Start with the recommended baseline, change one value at a time, and test each adjustment under consistent conditions.
Zurn V3.5 is a Rocket League Cronus Zen script built around movement automation, configurable combos and an extensive OLED menu.
Unlike a simple script containing only one or two shortcuts, Zurn V3.5 combines more than 20 mods with eight configurable Power Buttons and multiple fine-adjustment settings.
This breakdown covers what is actually present in the current Zurn V3.5 GPC and how its major systems are organized.
Zurn V3.5 at a Glance
| Feature | Zurn V3.5 |
|---|---|
| Power Buttons | 8 configurable slots |
| Front Speedflips | Yes |
| Back Speedflips | Yes |
| Fast Flip | Yes |
| Left/Right Kickoffs | Yes |
| Far Kickoffs | Yes |
| Wavedash | Yes |
| Wall Jump | Left and right |
| Wall Dash | Left and right |
| Musty Flick | Yes |
| Zurn Shot | Left and right |
| Tornado Spin | Yes |
| Auto Ball Cam | Short and long modes |
| Speed Drift | Yes |
| Boost Saver | Yes |
| OLED Menu | Yes |
Eight Configurable Power Buttons
The foundation of Zurn V3.5 is its Power Button system.
The script provides eight Power Button slots:
- Power Button 1
- Power Button 2
- Power Button 3
- Power Button 4
- Power Button 5
- Power Button 6
- Power Button 7
- Power Button 8
Each slot can be assigned to a supported movement or combo mod through the Zurn OLED menu.
This lets you build your own control layout rather than having every advanced movement command permanently attached to one fixed button.
Single-Button and Two-Button Activators
Zurn V3.5 also allows its Power Buttons to use either a single controller button or a two-button combination.
This is useful because Rocket League already uses many controller inputs during normal gameplay.
A two-button configuration can reduce conflicts by requiring a second button to be held before the assigned Zurn mod runs.
Power Button slots can also be disabled when you do not want to assign anything to them.
Which Mods Can Be Assigned to Power Buttons?
The current OLED Power Button selector contains options for:
- Right Zurn Shot
- Left Zurn Shot
- Take Off
- Right Kickoff
- Left Kickoff
- Far Right Kickoff
- Far Left Kickoff
- Right Wall Jump
- Left Wall Jump
- Tornado Spin
- Stall
- Musty Flick
- Wavedash
- Left Wall Dash
- Right Wall Dash
This is separate from the automatic mods that can simply be switched on or off through the main menu.
Front Speedflips
Zurn V3.5 includes a dedicated Front Speedflips mod.
According to the script's own mod description, the system is designed around diagonal dodge inputs.
The GPC monitors the left-stick direction and jump input and then runs the programmed speedflip sequence when its conditions are met.
The script also exposes fine-adjustment settings related to its speedflip behaviour.
Back Speedflips
A separate Back Speedflips system is included.
This is designed for backward movement and turning situations rather than simply reusing the front-speedflip logic.
Having separate front and rear systems allows each movement type to have its own programmed input sequence.
Fast Flip
Zurn V3.5 also includes Fast Flip.
The script describes this as converting a normal forward flip input into its programmed speedflip sequence when the required conditions are met.
This gives the script another method of accessing speedflip-style movement without assigning one of the eight Power Button slots.
Left and Right Kickoff Mods
Kickoffs are one of the largest parts of Zurn V3.5.
The Power Button menu includes separate:
- Right Kickoff
- Left Kickoff
These run programmed kickoff sequences containing boost and speedflip-related inputs.
The script also exposes adjustable timing values for the left and right kickoff sequences.
Far Left and Far Right Kickoffs
Zurn V3.5 doesn't stop with the standard left and right kickoff routines.
It also includes:
- Far Right Kickoff
- Far Left Kickoff
These have their own programmed boost and speedflip timing values, giving the script separate routines for different starting positions.
Kickoff Fine Adjustments
Several kickoff-related timings can be changed through the script's fine-adjustment system.
The GPC contains separate configuration for areas such as:
- Initial boost timing
- Left kickoff angle timing
- Right kickoff angle timing
- Far-kickoff boost angle
- Far-kickoff speedflip timing
This is useful because controller settings and personal Rocket League configurations can affect how a programmed movement sequence feels.
Zurn Shots
One of the script's signature features is the Zurn Shot.
The OLED Power Button menu offers:
- Right Zurn Shot
- Left Zurn Shot
The GPC describes the Zurn Shot as a programmed 90-degree flip-shot-style sequence intended for situations where the ball is being balanced around the front of the car.
Its fine-adjustment settings include values related to jump height and directional timing.
Take Off
Take Off is another Power Button option.
The script uses a programmed sequence involving directional input, jumping and boost.
Its configuration includes adjustable values for:
- Takeoff height
- Y-axis timing
This allows the aerial-launch sequence to be tuned rather than being completely fixed.
Wavedash
Zurn V3.5 includes a dedicated Wavedash combo.
It can be assigned to one of the eight Power Buttons and includes configurable values related to its initial movement and directional timing.
The current GPC exposes settings such as:
- Straight-flight timing
- Y-angle timing
This makes Wavedash another mod that can be fine-tuned through the OLED system.
Musty Flick
The Power Button menu also contains a dedicated Musty Flick routine.
Once assigned, the selected Power Button runs the pre-programmed controller sequence associated with the move.
This fits Zurn V3.5's overall design: complicated multi-input movements can be stored behind configurable controller shortcuts.
Stall
Stall is another assignable Power Button mod.
Instead of being permanently mapped, you can choose which available Power Button combination you want to use for it.
This keeps the mod optional for players who do not use stalls as part of their normal playstyle.
Tornado Spin
Zurn V3.5 includes a configurable Tornado Spin system.
The script has settings for:
- Left/right tornado direction
- Tornado straightness
This means the programmed movement can be adjusted rather than only being switched on or off.
Wall Jump
The current Power Button menu provides separate:
- Right Wall Jump
- Left Wall Jump
The GPC also exposes fine-adjustment values related to wall-jump rotation and alignment timing.
This gives players independent directional options while still allowing the underlying movement timing to be adjusted.
Wall Dash
Zurn V3.5 also includes:
- Left Wall Dash
- Right Wall Dash
Like the other advanced movement routines, these can be assigned through the Power Button system rather than remaining permanently active.
Auto Ball Cam
One of the script's automatic utilities is Auto Ball Cam.
The GPC contains both short and long behaviours.
Its documented default timing uses approximately:
- 700 ms for the short return
- 10 seconds for the long return
Those timing values can also be adjusted.
The script specifically notes that its Auto Ball Cam setup expects the relevant in-game ball-camera configuration to be set appropriately, so check the supplied instructions before enabling it.
Speed Drift
Speed Drift automatically applies programmed power-drift behaviour while steering strongly to the left or right.
The current GPC includes separate timing values for:
- Drift time
- Drift block time
This means the cadence of the programmed drift input can be adjusted.
Drift After Jump or Dodge
Zurn V3.5 also includes Drift Jump/Dodge.
The script can apply drift during or after jumping and dodging according to its programmed timing.
Separate values are present for:
- Drift after jump
- Drift after dodge
The source script notes that this feature is not intended for configurations where air roll and drift share the same button.
Boost Saver
The Boost Saver feature acts as a boost-management system.
Instead of allowing the boost button to remain active indefinitely, the script can stop the programmed boost input after a configured amount of time.
Separate values exist for:
- Boost time on the ground
- Boost time in the air
This allows ground and aerial behaviour to be configured independently.
Camera Shake Blocker
Zurn V3.5 contains a Camera Shake option designed around low controller-stick deadzone configurations.
This is one of the script's automatic utility-style mods rather than an assignable movement combo.
Stop Car
The Stop Car mod is another automatically available utility.
The script's mod list describes it as applying its stopping behaviour when the forward and reverse driving inputs are used together.
Jump Mod
Zurn V3.5 also has a dedicated Jump Mod.
The current GPC links jump input with a short programmed boost/drive sequence and contains separate timing values for its jump-related behaviour.
As with the other automatic mods, it can be enabled or disabled through the OLED configuration.
The OLED Menu
A major part of Zurn V3.5 is its on-device OLED menu.
The menu is used to configure both the automatic mods and the eight Power Button assignments.
Main selectable categories include:
- Power Buttons
- Front Speedflips
- Back Speedflips
- Auto Ball Cam
- Speed Drift
- Stop Car
- Fast Flip
- Camera Shake
- Drift Jump/Dodge
- Boost Saver
- Jump Mod
Many of the movement Power Mods also open additional fine-adjustment pages.
Fine Adjustment System
Zurn V3.5 is more configurable than a script where every combo has permanently fixed timings.
Fine-adjustment pages exist for features including:
- Zurn Shot
- Take Off
- Kickoffs
- Far Kickoffs
- Speedflips
- Wavedash
- Wall Jump
- Tornado Spin
- Auto Ball Cam
- Speed Drift
- Boost Saver
- Jump Mod
This is important because pre-programmed Rocket League movement sequences depend heavily on timing.
Why the Fine Adjustments Matter
A scripted combination is essentially a sequence of controller inputs executed at specific times.
If part of a movement runs too early or too late for your setup, changing the relevant timing can alter the sequence without changing the whole GPC.
The easiest approach is to adjust one value at a time and retest the same movement before making another change.
You can also use the CzenScripts Best Settings Generator when available for supported script configurations.
How the Power Button System Changes the Script
The Power Button system is arguably the defining feature of Zurn V3.5.
Instead of forcing every advanced combo onto a fixed controller button, it separates the mod from its activator.
This means you can build a layout around the moves you actually use.
For example, someone interested mainly in kickoffs and movement could prioritize Power Button slots for:
- Left Kickoff
- Right Kickoff
- Wavedash
- Wall Dash
Another player could instead prioritize Zurn Shots, Take Off, Stall and Musty Flick.
Does Every Feature Need a Power Button?
No.
Zurn V3.5 separates its features into two broad groups.
Power Button mods are triggered using the activators you configure. These include moves such as kickoffs, Zurn Shots, Musty Flick and Wavedash.
Automatic mods can operate based on their programmed controller conditions once enabled. These include features such as Front Speedflips, Speed Drift, Boost Saver and Auto Ball Cam.
Who Is Zurn V3.5 Best For?
Zurn V3.5 is best suited to someone who wants a highly configurable Rocket League movement script rather than a tiny GPC with one automated combo.
It particularly stands out for players looking for:
- Multiple configurable movement shortcuts
- Automated kickoff routines
- Speedflip assistance
- Wavedash and wall-movement combos
- Aerial movement shortcuts
- Eight customizable Power Buttons
- OLED-based configuration
- Adjustable movement timing
What to Configure First
If you're using Zurn V3.5 for the first time, don't try to configure every mod immediately.
A simpler process is:
- Install the GPC and confirm it loads correctly.
- Open the OLED menu.
- Enable only the automatic mods you actually want.
- Assign one or two Power Buttons.
- Test those movements.
- Adjust their timing only if necessary.
- Add additional Power Mods once the basic setup is working.
This makes troubleshooting much easier than changing 20 settings simultaneously.
How to Install Zurn V3.5
Zurn V3.5 is supplied as a GPC script for Cronus Zen.
If you haven't installed a GPC file before, follow our Cronus Zen GPC installation guide.
Once it is programmed to a Zen memory slot, select the correct slot before trying to open or configure the script menu.
Where to Find Zurn V3.5 Instructions
Because Zurn V3.5 has considerably more configuration than a basic script, keep the instructions available while setting up the Power Buttons and OLED menu.
Visit the CzenScripts script instructions by game page for supported script documentation.
Final Verdict
Zurn V3.5 is one of the more complex styles of Rocket League Cronus Zen script because its focus is not one single automated movement.
Instead, it combines eight assignable Power Buttons, 15 assignable movement options, automatic movement mods, multiple kickoff routines and extensive timing adjustments.
The biggest highlights are its speedflip systems, left/right and far kickoffs, Zurn Shots, Wavedash, Musty Flick, Wall Jump, Wall Dash, Tornado Spin, Auto Ball Cam, Speed Drift and Boost Saver.
If you want a Rocket League script centered around configurable movement combinations and an OLED-based setup, Zurn V3.5 is the current CzenScripts option built around exactly that approach.
Browse the full Rocket League Cronus Zen script collection for other current options.