High Jump Kick

(move)
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Type:

Fighting

Category:

Physical

Power: 130

Accuracy: 90%

PP:

10  (max. 16)

Introduced

Generation 1

Effects

High Jump Kick deals damage, however, if it misses the user keeps going and crashes, losing 1/2 of its maximum HP. High Jump Kick cannot be used if Gravity is in effect.

Changes

In Generations 1-3 High Jump Kick has a base power of 85. In Generation 4 its base power is 100. In Generation 1, the crash damage is always 1 HP. From Generation 2 to Generation 4, the crash damage is 1/2 of the damage the attack would have inflicted (which could be all of the user’s own HP). In Generations 1-4, High Jump Kick has 20 PP. In Generations 1-5, this move’s name was formatted as Hi Jump Kick.

Move target

Foe   Foe   Foe
         
Self   Ally   Ally
May affect anyone adjacent to the user

Game descriptions

May miss and hurt the user
A jumping knee kick. If it misses, the user is hurt
A strong jumping knee kick. If it misses, the user is hurt
The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead

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