Jump Kick (move)


 * Not to be confused with High Jump Kick.

Jump Kick (Japanese: とびげり Dropkick) is a damage-dealing move introduced in Generation I. Prior to Generation IV, it was one of the signature moves of.

Generation I
Jump Kick does damage with a power of 70. If it misses, the user will take crash damage of 1 HP. If used against a, it always counts as a miss.

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

Generation II
The crash damage is now 1/8 of the damage it would have dealt. The user will take crash damage if 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.

Generation IV
Jump Kick's base power is increased from 70 to 85. 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 onwards
Jump Kick's base power is increased from 85 to 100, and its PP is reduced from 25 to 10. The crash damage is now (always) equal to half of the user's max HP, rounded down.

Description

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Jump Kick inflicts damage to the enemy. If the move misses, the user receives recoil. In Gates to Infinity and, the recoil damage is 25% of the user's max HP.

Description

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In other languages
Sprungkick Patada salto Pied Sauté Calciosalto とびげり 飞踢（招式）