Jump Kick

(move)
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Type:

Fighting

Category:

Physical

Power: 100

Accuracy: 95%

PP:

10  (max. 16)

Introduced

Generation 1

Effects

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

Changes

In Generations 1-3 Jump Kick has a base power of 70. In Generation 4 its base power is 85. In Generation 1, the crash damage is always 1 HP. From Generation 2 to Generation 4, the crash damage is 1/8 of the damage the attack would have inflicted (which could be all of the user’s own HP). In Generations 1-4, Jump Kick has 25 PP.

Move target

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

Game descriptions

May miss, damaging the user
A strong jumping kick. May miss and hurt the kicker
The user jumps up high, then kicks. If it misses, the user hurts itself
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

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