Type Fighting
Category Physical
PP 20 (max. 32)
Power 100
Accuracy 90%
Generations I
Hi Jump Kick does damage with a Base Power of 85; however, if the attack misses, the user will crash and take damage (1/8 of the damage it would've otherwise dealt). Used against a Ghost-type, it always counts as a miss.
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.
The user loses 1 HP for crashed damage.
Generation II-III
If used against a Ghost-type, user does not take crash damage.
Generation IV
Same as before, but its base power was increased from 85 to 100. The user also takes crash damage if hitting a Ghost-type Pokémon.