High Jump Kick
Category | physical |
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Power | 130 |
Accuracy | 90% |
PP | 10 (max 16) |
Priority | 0 |
Introduced | Generation I |
Machines
High Jump Kick has no machine names in any version.
Descriptions
Gold / Silver Crystal | May miss and hurt the user. |
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Ruby / Sapphire Emerald | A jumping knee kick. If it misses, the user is hurt. |
Fire Red / Leaf Green | A strong jumping knee kick. If it misses, the user is hurt. |
Diamond / Pearl Platinum Heart Gold / Soul Silver | The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Black / White Black 2 / White 2 | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
X / Y Omega Ruby / Alpha Sapphire | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Sun / Moon Ultra Sun / Ultra Moon Let's Go Pikachu / Let's Go Eevee | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Sword / Shield | The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
Target
This move targets one other Pokémon on the field, selected by the trainer.






Stat Changes
High Jump Kick doesn't affect any stats when used.
Effect Entries
Inflicts regular damage. If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down. This move cannot be used while gravity is in effect.
Version Changes
Prior to Generation IV, High Jump Kick has 85 Power.
Prior to Generation V, High Jump Kick has 100 Power and 20 PP.
Contests
High Jump Kick has the Cool contest type.
Appeal | 6 |
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Jam | 0 |
After this move, the user is more easily startled.
Combo: If Mind Reader is used before High Jump Kick, the user gains 12 appeal points instead of 6.
Super Contests
Appeal | 3 |
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A basic performance using a move known by the Pokémon.
Combo: If Meditate is used before High Jump Kick, the user gains 6 appeal points instead of 3.