5,386
edits
mNo edit summary |
(→Effect) |
||
Line 35: | Line 35: | ||
==Effect== | ==Effect== | ||
===Generation I | ===Generation I=== | ||
Jump Kick does damage. If | 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. | ||
===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=== | ||
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 | 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}} |
edits