Rocket League hitbox benchmark

We compared five hitbox presets in RocketSim, using matched starting conditions and search budgets within each test.

We have not reproduced these shot speeds in Rocket League.

PresetGround-start flipCarry and flickNo flip, approaching ball
Octane132.771 kph+0.000 kph vs Octane100.071 kph+0.000 kph vs Octane117.576 kph+0.000 kph vs Octane
Dominus131.351 kph-1.420 kph vs Octane97.553 kph-2.519 kph vs Octane117.975 kph+0.399 kph vs Octane
Plank132.876 kph+0.105 kph vs Octane97.277 kph-2.795 kph vs Octane118.015 kph+0.439 kph vs Octane
Breakout133.294 kph+0.523 kph vs Octane94.974 kph-5.098 kph vs Octane118.067 kph+0.491 kph vs Octane
Hybrid133.457 kph+0.686 kph vs Octane95.533 kph-4.539 kph vs Octane117.506 kph-0.069 kph vs Octane

Pre-clamp hits. We measured incoming car speeds up to 99.598 kph on the dodge tick, before RocketSim applies its 82.8 kph car cap. These peaks depend on that timing. Methods and later-contact controls.

We report no-flip search winners and include matched-sequence transfers for the flip tests. Compare presets within a column: we used different starting conditions across tests.

Fennec, Harbinger and Scarab share Octane physics. The 2016 Batmobile uses Plank. Hybrid appears as a preset.

Differences from Octane

Ground-start flip

Ground-start flip: speed differences from Octane in kph

Carry and flick

Carry and flick: speed differences from Octane in kph

Winning sequences

Hybrid Ground-start flip simulation
Ground-start flip: Hybrid, 133.457 kph. RocketSim replay at about 0.2× speed.
Octane Carry and flick simulation
Carry and flick: Octane, 100.071 kph. RocketSim replay at about 0.2× speed.

View every preset and download its inputs.

Other controls and contact timing
PresetNo flip, stationary ballAirborne dodgeGround flip, later contact
Octane116.386 kph+0.000 kph vs Octane128.301 kph+0.000 kph vs Octane116.924 kph+0.000 kph vs Octane
Dominus116.431 kph+0.045 kph vs Octane131.492 kph+3.191 kph vs Octane119.014 kph+2.091 kph vs Octane
Plank116.436 kph+0.050 kph vs Octane132.330 kph+4.029 kph vs Octane118.925 kph+2.002 kph vs Octane
Breakout116.440 kph+0.054 kph vs Octane132.448 kph+4.147 kph vs Octane117.852 kph+0.928 kph vs Octane
Hybrid116.354 kph-0.032 kph vs Octane128.425 kph+0.124 kph vs Octane119.536 kph+2.612 kph vs Octane

RocketSim keeps the stationary-control ball asleep until contact. The airborne-dodge winners hit on the dodge-input tick. For the later-contact column, we selected shots from the grounded search with contact at least two ticks after dodge and incoming car speed at or below the normal cap. We did not run a separate optimization for that subset.

We searched 162,000 candidates with equal budgets across presets within each test, then checked transfers and execution errors. A larger search may find faster shots. Methods · Measurements and validation