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.
Generation V
Jump Kick's power is changed from 85 to 100 and its PP from 25 to 10. The recoil now deals damage equal to half of the user's max HP rounded down.