ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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Boost Kick Mechanics
By hoimingmissile
The boost kick is one of the greatest things in the game. Here's the nitty gritty on the numbers.
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Basics
It'll cost you 1 Credit in the OS Tuning menu to unlock this ability.
Be careful because this will open you up to the possibility of mis-clicking on occasion if you accidentally double-tap the Assault Boost button. You'll flying kick towards whatever direction your camera is pointed instead of boosting away like you wanted.

The base damage your kick does is dependent on two things:

  1. the Total Weight of the AC. By the way, this means if you use the Weapon Control ability and purge a weapon mid-mission your kick will do slightly less damage until you reach a Supply Sherpa and get it back.
  2. the class of leg you have equipped, more specifically: Is it reverse joint or not?

All legs within a class behave the same way. All else being equal, the speedy wheelchair tank legs do the same kick damage as the big slab tank legs. The spindly Nachtreiher will not do less kick damage than a chonky Tian-Qiang boot if the ACs are the same weight.

Assault Boosting to full speed first, i.e. taking a running start, does not do more damage than a point blank jump kick. If the enemy is right in front of you, just double-press and whip it out.

The kick is extremely useful for saving ammunition especially on S rank attempts. One dynamic entry will kill many MTs instantly, if not it will stun them, especially if struck while Unaware. Failing all that it will at the very least make them stumble.

Even without filling the stagger meter, some larger enemy animations can be interrupted with a kick! This is particularly useful against tetrapod MTs charging their main weapon. Kicking an enemy suffering ACS Failure will do 3x kick damage AND often seems to extend the stagger window somewhat.

There is a brief post-kick lethargic period where you are slowed and your camera movement stiffens so beware of that. Obviously try not to miss.
Damage, some quick gathered numbers
By the way, the new AC Test mode is leagues better than what I had in the PS1 days. You can swap parts without leaving the mode! Amazing.

Tank treads, tetrapod (aka quads), and bipedal legs all have the same modifier. Yes, that's right. Tank kicks do NOT do more damage inherently. They just "usually" do because tank ACs are heavier. (Otherwise why are you using tank legs?)
Reverse joint legs do a good bit more damage.

Type
Total Weight
Damage
Tank
66240
439
Quad
66230
438
439
Reverse
66230
526
439
Bipedal
66230
438
439

Click image to expand. That extra 100 is pretty good, especially if you factor in the x3 bonus you'll get from kicking a Staggered enemy.
Range/Distance
All of the leg classes CAN hit multiple enemies at once if they are bunched together close enough. It is easiest to do this with the tetrapod because the AC will do a helicopter spin, greatly increasing the size of the hitbox, even more than the big slab tank treads. I do not think you can hit an enemy more than once in a single kick action though even if you pin them in a corner.

Since it is a boost kick you can't avoid having to boost first.

  • Bipedal and Tank kicks will boost and hit at 100m from target.
  • Quads will hit within 110m, seems to be merely because of the way the legs splay out as you twirl. It's a negligible difference.
  • Reverse joints will reach just under 120m(!). That's slight too but it can make a difference, I guess.

Against anything that isn't stationary though, this is a wash.

Notably, from the moment you begin the kick animation you stop consuming boost energy. Combined with the forward momentum of the kick this can be 'abused' to cross over large chasms and voids by spamming Boost Kick rather than attempting a normal Assault Boost.
13 Comments
loganjamesalex 14 Sep, 2023 @ 9:09pm 
I tested out a heavy tank tread build with the load at the very max without being overburdened and then tested out the heaviest chicken legs with the max load without being overburdened and the chicken legs did more damage still with significantly less weight. deploying overburdened might make a difference but as far as I see it that means the king of kicking is the spring chicken legs
nul 14 Sep, 2023 @ 1:55am 
@Sir Puffball
I did testing with manual aiming in the AC Test against some MTs.
Bipedal: Can hit to the sides, seems slightly (very slightly) smaller range than quad and tank. Only hits to the sides at the end of the kick.
Reverse: Cannot hit to the sides, hit seems to require hitting the enemy directly. Which is probably why it reaches 'just under 120m'. It loses some AoE range.
Quad: Can hit to the sides, starting from the midpoint of the animation.
Tank: Can hit to the sides, starting from near the beginning of the animation. Seems much more consistent than quad.
Dame Puffball 12 Sep, 2023 @ 8:44pm 
is there any evidence that Quad leg kicks have a *wider* attack than the other options? it seems like it sometimes
hoimingmissile  [author] 10 Sep, 2023 @ 2:10am 
EDIT: Apparently I've had it backwards for decades. It's the other way around.
hoimingmissile  [author] 9 Sep, 2023 @ 11:03pm 
They are game design terms that don't mean the same thing. A hitbox is where a model can be hit and take damage. A hurtbox is where an attack/projectile inflicts damage upon contact. Often these boxes do not exactly match up with the visual model. e.g. The ACs do not have hitboxes on their weapons, bullets clip through without damage. The Ibis boss has a laser phoenix attack that looks very wide but the hurtbox does not extend all the way to the wingtips so it will pass through you without damage.
Leia Lesanthosxia 9 Sep, 2023 @ 9:35pm 
I like how you named it "hurtbox" instead of hitbox.
kunaixfox 8 Sep, 2023 @ 10:04am 
I think the best use of the kick is the 3rd ending just kick AM during the 3rd phase every time AM Dives lol
Momo 8 Sep, 2023 @ 9:20am 
These are some good notes; thanks for play testing
hoimingmissile  [author] 8 Sep, 2023 @ 6:31am 
I tested the spider and i think you are mistaking the impact noise of bumping the body with an extra hit. There is only one tick of damage from the kick. The other noise is your AC colliding with the spider but not a part of the kick attack.
Weezard 8 Sep, 2023 @ 4:37am 
thank you for the numbers big man