's the ball slip off the side of his car to the right before he jumps. This allows him to hit the ball further down the chassis of his car which gives more power. The closer the ball is to the center of your car when you hit it with your final touch, the less power you will have.

jayohheeh
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For Mawkzy’s flicks, note that he starts to one side of the ball, rather than directly under it. The goal is to hit the ball with the nose of the car, not the hood.

WithheldHappiness
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If I could add onto the mawkzy flick;
The flip cancel near the end of the flick is similar to a diagonal half flip flip cancel. The reason to do this instead of just a straight backflip flip cancel is so that the car will automatically air roll, which makes the ball roll not just up and down on the car, but diagonally as well. This in my experience gives the ball more speed if it catches just right, on top of recovering faster. You can see a good example at 6:56

KingRanny
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That first flick i used to call it a fairy flicky, cuz i saw fairy peak do it a few times in RLCS maybe 4-5 years ago

Axelsmol
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It feels good to know that I've been working on 2/3 of the "new" mechanics almost for almost 3 months now. Gives me a good idea I'm heading in the right direction. Just need to work on my wizard flicks now.

unfortunateflicks
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I thought mechanic 1 had always been known as a wizard flick. And i thought that was fairly common knowledge for a long time. Hasn't Evample been going for it for a while? After seeing him doing it, i started practicing it 🤔 Great video!

BobsiTutorial
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A have a mechanic idea, but I'm not skilled enough to put it on practice.
I think you could flip reset with other car in the air. Rather with both car wheels together or one car resetting on the top of the other.
Idk, that's what I thought, but maybe it isn't possible.

SuperFoxy
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