Jump Kick (move): Difference between revisions
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(→Generation I - III: I figured the actual amount of damage it takes should be listed.) |
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==Effect== | ==Effect== | ||
===Generation I - III=== | ===Generation I - III=== | ||
Jump Kick does damage. If this attack misses, the user will crash and take damage. Used against a {{type2|Ghost}}, it always counts as a miss. | Jump Kick does damage. If this attack misses, the user will crash and take damage (1/8 of the damage it would've otherwise dealt). Used against a {{type2|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. |
Revision as of 06:31, 5 June 2009
Jump Kick とびげり Dropkick | ||||||||||||
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Range
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Availability
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Jump Kick (Japanese: とびげり Dropkick) is a damage-dealing Template:Type2 move introduced in Generation I.
Effect
Generation I - III
Jump Kick does damage. If this attack misses, the user will crash and take damage (1/8 of the damage it would've otherwise dealt). Used against a Template:Type2, 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.
In Generation I, the user lost 1 HP for crashed damage.
Generation IV
Same as before, but base power was changed from 70 to 85.
Learnset
Generation I
By leveling up
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Generation II
By leveling up
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Generation III
By leveling up
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Generation IV
By leveling up
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In other languages
- Spanish: Patada Salto
- French: Pied Sauté
- German: Sprungkick
- Italian: Calciosalto