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 Ghost-type, 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.
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 Protect, but not due to type immunity (only the type immunity message is displayed).
The crash damage is now 1/2 of the damage it would have dealt.
Jump Kick's base power is increased from 70 to 85. It cannot be used if Gravity 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.
Generations V to VII
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.
Hitmonlee jumps up and then hits the opponent with his foot as he falls, or Hitmonlee jumps forward at the opponent with his leg extended. As he reaches the opponent, he bends his leg and slams his knee into the opponent.