Triple Kick (move): Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(→‎Generation II: reorganize this paragraph. Splitting it in two improves readability.)
Line 35: Line 35:


==Effect==
==Effect==
===[[Generation II]]===
===Generation II===
Triple Kick inflicts damage up to three times in a single turn, with the base power of each successive hit increasing by 10 (e.g., the third hit has a base power of 30). Unlike other [[multi-hit move]]s (e.g. {{m|Double Kick}}), each hit has its own accuracy check; if one hit misses, the move ends.
Triple Kick inflicts damage up to three times in a single turn, with the base power of each successive hit increasing by 10 (e.g., the third hit has a base power of 30). Unlike other [[multi-hit move]]s (e.g. {{m|Double Kick}}), each hit has its own accuracy check; if one hit misses, the move ends.


Line 42: Line 42:
Triple Kick will end immediately if it breaks a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} will only acknowledge the last hit of this move.
Triple Kick will end immediately if it breaks a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} will only acknowledge the last hit of this move.


===[[Generation III]]===
===Generation III===
If the target has [[Contact#List of Abilities which have effects involving contact|an Ability which activates upon contact]], each hit counts individually, enabling the Ability to activate multiple times.
If the target has [[Contact#List of Abilities which have effects involving contact|an Ability which activates upon contact]], each hit counts individually, enabling the Ability to activate multiple times.


===[[Generation IV]]===
===Generation IV===
Same as previous generations, except it will continue attacking after a substitute is broken.
Same as previous generations, except it will continue attacking after a substitute is broken.


===[[Generation V]]===
===Generation V===
Unlike previous generations, if [[Focus Sash]], [[Focus Band]], or {{a|Sturdy}} activate before the last hit is dealt, the following hit will cause the defending Pokémon to faint; however, [[Focus Band]] can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each hit will cause {{a|Weak Armor}} to activate.
Unlike previous generations, if [[Focus Sash]], [[Focus Band]], or {{a|Sturdy}} activate before the last hit is dealt, the following hit will cause the defending Pokémon to faint; however, [[Focus Band]] can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each hit will cause {{a|Weak Armor}} to activate.



Revision as of 05:14, 16 June 2013

Triple Kick
トリプルキック Triple Kick
[[File:|center]]
Type  Fighting
Category  Physical
PP  10 (max. 16)
Power  10
Accuracy  90%
Priority  {{{priority}}}
Target
Foe Foe Foe
Self Ally Ally
May affect anyone adjacent to the user
Availability
Introduced  Generation II
Condition  Cool
Appeal  4 ♥♥♥♥
Jam  0  
A highly appealing move.
Condition  Cool
Appeal  2 ♥♥
Allows performance of the same move twice in a row.
Condition  Cool
Appeal  0  
Jamming  0  

Triple Kick (Japanese: トリプルキック Triple Kick) is a damage-dealing Fighting-type multi-strike move introduced in Generation II. It is Hitmontop's signature move.

Effect

Generation II

Triple Kick inflicts damage up to three times in a single turn, with the base power of each successive hit increasing by 10 (e.g., the third hit has a base power of 30). Unlike other multi-hit moves (e.g. Double Kick), each hit has its own accuracy check; if one hit misses, the move ends.

Since each hit has 90% base accuracy, ignoring modifications to accuracy and evasion (including Lock-On and Mind Reader) there is a 72.9% chance that it will hit 3 times (for a cumulative 60 base power), an 8.1% chance that it will hit twice (for a cumulative 30 base power), a 9% chance that it will hit once (at 10 base power), and a 10% chance that it will miss outright; on average, the move's effective base power is 47.07.

Triple Kick will end immediately if it breaks a substitute. Bide and Counter will only acknowledge the last hit of this move.

Generation III

If the target has an Ability which activates upon contact, each hit counts individually, enabling the Ability to activate multiple times.

Generation IV

Same as previous generations, except it will continue attacking after a substitute is broken.

Generation V

Unlike previous generations, if Focus Sash, Focus Band, or Sturdy activate before the last hit is dealt, the following hit will cause the defending Pokémon to faint; however, Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each hit will cause Weak Armor to activate.

If the target is holding a Rocky Helmet, the user is damaged for each hit.

Description

Games Description
A three-kick attack that inflicts increasing damage. When one kick misses, the move ends.
Hits three times with rising power.
RSE Kicks the foe 3 times in a row with rising intensity.
FRLG A 3-kick attack that becomes more powerful with each successive hit.
Kicks 1 to 3 times in a row with rising intensity.
A consecutive three-kick attack that becomes more powerful with each successive hit.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
237 Hitmontop Hitmontop Fighting Fighting 49 20 19 19 ''''
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


In the anime

Chigusa Hitmontop Triple Kick.png
Chigusa's Hitmontop
Butch Hitmontop Triple Kick.png
Butch's Hitmontop
Mason Hitmontop Triple Kick.png
Mason's Hitmontop
A consecutive three-kick attack that becomes more powerful with each successive hit.
Pokémon Method
User First Used In Notes
Hitmontop Hitmontop spins on its head and kicks the opponent three times with its legs and tail.
Chigusa's Hitmontop Two Hits and a Miss Debut
Butch's Hitmontop The Mystery is History None
Mason's Hitmontop Outrageous Fortunes None


In the manga

In the Pokémon Adventures manga


In the Pokémon Gold and Silver: The Golden Boys manga


In other generations

Trivia

  • This is the only multi-strike move that powers up on each consecutive hit, and the only one where hits after the first one can miss.
  • Triple Kick is tied with Constrict for the move with the lowest base power out of all damage-dealing moves.

In other languages

Language Title
Mandarin Chinese 三倍足攻 Sānbèi Zúgōng
The Netherlands Flag.png Dutch Driedubbele Schop
Finland Flag.png Finnish Kolmoispotku
France Flag.png French Triple-Pied
Germany Flag.png German Dreifachkick
Greece Flag.png Greek Τριπλό Λάκτισμα
Indonesia Flag.png Indonesian Triple Kick
Italy Flag.png Italian Triplocalcio
South Korea Flag.png Korean 트리플킥 Triple Kick
Brazil Flag.png Brazilian Portuguese Chute Triplo
Serbia Flag.png Serbian Trostruki Šut
Spain Flag.png Spanish Triplepatada


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.