🦵 Low Kick Damage Calculator
Estimate striking force, impact pressure & damage effectiveness for low kicks in Muay Thai, MMA & kickboxing
| Weight Class | Avg Body Weight | Avg Force (N) | Impact Pressure | Damage Risk | KD Probability |
|---|---|---|---|---|---|
| Strawweight / Atomweight | 115 lbs / 52 kg | 1,400 – 1,700N | 32–40 PSI | Low | ~5% |
| Flyweight | 125 lbs / 57 kg | 1,600 – 2,000N | 38–47 PSI | Low–Med | ~8% |
| Bantamweight | 135 lbs / 61 kg | 1,900 – 2,300N | 44–54 PSI | Medium | ~12% |
| Featherweight | 145 lbs / 66 kg | 2,100 – 2,500N | 49–59 PSI | Medium | ~15% |
| Lightweight | 155 lbs / 70 kg | 2,300 – 2,800N | 54–65 PSI | Med–High | ~20% |
| Welterweight | 170 lbs / 77 kg | 2,600 – 3,200N | 61–75 PSI | High | ~25% |
| Middleweight | 185 lbs / 84 kg | 2,900 – 3,600N | 68–84 PSI | High | ~30% |
| Light Heavyweight | 205 lbs / 93 kg | 3,300 – 4,000N | 77–93 PSI | Very High | ~38% |
| Heavyweight | 265 lbs / 120 kg | 3,800 – 4,800N | 89–112 PSI | Severe | ~45% |
| Factor | Option | Force Multiplier | Notes |
|---|---|---|---|
| Kick Type | Rear Leg Low Kick | 1.00x (Baseline) | Most common in MMA/Muay Thai |
| Kick Type | Jump Low Kick | 1.20x | Adds body momentum; rare but powerful |
| Kick Type | Switch Kick | 1.15x | Deceptive angle, good rotation |
| Kick Type | Front Leg Low Kick | 0.75x | Faster but less power; jab equivalent |
| Hip Rotation | Full Hip-Over | 1.40x | Single most important power factor |
| Hip Rotation | Arm Kick (No Hip) | 0.80x | Common beginner mistake; -20% power |
| Contact Zone | Lower Shin (Optimal) | 1.20x | Densest bone, max PSI concentration |
| Contact Zone | Instep / Foot | 0.85x | Larger contact area = less PSI |
| Target Zone | Peroneal Nerve | 1.30x | Nerve strikes multiply damage effect |
| Target Zone | Inner Thigh | 0.90x | More muscle padding, less nerve damage |
| Shin Conditioning | Elite Conditioned | 1.30x | Denser bone, less shin splinting risk |
| Cumulative | 10+ Kicks Same Area | 1.60x | Muscle bruising & nerve sensitization |
| Damage Score | Rating | Physical Effect | Fight Impact |
|---|---|---|---|
| 0 – 20 | Minimal | Mild sting, no structural damage | Negligible; psychological only |
| 21 – 40 | Light | Surface bruising, mild soreness | Slight movement restriction |
| 41 – 60 | Moderate | Deep bruise, muscle contusion | Noticeable limp, reduced speed |
| 61 – 75 | Significant | Hematoma, possible nerve bruising | Knockdown risk; impaired stance |
| 76 – 90 | Severe | Peroneal nerve damage, leg buckle | High KD probability; fight-ending |
| 91 – 100 | Critical | Fracture risk, full leg collapse | TKO / Stoppage very likely |
Note: This article is based on reliable information combined from different video game groups and discussions about martial arts.
Kick Damage appears commonly in many games and even in actual combat. Its function adjusts according to the situation, but some notable parts deserve to mind.
How Kick Damage Works in Games
In Diablo 2, several elements affect the Kick Damage. The physical part comes from Strength, Agility, skills like kicks and auras of the Paladin, Damage of boots and other gear. Here we do not deal about elemental changes.
Maximum Damage of jewels or charms do not add to Kick Damage. Improved Damage however can expand it on condition that it does not appear on weapon or together with maximum jewel and improved Damage. Boots with high Damage, as well as high Strength and Agility, help a lot.
The formula for Kick Damage splits in two parts. The traditional gives around 25 until 33 points of Damage for every 100 points of Strength and Agility, after which one multiplies by means of grants of skills. The boot base entered in the 1.10-patch and counts from the Damage of boots, with bonus of skills and Strength-grants.
Both parts combine for the whole Kick Damage. Boots for bow have a glitch, but they show the Damage when one plays as Assassin. Adding improved Damage to weapon like Stormlash does not expand the Kick.
Kick frames play a role also. They are shown by means of patterns like 3/3/3/8 and extra Kick comes in 3 frames. Staying in 4/4/4/4 is not the best option.
In some games, kicks do only a small part of Damage and do not grow when the player progresses. In one of them, it reaches only 1 until 2 percent of Damage. Bonus that expands Kick Damage simply raise it from 1 to 2 points, instead of giving big percent increase.
In another game, after a Kick hits the target, it can brake the defence of the enemy. Kick helps to also spare ammo, especially in shameless missions of rank S. Liquid attack does not give more than simple jump Kick without points.
It is possible to find games where Kick Damage seems the whole game, with characters that move forward-backwards to Kick each other. The point is to shoot at the weakest place of the opponent. Expand maximum Damage and win fights lay the points onthe scoreboard.
In Pokemon, Double Kick has 30 power for one blow, which does 60 total, stronger than Rocky Collision. The Damage of Low Kick depends on the weight of the opponent and it can reach even secret opponents under water by means of Leap. Some Pokemon suffer 120 basic Damage of Low Kick.
The heavier the target, the stronger the Kick hits.
