Rocket League — Beta

See why your pressure is not becoming goals.

Submit your Rocket League replay and receive a human-reviewed, timestamped team report covering rotations, spacing, boost usage, challenge order, recoveries, physical play, shot creation, defensive structure, and the three changes that matter most next match.

Replay statistics show what happened. RunbackIQ connects those numbers to the decisions, rotations, and team structures that caused the result.

No card required to submitWe check your footage before paymentIf we cannot review it, you pay nothingPrivate by defaultOne clarification revision included

Beta status: Rocket League reviews are accepted by application or review request, not automatic checkout, until a tested workflow and a qualified reviewer are confirmed.

A clear explanation of why you lost

The exact moments that support every conclusion

Player responsibility without careless blame

Three shared corrections the team can use immediately

Sample preview

NRG won the stat sheet and lost 4–1

NRG held 57.44% possession, won the demo count 6–2, collected more boost, and moved farther — yet lost 4–1. RunbackIQ explains why those apparent advantages did not create valuable chances.

Public Broadcast Sample

This report evaluates visible tactics, execution, adaptations and opponent tendencies from an official broadcast. Private communications, every hidden player perspective and intended internal calls were unavailable. Conclusions are limited to the evidence shown.

Game in 60 Seconds

Vitality vs NRG — Game 1

Vitality 4 — NRG 1 · Communication: Not Assessed (no team comms submitted)

NRG controlled the ball and won almost every surface-level statistic, but their possession was built in low-value areas: wide, on the walls, and in front of a defense that was already set. Vitality conceded territory, kept two players relevant behind the ball, and converted three of their four goals from central chances created within two touches of a won challenge. The demo advantage did not translate because most demos happened away from the play or after the shot window had closed.

Three main priorities

  1. 1.Convert wide possession into central chances within two touchesWide possession is only useful if it becomes a central entry. Set a two-touch rule: pass in, cut in, or reset — no third wall touch.
  2. 2.Fix challenge order on the first defensive contactThe first player back challenges decisively or fully retreats. Half-challenges gave up the middle repeatedly and forced the second player into a losing 1v2.
  3. 3.Rebuild the third player's boost path and backboard positionThe last player collects small pads on the way back and holds a position where a backboard read is possible, rather than chasing a big pad away from goal.

Player accountability example

Player 1 — first man / aggressor
Positive
Won the majority of midfield 50/50s and generated the game's best central chance.
Correctable
Three half-challenges in the first half of the game surrendered the middle of the field.
Next action
Decide before contact: challenge or retreat. Track the count out loud next match.

Boost and positioning comparison

MetricNRGVitality
Possession share57.44%42.56%
Demos62
Boost collectedHigherLower
Time at zero boost (last man)HigherLower
PriorityChallenge Order
02:14Evidence: Confirmed
Situation
Vitality carry into midfield with NRG's first player arriving on time
What happened
The first player shadowed rather than challenged, then challenged late once the carry had already turned inside.
Why it mattered
The delay turned a 1v1 at midfield into a central 2v1 and led directly to the second goal against.
Responsibility
First player back

Next-game rule

First contact is a decision: commit to the challenge or fully retreat behind the ball. No shadow-then-challenge.

Repeated IssueBoost Economy
03:47Evidence: Confirmed
Situation
Defensive third reset after a cleared ball
What happened
The last player crossed midfield for a corner big pad instead of taking the pad line back toward goal, arriving at 12 boost.
Why it mattered
Time spent at low boost near goal removed the backboard read on two of the four goals conceded.
Responsibility
Third player

Next-game rule

The last player back only takes pads on the direct path home, and never crosses midfield to refuel.

This sample is an independent educational analysis of publicly broadcast footage. RunbackIQ is not affiliated with, sponsored by or endorsed by Vitality, NRG, RLCS, BLAST, Psyonix or Epic Games. No team, league or publisher logos are used.

Who it's for

Built for organized Rocket League teams

This is not a professional-players-only service, and no report guarantees a rank increase, a tournament win or any other specific result.

  • Competitive 2v2 and 3v3 teams
  • Ranked teams and regular three-player stacks
  • Amateur league and tournament teams
  • Champion, Grand Champion and Supersonic Legend players
  • Collegiate and school esports programs
  • Small organizations without a dedicated coach or analyst

What we analyze

Rocket League team analysis, area by area

Every area below is tied to specific replay moments, never asserted from a statistic alone.

Rotation & structure

  • First-, second- and third-player responsibilities
  • Offensive rotations and spacing
  • Defensive rotations and backboard coverage
  • Transition defense and protection behind the ball
  • Kickoffs and post-goal stabilization

Offense & chance quality

  • Possession quality instead of possession percentage alone
  • Central chance creation and rebound support
  • Shot selection and finishing conditions
  • Demos and bumps connected to usable scoring opportunities

Defense & challenges

  • Challenge order and defensive timing
  • Recoveries, unnecessary movement and overcommits
  • Opponent tendencies

Boost & mechanics economy

  • Boost collection, boost retention and small-pad pathing
  • Time spent at zero boost
  • Individual role accountability
  • Measurable next-match priorities
  • Recurring patterns across multiple reviews

Report presentation

A layered report, not a wall of text

You read the first two layers in a minute. The detail is there when you want it.

  1. 01

    Game in 60 Seconds

    The result, the main explanation, and the three biggest takeaways.

  2. 02

    Three Main Priorities

    Only the most important team-wide corrections — never a list of twelve things to fix.

  3. 03

    Timestamped Evidence

    The most valuable replay moments, linked directly to the footage.

  4. 04

    Goal-by-Goal Audit

    What created every goal for and against, in order.

  5. 05

    Player Accountability

    Positive contributions, correctable responsibility and role-specific next actions.

  6. 06

    Supporting Analysis

    Rotations, boost economy, movement, demos, offense, defense and opponent tendencies.

  7. 07

    Next-Match Targets

    Measurable process goals the team fully controls.

  8. 08

    Detailed Appendix

    Extended statistics and maximum-detail analysis for teams that want all of it.

Confirmed

Directly supported by the replay, broadcast, score or replay telemetry.

Likely

A strong tactical inference supported by multiple data points.

Needs Team Context

Depends on the team's intended role, rotation, kickoff or communication rule.

Communication: Not Assessed is displayed whenever audible team comms are not submitted. A communication grade is never invented from gameplay alone.

Rocket League packages

The same prices as every other supported title

Team analysis is the flagship service, and an Individual POV Review is available for a single player. Only the size of one review unit changes between games.

What one review covers for this game

Up to three matches or 25 active minutes

Active minutes means actual gameplay being reviewed. Queues, warm-ups, intermissions, menus and unrelated stream content do not count toward the limit.

If your footage clearly exceeds the limit, add extra active minutes at checkout or ask for a manual quote — we will point you to the correct package before any payment is taken.

Quick Team Audit

Best for: A team that wants a fast, honest read on the moments that decided the result.

$25

per submission

  • Three pivotal rounds, possessions, matches or game segments
  • 5–7 important timestamps
  • Short team scorecard
  • What worked
  • Most important breakdowns
  • Exactly three next-game priorities

This is not a complete game or every-round review. For full coverage choose the Full Team Review, or the Competitive Team Deep Dive for every round or possession.

Choose Quick Team Audit

Checkout opens only for titles with a qualified reviewer and available capacity. Payment instructions are emailed after your footage is confirmed.

Full Team Review

Most Popular

Best for: The standard team review before your next competitive game.

$40$59

one complete review unit

Founding price — editable at any time

$59 is $11.80 per player for a five-player roster

  • One complete game-specific review unit
  • 12–20 important timestamps
  • Team-wide execution and decision-making
  • Communication analysis when comms are provided
  • Positioning, spacing, rotations, trades, utility, resources, objectives or possession management depending on the game
  • Team scorecard
  • Strengths and recurring problems
  • Opponent tendencies supported by the footage
  • Role-based accountability
  • Exactly three headline priorities
  • Measurable next-game targets
Choose Full Team Review

Checkout opens only for titles with a qualified reviewer and available capacity. Payment instructions are emailed after your footage is confirmed.

Competitive Team Deep Dive

Best for: Playoff or league preparation where every round or possession matters.

$89$129

one complete review unit, nothing skipped

Founding price — editable at any time

  • Every round, possession or meaningful game segment reviewed
  • Detailed chronological breakdown
  • Complete team-systems and role analysis
  • Economy, resources, boost, utility, objectives, transitions or possession tracking where relevant
  • Communication analysis when comms are provided
  • Patterns across every player or role
  • Opponent adjustments and tendencies
  • Evidence-based accountability
  • Exactly three headline priorities
  • Measurable next-game targets
  • Approximately 5,000–7,000 words when the footage contains enough meaningful evidence

If you want every round or possession covered, this is the package that does it.

Choose Competitive Team Deep Dive

Checkout opens only for titles with a qualified reviewer and available capacity. Payment instructions are emailed after your footage is confirmed.

Optional services

Add these to any package at checkout.

Additional 15 active minutes+$10 individual / +$15 team

For footage past your review-unit limit, per additional 15 active minutes.

Additional player POV+$15

A second player POV, subject to footage quality and scope approval.

24-hour rush delivery+50% of the package

Your report within 24 hours of confirmed payment, subject to availability.

Communication analysis is included in Full Team Reviews and Deep Dives whenever usable comms are supplied — it is never charged separately.

Compare Rocket League Packages

Team package comparison for RunbackIQ VOD reviews
FeatureQuick Team AuditFull Team ReviewMost PopularCompetitive Team Deep Dive
Best forFast read on pivotal momentsStandard complete team reviewEvery round or possession
Price$25$59$129
Founding price$25$40$89
Price per game$25$59$129
Split five ways$5.00$11.80$25.80
Coverage3 pivotal segmentsOne complete review unitEvery round, possession or segment
Important timestamps5–712–20Every notable moment
Team scorecardShortFullFull
Communication analysisNoWhen comms are providedWhen comms are provided
Opponent tendenciesNoYesYes, with adjustments
Role-based accountabilityBrief notesYesEvery player or role
Headline prioritiesExactly 3Exactly 3Exactly 3
Measurable next-game targetsYesYesYes
Delivery time3 business days2–3 business daysConfirmed per submission

Rocket League is labelled Beta: orders are limited and reviewed for eligibility before any payment is arranged.

Rocket League Founding Team Beta

Three free Full Match Runback reviews

RunbackIQ is selecting three competitive Rocket League teams to receive a free Full Match Runback in exchange for honest feedback. If the report helps your team, you may optionally provide a testimonial and allow an anonymous excerpt to be used as a sample.

  • One application per team
  • Accessible replay files or Ballchasing links
  • A complete match series or three ranked games
  • Accurate gamer tags and team information
  • Honest post-report feedback

A positive testimonial is never required. Applications are read as they arrive and no spot is claimed as filled while it is still open.

Introductory offer

First Full Match Runback — $25

After the three free beta reviews are completed, the next five teams receive their first Full Match Runback for $25. Teams after that move to the normal $40 founding price.

Credibility

Human-reviewed. Data-assisted. Evidence-labeled.

RunbackIQ uses replay footage and replay telemetry to support human tactical analysis. A report is never generated from statistics alone: telemetry is used to test or disprove a conclusion a person reached while watching the replay.

Assigned reviewer

A qualified Rocket League reviewer has not yet been assigned. Rocket League therefore stays marked Beta and accepts applications and review requests rather than automatic purchases. The reviewer's rank, competitive or coaching experience, modes reviewed, methodology and any verified credentials will be published here before paid Rocket League reviews open.

Rocket League rank
To be published when assigned
Competitive or coaching experience
To be published when assigned
Games and modes reviewed
2v2 and 3v3 competitive and tournament play
Review methodology
Replay watched in full at match speed, then re-examined per goal and per rotation cycle. Replay telemetry (Ballchasing) is used to test tactical conclusions, never to generate them. Every finding receives an evidence-confidence label before delivery.
Verified credentials
None claimed

Trust points

  • Customer replays remain private unless permission is granted.
  • Reports distinguish facts from tactical inference.
  • RunbackIQ does not manufacture player blame.
  • Communication is never graded when comms are unavailable.
  • Improvement and winning are not guaranteed.
  • Every paid report is reviewed before delivery.

Replay files (.replay) and Ballchasing links are preferred because they provide stronger positioning, boost, movement and player-perspective evidence. Broadcast or video-only links are still accepted, but a video-only review may not reveal every off-ball movement.

Recurring value

One review finds the problem. Several show if it's still there.

One review identifies your current problems. Multiple reviews show whether the same mistakes are continuing. Reports are delivered by email — there is no dashboard to log into, and one will only be built if recurring demand proves it useful.

  • Recurring-problem tracker
  • Priority status: New, Repeated, Improving or Resolved
  • Player-role trends
  • Boost-efficiency comparison
  • Rotation and positioning comparison
  • Progress scorecard
  • Previous and current timestamp evidence
  • Updated team priorities after each match

What footage does my report require?

Every RunbackIQ report is human-reviewed and data-assisted, so the depth of a report is limited by the evidence you can supply. Statistics can confirm a result; only gameplay footage can show positioning, spacing, rotations, decision timing, communication or responsibility.

  • Match ID or statistics only

    Not eligible for a VOD review

    These sources can confirm the result and provide statistical context, but they cannot show positioning, spacing, rotations, decision timing, communication, intended strategy or player responsibility. A gameplay review cannot be purchased using only these sources.

    • ·Match IDs
    • ·Tracker links
    • ·Box-score screenshots
    • ·Statistics pages
    • ·Match-history summaries
  • One complete player POV

    Individual POV Review eligible

    A complete player POV can evaluate that player’s visible decisions, mechanics, positioning, resources and role execution. It cannot confidently diagnose the complete team system or assign responsibility to unseen teammates.

  • Full observer VOD or navigable replay

    Full Team Review eligible

    A complete observer feed, wide team VOD or navigable replay can support team-wide tactical analysis. If communications are not included, communication is marked Not Assessed.

  • Replay or observer source plus comms and team context

    Competitive Team Deep Dive eligible

    A Deep Dive requires the strongest available evidence. A full-length video does not automatically qualify if the camera cannot show the necessary information.

    • ·Complete navigable replay or observer/team VOD
    • ·Team communications when communication is being evaluated
    • ·Complete roster and role information
    • ·Intended team system or rules
    • ·Supporting player POVs when available
    • ·Final statistics or match data

Universal video requirements

  • Complete and uncut
  • 1080p and 60 FPS preferred
  • At least 720p if the HUD remains readable
  • Clear enough to read names, score, clock, resources, utility and boost
  • Free from overlays covering important information
  • Accessible without passwords or private credentials
  • Available until the report is delivered
  • Accompanied by exact start and end timestamps when multiple games appear in one VOD

Unlisted YouTube, a downloadable Google Drive file, a direct upload or another stable source is recommended. Twitch VODs may be accepted, but require exact timestamps — expired or inaccessible links can delay the report.

Not accepted

  • Highlight reels
  • Edited montages
  • Incomplete games
  • Footage missing rounds or possessions
  • Unreadable video
  • Cropped footage hiding the HUD
  • Links requiring customer account credentials

RunbackIQ will never request your game-account password, verification code or login credentials.

If the evidence does not match the package, payment is not taken automatically. We will ask you to submit better footage, select the correct package, or request manual approval. Permission to privately review footage does not grant permission to publish it. Public use of your footage or report always requires separate permission.

Rocket League footage requirements

Preferred for a Full Team Review

  • Native .replay file, or an exact private or unlisted Ballchasing replay link
  • One file or link for every match in a series
  • Reviewed team and color
  • All player gamer tags
  • 2v2 or 3v3
  • Rank or competition level
  • Final score and overtime result
  • Game number within the series
  • Platform

Recommended for a Deep Dive

  • Native replay or replay-service link
  • Separate synchronized VOD with team communications
  • Kickoff assignments
  • Team terminology
  • Expected first-, second- and third-man rules
  • Your main review questions
  • Supporting player POVs when needed

How to capture it

PC
Save the match through Profile and Match History. On PC, replay files are normally located in Documents > My Games > Rocket League > TAGame > Demos.
Console
If you cannot export the raw replay file, record the complete replay using Director or Fly view and the relevant player perspectives, or ask a PC participant from the match to upload the replay.

A Rocket League MatchGuid or match number alone does not retrieve playable gameplay. A Ballchasing replay ID or exact link is different, because it points to an uploaded replay.

A replay without comms can still qualify for a Full Team Review, but Communication must be marked Not Assessed. A single POV normally qualifies only for an Individual POV Review.

What a Rocket League report can evaluate

  • Kickoffs
  • First-, second- and third-man structure
  • Rotations
  • Spacing
  • Double commits
  • Challenge timing
  • Pressure
  • Passing lanes
  • Possession decisions
  • Boost management
  • Recoveries
  • Shadow defense
  • Backboard coverage
  • Demos
  • Transition defense
  • Goal causality
  • Role execution
  • Opponent tendencies

Evidence labels

Every report is human-reviewed and data-assisted. Conclusions carry the label that matches the evidence supplied.

Confirmed
Directly visible or statistically verified.
Likely
Strongly supported but not completely visible.
Needs Team Context
Requires information about the team’s system, role or call.
Not Assessed
The required evidence was not supplied.
  • ·A positioning mistake is never labelled a communication problem when communications were not submitted.
  • ·Intended calls, strategy, caller responsibility and player blame are never invented.
  • ·Exactly three headline priorities in every report.
  • ·Measurable next-game targets in every report.
  • ·No training-drill section.

The journey

From replay to next match

  1. 1Visit the Rocket League page
  2. 2Understand the difference between statistics and analysis
  3. 3View the sample
  4. 4Choose a package or apply for the Beta
  5. 5Submit replay data
  6. 6Footage is verified
  7. 7Pay when applicable
  8. 8Receive the report
  9. 9Submit another match to track improvement

Rocket League FAQ

Questions teams ask first

Why is Rocket League marked Beta?

Because the Rocket League workflow is still being tested and a qualified reviewer has not been assigned yet. During Beta, RunbackIQ accepts applications and review requests rather than automatic checkout.

Do you prefer replay files or video?

Replay files or Ballchasing links, because they show off-ball positioning, boost and movement that a broadcast camera hides. Video-only submissions are accepted with that limitation stated in the report.

Is this 2v2 or 3v3?

Both. Role responsibilities are written for the format you submit, so a 2v2 report never grades you against a three-player rotation.

How is possession handled?

Possession percentage on its own is not treated as an advantage. Reports evaluate where possession happened and whether it produced central entries and usable chances.

Will communication be graded?

Only when audible team comms are submitted. Otherwise the report shows “Communication: Not Assessed” — a grade is never inferred from gameplay.

Will a report raise our rank?

No report can promise a rank increase, a tournament win or any specific result. What you receive is evidence, responsibility and three corrections you control.

Ready to see what the replay proves?

Submit your Rocket League replay and receive a human-reviewed, timestamped team report covering rotations, spacing, boost usage, challenge order, recoveries, physical play, shot creation, defensive structure, and the three changes that matter most next match.

Reviewing another title? See every game RunbackIQ reviews, including NBA 2K Pro-Am.