Rocket League · replay coaching

Find the mistakes
costing you games.

Upload a replay. The report tells you what went wrong, and every claim is a link into the exact moment that produced it.

01 / The substitution

There is no video here.

The scene is rebuilt from the replay’s own telemetry at twenty ticks a second. That is precisely why the camera is yours.

Live · not a recording
decoding a flagged moment
Replays analyzed
Moments detected
12Rule-based detectors
02 / Why bother

You already have the replay.

What you don’t have is a camera that goes where you want, and somebody to tell you which three seconds out of five minutes actually cost you the game.

What you do now

Scrub your own replay

Search the game cameras for a mistake you already missed once. Most people watch two minutes and quit.

The alternative

Book a coach

Priced by the hour, scheduled around somebody else's calendar. Good, and rare: once a month, not after every game.

This

Under a minute, every game

Twelve deterministic detectors read the telemetry and write up the five clearest mistakes. Every sentence links to the exact tick that produced it.

And when there is nothing worth saying, it says nothing. That is the part that makes the rest worth reading.

03 / The whole idea

Tap a claim. Land in the moment.

Real claims from a real report. Pick one and the scene jumps to the moment it describes, camera already positioned. That chain of claim, moment and camera is the product.

04 / The loop

Play. Read. Fix one thing.

01

Drop in a replay

Drag the file from your Demos folder. Report in under a minute.

02

Read five claims

Never forty. The report ranks the moments that cost you the most, then writes five claims about them.

03

Carry one takeaway

Mark each moment fair or not, and take one thing into the next session.

05 / What it looks for

Twelve rules.
No vibes.

Every moment comes from a deterministic geometric detector. Same replay, same report, forever. No vibes: every claim cites the exact tick that measured it.

Nine are free. Three read per-tick mechanics: a powerslide out of a 50/50, boost burned above the speed cap, first touches handed straight back. Those are Pro.

D1

Double commit

You and a teammate close on the same ball at the same time while the opposition contests it. One of you spent a challenge for nothing.

D2

Abandoned net

You are the deepest player, you are up the field, and the opposition takes the ball while nobody is goal-side of you.

D3

Challenge with no cover

You challenge as last man at a moment when holding was the available option. Decelerating and staying between ball and goal buys your teammate time to rotate behind you.

D4

Boost starvation

Empty in your own third while the opposition has the ball. Being out of boost is not a mistake. Being out of boost there, then, is.

D5

Second-man depth

A teammate is first man and you are sitting ahead of the ball, so there is no outlet and no cover if the challenge goes wrong.

D6

Kickoff

Both players committed, or the non-taker grabbed a mid pad instead of back boost on a kickoff that was going to be lost anyway.

D7

Demoed as last man

Getting demoed is bad luck. Getting demoed as the only player between the ball and your net is usually position and awareness.

D8

Pad pathing

You bent a rotation home toward the corner orb when the straight line already had three small pads on it. Boost is paid for in time.

D9

Shadow spacing

Shadowing from outside the attacker’s threat cone, where nothing you do can affect them. Or diving into the cone before the ball got away.

D10Pro

Momentum after a challenge

Out of a 50/50 pointing more than 30° away from where you are actually travelling, with no handbrake. Sideways without a powerslide is speed on the floor.

D11Pro

Boost bleed

Boost held while already supersonic on the ground. 2300 is the cap, so every tick above 2200 buys nothing and is gone when you need the recovery.

D12Pro

First-touch giveaway

A free first touch with nobody within 2000 units, put down in their half, closer to them than to anyone on your team. No pressure, no excuse.

05 / The trust mechanism

It will tell you nothing is wrong.

If fewer than two moments clear the bar you get no report at all, not a padded one. A tool that can never say “clean game” is a tool you cannot believe when it says otherwise.

A claim may only state numbers that appear in the moments it cites. That is enforced in code before anything is stored, not asked of a prompt. Anything not backed by measured data is never shown.

Don’t take our word for it. Every claim on this site is one tap from the tick range that produced it.

2v24–25 min

Clean game. Nothing worth flagging.

Fewer than two moments cleared the bar, so there is nothing to show you. That is the honest answer, not an empty page.

moments detected1
threshold to report2
claims written0
07 / Start

Start with three replays.

Free gets the full report, every citation and the replay viewer. Pro is volume and trends across a season.