RAW COACHING INFO

Raw Coaching Info

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RAW COACHING INFO 저자: Mind Map: RAW COACHING INFO

1. PLAYSTYLE

1.1. POSITIONING

1.1.1. GAMESENSE

1.1.1.1. One of the most vital aspects of Rocket League success is game sense. Game sense is important for two reasons: firstly, it allows you to read the CURRENT STATE of play to anticipate what happens next. Secondly, it provides the framework for making DECISIONS about what to do with the first piece of information.

1.1.2. ROTATIONS

1.1.3. PREDICTION

1.1.3.1. POSSESSION PREDICTION

1.1.3.2. KICKOFF PREDICTION

1.1.3.3. OPPONENT PREDICTION

1.1.3.3.1. OPPONENT BOOST MANAGEMENT

1.1.3.3.2. CLEAR PREVENTION

1.1.3.4. PLAYSTYLE READING

1.1.3.5. PRE-FLIP

1.1.3.6. PRE-JUMP

1.1.4. SPEED OF PLAY

1.2. DEFENSE

1.2.1. PRESSURE/COVER

1.2.2. WHEN TO CHALLENGE

1.2.3. SHADOW DEFENSE

1.2.4. SMART DECISIONS

1.2.5. CLEARANCES

1.2.6. BLOCKS/DUNKS

1.2.7. FAST RECOVERY

1.2.8. REACTION TIME

1.3. OFFENSE

1.3.1. BALL CONTROL

1.3.2. SHOT PLACEMENT

1.3.3. 50/50S

1.3.4. REBOUND SHOTS

1.3.5. DOUBLE TOUCHES

1.3.6. DEMOS/BUMPS

1.3.6.1. GOALIE DEMOS/BUMPS

1.3.6.2. AIR DEMOS/BUMPS

1.3.7. BOOST STEALING

1.3.8. PASSES

1.3.8.1. CORNER PASS

1.3.8.2. BACKBOARD PASS

1.3.8.3. INFIELD PASS

1.3.8.4. BACK PASS

1.3.8.5. POWERSHOT PASS

1.3.8.6. BEVEL PASS

1.3.9. MIND GAMES

1.3.10. FAKES

2. MECHANICS

2.1. CAR CONTROL

2.1.1. BOOST MANAGEMENT

2.1.2. AERIALS

2.1.2.1. FAST AERIAL

2.1.2.2. DOUBLE JUMP AERIAL

2.1.2.3. BACKWARDS AERIAL

2.1.3. POWERSLIDE TURNING

2.1.3.1. CUTTING

2.1.3.2. POWERSLIDE RECOVERY

2.1.4. WAVEDASHING

2.1.4.1. BUNNY HOP/"SPEED HACKS"

2.1.5. HALF-FLIPS

2.1.5.1. 180º HALF-FLIP

2.1.5.2. DIAGONAL HALF-FLIP

2.1.6. FLIP CANCELS

2.1.7. STALLS

2.2. BALL CONTROL

2.2.1. DRIBBLING

2.2.1.1. PUSH DRIBBLE

2.2.1.2. GROUND DRIBBLE

2.2.1.3. BOUNCE DRIBBLE

2.2.1.4. POWERSLIDE DRIBBLE

2.2.1.5. SPRING ROLL

2.2.1.6. WALL DRIBBLE

2.2.1.7. AIR DRIBBLES

2.2.1.7.1. WALL TO AIR DRIBBLE

2.2.1.7.2. BOUNCE TO AIR DRIBBLE

2.2.1.7.3. GROUND TO AIR DRIBBLE

2.2.1.8. CATCHING

2.2.1.8.1. GROUND CATCH

2.2.1.8.2. WALL CATCH

2.2.2. FLICKS

2.2.2.1. DIRECTIONAL FLICKS

2.2.2.2. 45º FLICK

2.2.2.3. DELAYED FLICKS

2.2.2.4. MOGNUS FLICK

2.2.2.5. MUSTY FLICK

2.2.2.6. BREEZI FLICK

2.2.2.7. TORNADO FLICK

2.2.2.8. TURTLE FLICK

2.2.3. REDIRECTS

2.2.4. POWER SHOT/CLEAR

2.2.4.1. WALL SHOT/CLEAR

2.2.5. FLIP RESETS

2.2.6. CEILING SHOTS

2.2.7. PINCHES

2.2.8. DOINKS

3. OPTIONS

3.1. CAMERA SETTINGS

3.2. KEY BINDINGS

3.3. GENERAL SETTINGS

4. KICKOFFS

4.1. STRAIGHT KICKOFF

4.2. MY KICKOFFS (70% WIN RATE)

4.3. FAST KICKOFF

4.4. FAKE KICKOFF

4.5. WAVEDASH KICKOFF

4.6. DELAYED KICKOFF

4.7. BACKWARDS KICKOFF (1s)

5. Colours

5.1. GREEN

5.1.1. NECESSARY / BASICS

5.2. YELLOW

5.2.1. IMPORTANT / ADVANCED

5.3. RED

5.3.1. NO NEED / LOW IMPACT