In this article, we cover SquishyMuffinz’s Rocket League settings, including his camera, controller, deadzone, sensitivity, and video settings as of 2026. Squishy is known for dominant mechanical play and a calm, position-first style that earned him a World Championship, and applying his full setup can help you replicate the feel that lets him compete at the highest level.
- Who Is SquishyMuffinz? Rocket League Pro Profile
- SquishyMuffinz’s Rocket League Camera Settings
- SquishyMuffinz’s FOV, Distance & Height
- SquishyMuffinz’s Angle, Stiffness & Swivel Speed
- SquishyMuffinz’s Transition Speeds (Transition, Demo & Preview Spawn)
- SquishyMuffinz’s Rocket League Control Settings (Sensitivity, Deadzone & Vibration)
- SquishyMuffinz’s Steering & Aerial Sensitivity
- SquishyMuffinz’s Controller & Dodge Deadzone
- SquishyMuffinz’s Vibration & Ball Camera Mode
- Keyboard-Specific Settings (Acceleration & Aerial Safety)
- SquishyMuffinz’s Rocket League Controller Settings & Keybinds
- Movement Bindings (Drive Forward, Drive Backward, Steer)
- Mechanical Bindings (Jump, Boost, Powerslide, Air Roll)
- Aerial Steering (Focus on Ball, Air Steer Left, Air Steer Right)
- Utility Bindings (Scoreboard, Camera)
- SquishyMuffinz’s Rocket League Video Settings (Best Graphics for FPS)
- Window Settings (Resolution, Display Mode, Vertical Sync)
- Basic Settings (Anti-Aliasing, Render Quality, Render Detail, Frames Per Second)
- Advanced Settings (Texture, World, Particles, Effects, Shadows & Weather)
- How SquishyMuffinz’s Settings Compare to Other Pros
- How to Copy SquishyMuffinz’s Rocket League Settings
- Frequently Asked Questions About SquishyMuffinz’s Settings
- What Changed in SquishyMuffinz’s 2026 Settings Update
These settings are pulled directly from Squishy’s own 2026 settings video, with the Liquipedia profile and his earlier configuration used to cross-check anything he didn’t restate on camera. Follow the tables below in the order they appear in-game, and you’ll have his exact configuration applied in under five minutes.
I’ve personally used Squishy’s older setup to climb to Grand Champion, and his “Road to GC” series shifted how I played more than any guide ever did – more brain, less brawn. So while the values below are his, the commentary is grounded in years of actually running them in ranked.
Quick Answer: SquishyMuffinz's Key Settings
FOV 110 | Distance 270 | Height 90 | Angle -5 | Stiffness 0.35 | Camera Shake Off | Ball Cam Toggle | Input: DualShock Controller (PC)
Who Is SquishyMuffinz? Rocket League Pro Profile
Mariano Arruda, better known as SquishyMuffinz, is a Canadian Rocket League player who has been competing at the top of the scene since 2015. He lifted the RLCS Season 6 World Championship with Cloud9 (beating Dignitas 4-1 in the grand final), has rostered under NRG, Ghost Gaming, and Spacestation across his career, and stepped back from active competitive play in March 2024. He currently sits with Cloud9 as a content creator and co-owner.
His YouTube channel has become the primary home for his content, and his 2026 settings video is the basis for everything in this guide. The table below summarises where he sits today.
| Detail | |
|---|---|
| Team | Cloud9 (Content Creator / Owner) |
| Region | North America |
| Platform | PC |
| Input Device | Controller (DualShock) |
| Peak Rank | Supersonic Legend |
| Notable Wins | RLCS Season 6 World Champion (Cloud9) |
| Active Years | 2015 – 2024 (Cloud9, NRG, Ghost, Spacestation) | Content Creator 2024+ |
SquishyMuffinz’s Rocket League Camera Settings
Squishy’s camera settings are tuned for a wide field of view and a slightly distant, low camera that gives him a clean read on aerials without losing precision on the ground. Below are his exact values, in the order they appear in the in-game Camera menu.
| Squishy's Value | |
|---|---|
| FOV | 110 |
| Distance | 270 |
| Height | 90 |
| Angle | -5.0 |
| Stiffness | 0.35 |
| Swivel Speed | 7.00 |
| Transition Speed | 1.80 |
| Demo Transition Time | – |
| Preview Spawn Transition Time | – |
| Preview Spawn Changed Transition Time | – |
Camera Shake should always be off. Squishy makes a point of this in his 2026 video – it adds nothing but nausea when dribbling, jumping, or making ball contact.
SquishyMuffinz’s FOV, Distance & Height
Squishy runs the maximum 110 FOV, which is the universally accepted pro standard. Anything lower compresses the field of view and makes flicks harder to read; 110 gives the widest possible window of vision while staying close enough to the ball for precision on touches.
His Distance is 270, the most picked value across the pro scene. The realistic range is 260 to 270, with 270 giving slightly more spatial awareness on aerials and 50/50 setups. If you’re coming from a shorter distance, like 240, expect the car to feel farther away for a few hours before your brain rewires.
Squishy switched to 90 Height the year he won Worlds in Season 6, and the rest of the scene has slowly followed. The split now sits around 60/40 in favor of 90 over 100, with 110 essentially out of the meta. A lower camera reads ground play and dribbles more naturally, but it does ask more of your aerial confidence since you can’t see as far above the car.
SquishyMuffinz’s Angle, Stiffness & Swivel Speed
Squishy pairs his 90 Height with an Angle of -5.0, a steeper downward tilt that compensates for the lower camera. Height and angle have strong synergy: -5 only feels right with 90 height, and players using 100 height generally want -3 or -4 instead. Mixing 100 height with -5 angle is a setup he specifically calls outdated.
Stiffness sits at 0.35, the value Zen popularized, and the rest of the scene has gravitated toward. Stiffness controls how tightly the camera follows the car at high speed; lower stiffness lets the car drift slightly away from the camera as you reach supersonic, which actually helps you sense your max speed. The realistic range is 0.30 to 0.60, but 0.35 is now the default starting point.
Swivel Speed is 7.00, a middle ground between fast snap turns and controlled scanning. Higher values like 10 give instant 180-degree look swings, but at the cost of fine control when you’re trying to track an opponent rotating into position. 7 is responsive without being twitchy.
SquishyMuffinz’s Transition Speeds (Transition, Demo & Preview Spawn)
Squishy bumped his Transition Speed to 1.80 after watching NaS dominate the most recent major on that value. The Transition Speed controls how quickly the camera swaps between Ball Cam and Car Cam; 1.80 is on the higher end of the meta range (1.20 to 1.80) and trades a small amount of smoothness for faster information when defending or recovering. Anything above 1.80 starts to feel jarring.
Demo Transition Time is 0, which removes the slow zoom-out animation when you get demoed. You spawn back in faster and can re-read the play immediately instead of waiting for the camera to settle.
Both Preview Spawn Transition Time and Preview Spawn Changed Transition Time are set to 0. There’s no reason to set these any higher; they only delay the camera when you swap cars in the garage or load into a match, and zero gives the snappiest response in every situation.
SquishyMuffinz’s Rocket League Control Settings (Sensitivity, Deadzone & Vibration)
The Controls tab covers Squishy’s sensitivity, deadzone, vibration, and keyboard-specific options. Apply these values exactly in the order shown to match his in-game configuration.
| Squishy's Value | |
|---|---|
| Steering Sensitivity | 1.60 |
| Aerial Sensitivity | 1.60 |
| Controller Deadzone | 0.07 |
| Dodge Deadzone | 0.80 |
| Controller Vibration | Off |
| Vibration Intensity | N/A |
| Ball Camera Mode | Toggle |
| Keyboard Input Acceleration Time | – |
| Keyboard Aerial Safety | Unticked |
SquishyMuffinz’s Steering & Aerial Sensitivity
Squishy runs both Steering and Aerial Sensitivity at 1.60, a jump up from the 1.30/1.30 he used in earlier years. The current meta range sits between 1.30 and 1.75, with 1.60 landing in the sweet spot – quick enough to react in tight aerial duels but controlled enough to keep micro-adjustments precise.
Matching steering and aerial sensitivity is the safer default because your muscle memory carries cleanly between ground and air play. If you’re coming from a much lower sensitivity, give yourself a few hundred ranked games to adjust before reverting.
SquishyMuffinz’s Controller & Dodge Deadzone
Controller Deadzone is 0.07, the most common deadzone in the current meta and the value Squishy specifically recommends in his 2026 video. The realistic range is 0.05 to 0.07; 0.07 gives slightly more forgiveness on worn sticks while still keeping inputs responsive. Zen’s run of dominance pulled most of the scene to this value.
Dodge Deadzone is 0.80, which Squishy specifically recommends and which Zen and Nassim also run. A high dodge deadzone prevents accidental dodges during aerial micro-adjustments, where you need to push the stick a long way before the game commits to a flip. The meta range is 0.60 to 0.80, but lower values trade safety for slightly easier directional flicks.
Keyboard and mouse players can ignore Controller Deadzone entirely; it only affects analog stick input.
SquishyMuffinz’s Vibration & Ball Camera Mode
Controller Vibration is Off. Almost every pro disables vibration; the rumble adds nothing to gameplay information and can mask subtle stick feel during aerials. With vibration off, Vibration Intensity becomes irrelevant.
Ball Camera Mode is set to Toggle, the dominant pro choice. Toggle lets you tap the button once to switch between Ball Cam and Car Cam, keeping your thumb free to handle other inputs during long defensive sequences. Hold is rare at the top level because it locks one finger to the bind for as long as you need the camera switched.
Keyboard-Specific Settings (Acceleration & Aerial Safety)
Keyboard Input Acceleration Time should always be set to 0 for the most responsive keyboard movement. Keyboard Aerial Safety should always be left Unticked; ticking it disables your ability to flip in certain situations, limiting aerial control. Both apply only to keyboard-and-mouse players, so Squishy’s controller setup leaves these at their locked defaults.
SquishyMuffinz’s Rocket League Controller Settings & Keybinds
Squishy plays on a DualShock controller (PS4) on PC, a setup he’s run for years and has no plans to change despite the DualSense being widely available. Below are his full keybinds in the order they appear under the Keybinds tab in-game.
| Squishy's Bind | |
|---|---|
| Drive Forward | R2 |
| Drive Backwards | L2 |
| Steer | Left Stick |
| Jump | X (Cross) |
| Boost | O (Circle) |
| Powerslide | L1 |
| Air Roll | L1 |
| Focus on Ball | Triangle |
| Air Steer Left | Disabled |
| Air Steer Right | R1 |
| Scoreboard | Share / Touchpad |
| Camera | Triangle |
Movement Bindings (Drive Forward, Drive Backward, Steer)
Squishy keeps the standard R2 for Throttle, L2 for Brake/Reverse, and the Left Stick for Steer. These are the default DualShock bindings, and there’s no benefit to changing them. The trigger pull on PS controllers gives slight analog control over throttle pressure, which matters more for kickoff micro-adjustments than most players realize.
Mechanical Bindings (Jump, Boost, Powerslide, Air Roll)
Jump is X and Boost is Circle, the default face-button layout. Squishy specifically recommends against keeping Boost on the face buttons if you struggle to press Boost and Jump simultaneously – if that’s you, rebind Boost to R1. He helped Jinx adjust to that exact change and saw real improvement.
Powerslide and Air Roll are both on L1. This is one of the most copied pro layouts because it lets you powerslide on landing right after an aerial, where you were free air rolling. The same physical button handles both contexts based on whether the car is in the air or on the ground.
Aerial Steering (Focus on Ball, Air Steer Left, Air Steer Right)
Focus on Ball (Ball Cam) is bound to Triangle, the standard pro placement that keeps the thumb close to the face-button cluster. With Ball Camera Mode set to Toggle, a single tap swaps the camera mode.
For directional air roll, Squishy only uses Air Roll Right, bound to R1. He’s left Air Steer Left disabled entirely. He tried binding both and found he naturally spammed right anyway, with free air roll covering any leftward micro-adjustments. If you’re learning directional air roll, he recommends binding both so you can develop ambidextrous control before settling on one.
Utility Bindings (Scoreboard, Camera)
Scoreboard is bound to Share (the Touchpad area), which Squishy chose specifically because it’s far enough out of the way that he won’t accidentally press it during a play. The default scoreboard bind sits closer to gameplay buttons and is easy to fat-finger.
The Camera bind shares Triangle with Focus on Ball, the standard layout. Most pros leave this alone because the bind sees almost no use during competitive play.
SquishyMuffinz’s Rocket League Video Settings (Best Graphics for FPS)
Squishy’s video settings prioritize the highest possible frame rate while keeping ball-tracking visuals clean. Open the Video tab and apply each value in the order shown below, grouped exactly as they appear in-game under Window Settings, Basic Settings, and Advanced Settings.
| Squishy's Value | |
|---|---|
| Resolution | 2560 x 1440 (Native) |
| Display Mode | Borderless |
| Vertical Sync | Off |
| Anti-Aliasing | Off |
| Render Quality | High Quality |
| Render Detail | Custom |
| Frames Per Second | 480 |
| Texture Detail | Performance |
| World Detail | Performance |
| Particle Detail | Performance |
| Effect Intensity | Default |
| High Quality Shaders | Off |
| Ambient Occlusion | Off |
| Depth of Field | Off |
| Bloom | Off |
| Light Shafts | Off |
| Lens Flares | Off |
| Dynamic Shadows | On |
| Motion Blur | Off |
| Weather Effects | Off |
Window Settings (Resolution, Display Mode, Vertical Sync)
Squishy plays at 2560 x 1440 native on his 27-inch LG OLED. If you’re on a standard 1920 x 1080 monitor, run that as your native resolution instead – the goal is to match your monitor’s panel, not Squishy’s exact number.
Display Mode is Borderless, chosen specifically for fast alt-tabbing while streaming. Fullscreen is technically the lowest-latency option and remains the better pick if you’re not streaming or recording. Either choice is acceptable.
Vertical Sync must be off. Squishy calls this one of the two settings (alongside Camera Shake) that should never be on. V-Sync adds significant input delay, and there’s no version of competitive Rocket League where the tradeoff is worth it.
Basic Settings (Anti-Aliasing, Render Quality, Render Detail, Frames Per Second)
Anti-Aliasing is Off, which strips edge smoothing for a meaningful FPS gain. The game looks slightly more jagged but plays cleaner, and almost no pro keeps this on.
Render Quality is High Quality, and Render Detail is set to Custom, which unlocks the individual Advanced Settings below. Without high-quality rendering, the entire game looks washed out for almost no real performance benefit.
Frames Per Second is capped at 480 because that matches Squishy’s 480 Hz LG OLED panel. Your cap should match your monitor’s refresh rate – capping above what your display can show only burns GPU cycles without producing visible frames.
Advanced Settings (Texture, World, Particles, Effects, Shadows & Weather)
Texture Detail, World Detail, and Particle Detail are all set to Performance. This is the maximum-performance configuration for the three-core quality sliders. Some pros, like A_Tau, bump Texture Detail higher to achieve a multi-trail effect on the ball, but Squishy keeps the default for the lowest visual noise.
Effect Intensity is Default, and High Quality Shaders, Ambient Occlusion, Depth of Field, Bloom, Light Shafts, and Lens Flares are all Off. Every one of these adds post-processing that obscures the ball or boost trails. There is no competitive scenario where any of them help, so they all come off.
Dynamic Shadows is the one Advanced toggle Squishy keeps on. He explicitly mentions that he sometimes uses shadows because they slightly change how the game feels and help with depth perception when opponents are aerials. Itz_Towel also runs shadows on for the same reason. Motion Blur and Weather Effects are Off, the standard pro defaults for tracking and visibility.
How SquishyMuffinz’s Settings Compare to Other Pros
Squishy’s 90 height and -5 angle pairing matches what Zen popularized through 2024, though Zen historically leaned closer to the 100 height side before swapping. His 270 distance is a touch wider than Dark at 260 but tighter than the rare 280-300 setups some 1v1 specialists run.
His 1.60 sensitivity pairing sits between the more conservative 1.30 used by Musty historically and the higher 1.75+ end of the meta. Squishy’s stiffness of 0.35 mirrors what Arsenal runs, reflecting the broader pro shift away from the 0.45-0.70 stiffness common a few years ago.
If you’d like to compare across the full roster, see our guides for Zen, Arsenal, Dark, Musty, and RW9.
How to Copy SquishyMuffinz’s Rocket League Settings
To apply Squishy’s full setup in Rocket League, open the in-game Settings menu and work through each tab in order:
1. Open Settings > Camera and enter the values from the camera table above, in the order they appear (FOV 110 first, Preview Spawn Changed Transition Time 0 last). Make sure Camera Shake is Off.
2. Open Settings > Controls and apply Steering Sensitivity 1.60, Aerial Sensitivity 1.60, Controller Deadzone 0.07, Dodge Deadzone 0.80, Controller Vibration Off, Ball Camera Mode Toggle. If you play on keyboard, set Keyboard Input Acceleration Time to 0 and leave Keyboard Aerial Safety unticked.
3. Open Settings > Keybinds and rebind every action to match Squishy’s layout: R2 Throttle, L2 Brake, X Jump, O Boost, L1 Powerslide and Air Roll, R1 Air Roll Right, Triangle Ball Cam, Share Scoreboard. Leave Air Steer Left disabled.
4. Open Settings > Video, set your monitor’s native resolution, and copy every value from the video table.
5. Restart Rocket League so the video changes apply cleanly.
Frequently Asked Questions About SquishyMuffinz’s Settings
What Changed in SquishyMuffinz’s 2026 Settings Update
Squishy publicly swapped a handful of values in his 2026 settings video on YouTube, and the changes are significant enough that anyone who copied his older setup will want to update. The shifts are driven by NaS’s recent major win (which pushed Transition Speed up to 1.80), Zen’s continued dominance of the 0.35 stiffness / 0.07 deadzone meta, and Squishy’s own Season 6 switch to 90 height finally becoming the pro consensus.
| Old (Pre-2026) | New (2026) | |
|---|---|---|
| Height | 100 | 90 |
| Angle | -4.0 | -5.0 |
| Transition Speed | 1.30 | 1.80 |
| Steering Sensitivity | 1.30 | 1.60 |
| Aerial Sensitivity | 1.30 | 1.60 |
| Controller Deadzone | 0.05 | 0.07 |
| Dodge Deadzone | 0.70 | 0.80 |
The headline shifts: Height dropped from 100 to 90 with the angle steepening from -4 to -5 to compensate, Transition Speed jumped from 1.30 to 1.80 after Squishy adopted NaS’s setup, and both sensitivities climbed from 1.30 to 1.60. His dodge deadzone tightened upward to 0.80 to stop accidental flips during aerial micro-corrections, and his controller deadzone moved to 0.07 to match the current Zen-era meta.
FOV, Distance, Stiffness, and Swivel Speed are unchanged from his older guides, so if you’re already on his pre-2026 camera you only need to update Height, Angle, and Transition Speed to bring the camera in line. Sensitivity and deadzones are bigger feel changes and need a few hundred ranked games to bed in.







