
As I said in my Armored Core 6 review, Fires of Rubicon has been my first encounter with FromSoftware's long-running mech series. I suspect a lot of modern fans who know FromSoftware exclusively through Dark Souls, Sekiro, Bloodborne, and Elden Ring will find themselves in a similar camp as they eagerly try the studio's new game. I speak from experience when I say that while FromSoftware is up to similar tricks under the hood, Armored Core 6 feels and plays very differently from a Souls game. Sustained range combat is a big change, of course, but the breakneck mobility is maybe the steepest learning curve, and a big part of that is how Armored Core 6's dodge-roll works. Because, well, it doesn't have one.
Instead, you have a quick boost that lets you reposition your mech and get out of the way of attacks like tracking missiles, but without the lenient invincibility frames of a Souls roll to let you outright phase through things. This tripped me up at first, but I stuck it out in a stubborn effort to make the most agile mech possible and stubbornly carry on the Souls tradition of slapping the dodge button like it insulted my mother. I've beaten the game twice, perfected the art of the quick boost, and returned to share my findings. If heavy tank builds aren't your thing and you just want the best dodge you can get for a true-blue Mechiro run, this quick build guide is for you.