Um...whips and stomping this time. Try to not get too excited.
Vine Whip - Grass [Physical]
45/25PP/100%
The target is struck with slender, whiplike vines to inflict damage.
Now here's an example of Game Freak actually paying attention to an old-school move and improving it throughout the years. When Vine Whip first debuted it only had an attack of 35, but at the time once more that wasn't as big of a deal---many Types lacked a solid STAB move with good accuracy and no drawbacks, and Vine Whip was intended to be an early Grass-type attack. The issue with Vine Whip though was its oddly low PP, originally only a mere 10---the more powerful Razor Leaf had 25! Nowadays PP-usage isn't a huge concern as there's usually a lot of checkpoints to take advantage of to refresh your Pokemon, but in Generation I some of the dungeons could get pretty long so you had to be more mindful. I recall playing through Pokemon Blue recently my Bellsprout ran into that issue early on. But Game Freak didn't let Vine Whip fall to the wayside, perhaps because quite a few Grass-type Starters learn it, and slowly increased both its base power and its PP over the years.
The original description for Vine Whip in the English localization (Gen I lacked in-game move descriptions, so it was Stadium which gave us these) says the Pokemon uses its "cruel whips", which is a pretty violent description. Later games dropped this and went with simply "slender, whiplike vines" so I wonder if the cruel bit was an awkward translation? Anyway, originally only the Bulbasaur and Bellsprout lines could learn it---wait a second, isn't there a Generation I Pokemon that's literally a walking pile of vines!? Yep, Tangela infamously could not learn this move till Yellow. My personal theory is, given that Tangela may be one of the last Pokemon the player encounters as it only appears in a patch of grass between Palette and Cinnabar, Game Freak didn't see the need of giving it such a weak attack when you couldn't get it early anyway. Yellow put it a bit earlier and more obviously in the Safari Zone, so maybe they were like "okay, let's give it a good basic STAB move", but even then that's Level 29! As Tangela became a bit more common in later games, Game Freak wisely lowered when it learned Vine Whip and now it has it at Level 7, though you'd think it'd be one of its Level 1 moves at this point.
In the show Vine Whip is largely associated with Ash's Bulbasaur and Ash's Chikorita, but interestingly Chikorita only has it as an Egg Move---the anime as far as I recall never really has paid much attention to the concept of Egg Moves, and have liberally given them to Pokemon as if they were simply natural moves. Chikorita using Vine Whip, and not just Ash's at that, was probably one of the first examples of an Egg Move in the show I imagine. Vine Whip's one of those moves you kind of think a ton of Pokemon would have, but after Gen I it took a long break as a natural move till Gen IV's Carnivine. A bit more Pokemon are starting to learn it again though, which is a nice because it's an iconic move.
Stomp - Normal [Physical]
65/20PP/100%
The target is stomped with a big foot. This may also make the target flinch.
Stomp is a pretty solid Normal-type move for in-game purposes with above average attack, good accuracy, and the chance to flinch the opponent---as mentioned before Krabby and Kingler gained Slam later on, but you might want to stick with Stomp instead for being more reliable. Game Freak hasn't forgotten about it either, Generation II giving it the ability to do double damage against Pokemon who used Minimize. As of Gen VI Stomp, and a few other moves, now have perfect accuracy against Pokemon who used Minimize which is pretty nice, and it seems Chansey + Minimize was an annoying element of Battle Spot so such moves gained a niche there. Of course Minimize is frowned upon on Smogon, and other circles which consider evasive moves too much of a coin-flip element, so Stomp and the like aren't standardized moves now or anything. As one GameFAQs user pointed out when I was looking up Stomp's post-Gen VI effect, you're better off going with far stronger moves and taking the chance of missing.
In Generation VII, Stomp also got a niche as allowing Steenee to evolve into Tsareena. Most Pokemon who learn Stomp seem to be less kick-based, and instead Pokemon with large feet and in many cases quadrupeds, implying they basically trample over the opponent. Tsareena somewhat throws this off as it's more in the former kick-based category, and for some reason it learning Stomp to evolve always makes me picture it as the Pokemon World's version of those women who step on animals on fetish sites. I've never watched those mind you, but sadly I know they're a *thing*. I don't get why Krabby and Kingler learn it though, maybe they use their claws instead because they have pretty stickly feet? Oh, and it's rare for Pokemon to lose access to natural moves, but it happened twice here as Tauros and Regigigas could only learn it in their debut Generation. Technically you can still have access to them with those moves by trading them from those Generations to the modern games, but it's...weird? Why did Game Freak feel the need to take such a simple move away from them?
Double Kick - Fighting [Physical]
30/30PP/100%
The target is quickly kicked twice in succession using both feet.
Another multi-hit move, unlike Double Slap this one actually does hit the opponent twice, thus you'll usually being doing 60BP damage against the opponent. In Generation I this was pretty solid, and even today it can still have its uses due to breaking through Sturdy and Substitute. I forgot to mention this with Double Slap, but originally these moves had set damage based on the first hit---if it was critical, the following attacks were. Now each hit can activate a critical independently.
Oddly enough this move is probably most often associated not with Hitmonlee, or another Fighting-type, but rather the Nidoran lines! They learned it quite late in Red and Blue, but Yellow gave it to them at Level 12. This was a pretty potent move that early on in the game, and the line have since kept the move as a low-leveled attack since. I wonder if the intent of them learning it was perhaps using the double literally, as if both male and female worked together to kick the opponent which the anime did do in an Orange Islands episode, which is a clever little bit of flavor. More Fighting-type Pokemon have gained it over the years, but it tends to be associated with quadrupedal Pokemon quite often---I imagine maybe they like do one of those donkey kicks? And, yep, the donkey-based Pokemon did get it.
Mega Kick - Normal [Physical]
120/5PP/75%
The target is attacked by a kick launched with muscle-packed power.
Like Mega Punch, this move has always been a Normal-type move. Its Japanese name, "Megaton Kick", seems to indicate it being more of a "super hero kick" than a martial arts move, though unlike with Megaton Punch and Giant Robo there's no historical Megaton Kick I can find, though it is a term that seems to be popular outside of Pokemon. It's pretty much a counterpart to Mega Punch, though Mega Kick has enough power to somewhat justify the low accuracy. In Generation I it was a TM, and like with Mega Punch a ton of Pokemon could learn it and returned as a Move Tutor in Generation III, but until recently the only Pokemon who could learn it through natural means was Hitmonlee fittingly enough. This changed in Sun and Moon with the introduction of Mudbray and Mudsdale who could now learn it. I think this might've been a bit of a play on the "ton" part of the Japanese name, as Mudsdale is one of the few Pokemon who actually does indeed weight a ton.
Oh, by the way, I thought how they handled Move Tutors in Fire Red and Leaf Green was pretty novel. Now, from a gameplay perspective, the Move Tutor being in one place and teaching you all the moves for a price over and over is preferable, but from a lore standpoint I enjoyed how FRLG had individual characters hidden around Kanto who'd teach you, one time only, one of the moves that was dropped from the TM list post-Gen I. Upon exiting Mt. Moon the first ones you actually met which introduced the concept were a pair of black belts who taught you Mega Punch and Mega Kick. We still have that here and there for certain tutor-specific moves like Draco Meteor and such, but as time has gone on Game Freak has been making such elements more and more accessible and easy to locate. To some a nice QoL-change, to others a casualization of a franchise that once inspired adventuring. Of course what side of the coin you fall on will depend on what you look to Pokemon for.
Jump Kick - Fighting [Physical]
100/10PP/95%
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
Now here's a move that's changed a lot over the years, though the move itself has been overshadowed by its older brother High Jump Kick. In Generation I this move had a power of 70 and 95% accuracy, which was actually pretty good. But there was a risk involved as a miss would end up damaging your Pokemon---by, uh, 1 HP. Yeah, I'm not sure if this was intentional, but this really isn't much of a risk whatsoever. Luck's pretty much in your favor here. High Jump Kick actually had the same meager recoil drawback, so I'm gonna chalk this up to a programming error. Hitmonlee was the only Pokemon who could learn it till Gen IV where Buneary got it, and now quite a few Pokemon do including Dodrio as of Sun and Moon. This interests me, because I remember a popular rumor that Dodrio was getting an Alola Variant, and I believe it was from that Chinese leaker who ended up being accurate in a lot of cases. Might a Fighting/Flying Dodrio have been in the cards at one point armed with Fighting-type attacks such as Jump Kick, perhaps based on the cassowary which have powerful claws in order to move through jungle brush? That would've been cool.
So Jump Kick has increased in power over the years, but they also nerfed it somewhat by actually giving it a real risk of 1/8 the damage it would've dealt in Gen II and, as of now, half of the user's max HP. Needless to say there's real risk involved here, and the power isn't worth it. So, this move got an increase in BP, but arguably became far worse. When it comes to how this move interacts with Ghost-type Pokemon, that's also changed. Originally the crash damage would happen if used against a Ghost-type Pokemon, but in Gen II they changed it so the user would simply miss a Ghost-type Pokemon, but the crash wouldn't occur. Then they changed it back in Generation IV, but this time the damage calculation was specifically half of the target Ghost-types max HP if the move missed because of Type Immunity. Weird, huh? Gen V standardized it finally where the damage you took was always half of the user's max HP, regardless of how or why the move missed.