Jump Kick (move): Difference between revisions

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* {{p|Hitmonlee}} at Lv.13
* {{p|Hitmonlee}} at Lv.13
* {{p|Buneary}} at Lv.23
* {{p|Buneary}} at Lv.23
* {{p|Mimilop}} at Lv.23
* {{p|Lopunny}} at Lv.23
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Revision as of 03:00, 16 March 2007

Jump Kick
とびげり Dropkick
Type  Fighting
Category  uncategorized
PP  25 (max. 40)
Power  70
Accuracy  95%
Priority  0
Range
Opponent Opponent Opponent
Self Ally Ally
Unknown
Availability
Introduced  [[Generation {{{gen}}}]]
Condition  Cool
Appeal  6 ♥♥♥♥♥♥
Jam  0  
???
Condition  Cool
Appeal  0  
Condition  Cool
Appeal  0  
Jamming  0  

Jump Kick (Japanese: とびげり Dropkick) is a slightly inaccurate damage-dealing Fighting-type move introduced in Generation I. Template:Project MoveDex autoarticle notice

Effect

Generation I

Jump Kick does damage. If this attack misses, the user will take 1 point of crash damage. Since all attacks that do 0 damage miss, Jump Kick will always miss if used against a Ghost type.

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. However, the user will still be subject to recurrent damage.

The crash damage from Jump Kick can be reversed by Bide or Counter.

Learnset

Generation III

By leveling up

Generation IV

By leveling up

Template:Project MoveDex notice