This thread will be moderated to keep discussion focused.
By RAW, these attacks do no self-damage to Ghost-types on a miss, even though in-game they do. Furthermore, in-game, the self-damage is not based on how much damage (Hi) Jump Kick would have done, nor does it make logical sense for the damage to be based on how much (Hi) Jump Kick would have done - common sense should tell you that Blaziken missing against an Empoleon and Blaziken missing against a Dragonite are going to hurt the same amount.Hi Jump Kick: The Pokemon leaps into the air and smashes its foot into the target. If the move misses, the user takes damage equal to 50% of what the attack would have done.
Attack Power: 13 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive
Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the attacking Pokemon takes recoil equal to 50% of the damage that would have been incurred.
Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive
Now, in-game a missed (Hi) Jump Kick causes self-damage equal to half your max HP, which is far too much to be considered reasonable in ASB. However, to be closer to their in-game counterparts and to iron in some sensibility, I do believe the crash damage should be changed to a fixed amount, such as these:
[box]Hi Jump Kick: The Pokemon leaps into the air and smashes its foot into the target. If the move misses, the user takes fifteen (15) recoil damage.
Attack Power: 13 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive
Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the attacking Pokemon takes ten (10) recoil damage.
Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive[/box]
I made Hi Jump Kick's recoil greater because it's a more powerful move. However, the numbers can be tweaked.
So ... yeah. Do the Jump Kicks need to deal crash damage when targeting a Ghost? If so, should this be a fixed amount or should it be variable? Do the Jump Kicks need to be brought closer to their in-game counterparts or can they be allowed to deviate significantly from them? Discuss away!