High Jump Kick (move)

High Jump Kick (Japanese: とびひざげり Jumping Knee Kick), spelled Hi Jump Kick prior to Pokémon X and Y, is a damage-dealing move introduced in Generation I. Prior to Generation III, it was one of the signature moves of.

Generation I
Hi Jump Kick does damage with a power of 85. If it misses, the user will take crash damage of 1 HP. If used against a, it will always count as a miss.

In this generation only, if the user of Hi Jump Kick attacks first and faints itself due to crash damage, the target will not attack or be subjected to recurrent damage during that round.

In Stadium, the crash damage is corrected to 1/8 of the damage it would have dealt.

Generation II
The crash damage is now 1/8 of the damage it would have dealt. The user will take crash damage if Hi Jump Kick is protected against by a move such as, but not due to type immunity (only the type immunity message is displayed).

Generation III
The crash damage is now 1/2 of the damage it would have dealt.

Hi Jump Kick can also be used as part of a Pokémon Contest combination, with the user gaining extra six appeal points if move was used in the prior turn.

Generation IV
Hi Jump Kick's base power is increased from from 85 to 100. It cannot be used if is in effect.

The user can now crash due to type immunity, and will take crash damage equal to half of the target's max HP in that case.

Generation V onward
High Jump Kick's base power is increased from 100 to 130, and its PP is reduced from 20 to 10. The crash damage is now (always) equal to half of the user's max HP, rounded down.

Description

 * }
 * }

High Jump Kick inflicts damage to the enemy. If the move misses, the user receives recoil. In Gates to Infinity the recoil damage is 50% of the user's max HP. In, the recoil is 30% of the user's max HP.

Description

 * }
 * }

In other languages
Turmkick Patada salto alta Pied Voltige Calcinvolo とびひざげり 飞膝踢（招式）