Hi Jump Kick does damage with a power of 85. If it misses, the user will take crash damage of 1 HP. If used against a Ghost-type, it will always count as a miss.
In this generation only, if the user of Hi Jump Kick attacks first and faints itself due to crash damage, the target will not attack or be subjected to recurrent damage during that round.
In Stadium, the crash damage is corrected to 1/8 of the damage it would have dealt.
The crash damage is now 1/8 of the damage it would have dealt. The user will take crash damage if Hi 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.
Table assumes the user is in the square marked by > facing to the right. Orange squares indicate spaces that are hit. Red squares indicate the knockback on hit Pokémon. A blue square indicates the user's position after performing the move.
Power = 65 | Accuracy = 90% | Effect = If this move misses, the user takes some damage.
Hitmonlee leaps into the air and strikes the opponent with its knee. It gets hurt if the attack misses, or Hitmonlee jumps into the air, front flips and kicks the opponent down, or Hitmonlee jumps into the air and lands in front of the opponent. It then jumps up and knees the opponent with one of its knees.
Scrafty jumps into the air and one of its knees starts to glow red-orange. Scrafty then strikes the opponent with its knee. If the attack misses, when Scrafty lands, the knee that was glowing becomes surrounded briefly in yellow static, damaging it.
Scraggy leaps at the opponent and it swings its knee around once while going towards the opponent. It then thrusts its knee forward and it begins to glow red-orange. It then strikes the opponent with its knee. When Scraggy misses, its knee rams into the ground with great force, causing it to hold its knee in pain.