Stuntin Tips and Tricks
The small skills that turn a casual driver into someone who finishes every ramp.
Most players in a Stuntin lobby are fighting the same three problems: they land wrong, they boost at the wrong moment, and they cannot read a launch from the spawn plate. This page fixes all three. Pair it with how to land jumps for the full picture and controls for the button layout.
The nose-down landing
The single most important skill in Stuntin is also the most ignored. When the car leaves a ramp, gravity pulls the nose down. If you do nothing, the car lands on the rear wheels and bounces. The fix is a subtle nose input before the wheels meet the ground — think of it as catching the car, not absorbing the impact.
Practise this on a small kicker with a long landing flat. Do not boost. Just feel when the nose wants to drop and correct it. Once that feeling is automatic, the landing guide’s more aggressive corrections stop feeling like work.
Boost timing: pulse, do not hold
Full-throttle boost on a ramp turns a car into a missile. The car already has horizontal velocity from the ramp angle; adding full boost on top overshoots every landing. The fix is a pulse: a short burst at the ramp lip, then let the ramp carry the car.
Pulse boost also preserves the ability to correct mid-air. A rocket-throttle car cannot steer. A pulsed car can still accept a nose input. Use this on every ramp that has a visible landing, not just the ones with “big kicker” in the thumbnail.
Reading a launch from spawn
Before you touch the throttle, look at the first piece from the spawn plate. The angle of the first ramp tells you the car’s trajectory. A 30-degree ramp at walking speed sends you further than the same ramp at full throttle. Use the visual cue to decide how much space the landing needs.
This takes three seconds and saves the “where did my car go” moment that ends most first runs on unfamiliar maps.
Throttle discipline on waves
Waves are throttle-controlled, not steering-controlled. A light touch keeps all four wheels in contact with the surface. Full throttle on a wave section launches you off the crest and into whatever the map builder left at the end of the wave. If the waves feel like they are throwing you, back off the throttle by 30 percent. The speed difference is minimal; the finish rate difference is enormous.
Using the camera to scout
The third-person camera in Stuntin has a slight delay. On a map with a hidden landing or a split path, use the camera pan to look ahead while the car is still on the flat. Do not wait until you are mid-air to discover there were two paths.
Builders who read how to build maps already know this trick because they use it in the editor. Drivers who use it in the playlist find checkpoints faster.
When to reset
A reset is not a failure. A two-minute approach that ends in a broken corkscrew with no checkpoint is a sunk cost. Leave, rejoin the same map, and drive the section again. This is especially relevant on maps from the B-tier of the map list, where the author has not yet learned to place checkpoints at every landing.
Resetters who blame the game instead of the layout are the same players who do not finish getting started. The game is consistent. The layouts are not.
Boost management for races
In a friend race, boost is a resource with a budget. A long straight after the last feature is where you spend what is left. Burning all boost on the first ramp means arriving at the finish without a speed advantage. Agree on boost rules before countdown if the race has a competitive feel.
Mobile touch ergonomics
On a phone, the thumb that works the most is the same thumb that steers. Put boost on the opposite hand’s side of the screen or on a dedicated large button in the bottom corner. The play on mobile guide has vetoes on map types that punish touch steering; this section is about the control scheme that survives them.
The two-feel system for map quality
When you finish a map, note two feelings: “that landing was fair” and “I could see the next piece.” If both are true, the map is worth a like. If neither is true, leave without voting. This two-feel check is faster than the map tier list audit and keeps your likes honest for the playlist.
What to practise in the first ten hours
- Nose-down landings on every ramp, even the small ones.
- Pulse boost on every launch.
- Reading the spawn plate before throttle.
- Throttle discipline on wave sections.
- Camera scout before every feature.
After ten hours, the basics are reflexes. That is when the vehicle tier list matters, because you have enough feel to notice the difference between a mid-weight and a light hypercar.
Related guides
Landing is the deep dive on the nose-down correction. Controls for button layout. How to play for playlist navigation. Vehicle tiers for the garage step after these basics are wired.
Frequently Asked Questions
Quick answers to the most common Stuntin questions.
Why do I keep bouncing off landings?
Nose-up landing. Gravity pulls the car nose down; you need to meet it with a subtle nose input before the wheels touch.
Should I always boost on a ramp?
No. Pulse the boost at the lip rather than holding it. Full throttle overshoots the landing.
How do I read a launch before I take it?
Look at the ramp angle from the spawn plate. A steeper angle at speed needs more landing space.
When should I just reset instead of finishing?
After a broken feature with no checkpoint and more than 90 seconds invested. Cut the loss and rejoin.