Jump Kick

Fighting

Summary

Jump Kick is a Fighting-type move with 100 power and 95% accuracy. If Jump Kick misses or the user is hit during the turn, the user takes crash damage equal to half of the damage it would have dealt. This move is commonly used by various Fighting-type Pokémon and is favored for its high power, making it a strong option in battles. However, its drawback of causing significant recoil damage on a miss requires careful consideration and strategic use.

Effect

Inflicts regular damage. If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down. This move cannot be used while gravity is in effect.

Short Effect: If the user misses, it takes half the damage it would have inflicted in recoil.

Inflicts regular damage. If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down. This move cannot be used while gravity is in effect.

Game Descriptions

May miss, damaging the user.

May miss, damaging the user.

A strong jumping kick. May miss and hurt the kicker.

A strong jumping kick. May miss and hurt the kicker.

The user jumps up high, then kicks. If it misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Move Details

  • Power 100
  • Accuracy 95%
  • PP 10
  • Priority 0
  • Damage Class Physical
  • Generation Generation I
  • Category Damage