Jump Kick (move): Difference between revisions

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==Effect==
==Effect==
===Generation I - III===
===Generation I===
Jump Kick does damage. If this attack misses, the user will crash and take damage (1/8 of the damage it would've otherwise dealt). Used against a {{type|Ghost}}, it always counts as a miss.
Jump Kick does damage. If it misses, the user will take crash damage of 1 HP. If used against a {{type|Ghost}}, it always counts as a miss.


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.
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.


In Generation I, the user lost 1 HP for crashed damage.
===Generation II - III===
The crash damage is increased from 1 HP to 1/8<!--not half?--> of the damage it would've dealt if it had hit. The user will receive crash damage if Jump Kick is prevented by {{m|Protect}} or {{m|Detect}}.


===Generation IV===
===Generation IV===
Same as before, but base power was [[List of modified moves|changed]] from 70 to 85.
Jump Kick's base power is [[List of modified moves|increased]] from 70 to 85. It cannot be used if {{m|Gravity}} is in effect.


===Generation V===
===Generation V===
Jump Kick's power is changed from 85 to 100 and its PP from 25 to 10. The recoil now deals damage equal to half of the user's max HP rounded down.
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 equal to half of the user's max HP, rounded down.
 
==Description==
==Description==
{{incomplete|section|XD description}}
{{incomplete|section|XD description}}
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