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Recoil damage: Difference between revisions

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(Updated most of Pichu's recoil moves in Ultimate in the Ver. 3.1.0 update.)
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*[[Kirby]] – When holding a fully charged [[Hammer (move)|Hammer Flip]] or Giant Hammer, Kirby will take damage in the same way King Dedede does, including capping off at 100%. He can also [[copy]] [[Thunder Jolt]] from Pichu, [[Flare Blade]] from Roy or Chrom, or [[Eruption]] from Ike, which all damage Kirby just as they would the original user.
*[[Kirby]] – When holding a fully charged [[Hammer (move)|Hammer Flip]] or Giant Hammer, Kirby will take damage in the same way King Dedede does, including capping off at 100%. He can also [[copy]] [[Thunder Jolt]] from Pichu, [[Flare Blade]] from Roy or Chrom, or [[Eruption]] from Ike, which all damage Kirby just as they would the original user.
*[[Mr. Game & Watch]] – #1 [[Judge]] deals 12% damage. The custom Extreme Judge will only deal 5%.
*[[Mr. Game & Watch]] – #1 [[Judge]] deals 12% damage. The custom Extreme Judge will only deal 5%.
*[[Pichu]] – All [[electric]]-based moves (Recoil for ''Melee''/''Ultimate''): [[Thunder Jolt]] (1%/0.7%), [[Skull Bash]] (1%/1.8%), [[Agility]] (1%/0.9% for the first leap and 3%/1.4% for the optional second one), {{b|Thunder|Pokémon}} (3%/3.5% when connecting with Pichu), [[forward smash]] (2%/2%), [[forward aerial]] (4%/1.5%), [[down aerial]] (1%/1.5%, or 2%/2.0% if Pichu hits the ground during the attack), [[pummel]] (1%/0.1%), and [[forward throw]] (1%/0.8%). In ''Ultimate'', [[Volt Tackle]], its [[forward tilt]] (1%), [[back aerial]] (1.5%), and [[down smash]] (1.3%) also cause recoil.
*[[Pichu]] – All [[electric]]-based moves (Recoil for ''Melee''/''Ultimate''): [[Thunder Jolt]] (1%/0.7%), [[Skull Bash]] (1%/1.8%), [[Agility]] (1%/0.9% for the first leap and 3%/1.4% for the optional second one), {{b|Thunder|Pokémon}} (3%/3.5% when connecting with Pichu), [[forward smash]] (2%/2%), [[forward aerial]] (4%/1.5%), [[down aerial]] (1%/1.5%, or 2%/2% if Pichu hits the ground during the attack), [[pummel]] (1%/0.1%), and [[forward throw]] (1%/0.8%). In ''Ultimate'', [[Volt Tackle]], its [[forward tilt]] (1%), [[back aerial]] (1.5%), and [[down smash]] (1.3%) also cause recoil.
*[[Roy]] – Fully charged [[Flare Blade]] deals 10% damage.
*[[Roy]] – Fully charged [[Flare Blade]] deals 10% damage.
*[[Chrom]] – Fully charged [[Flare Blade]] deals 10% damage.
*[[Chrom]] – Fully charged [[Flare Blade]] deals 10% damage.

Revision as of 19:53, May 31, 2019

Judge dealing recoil damage.

Recoil damage (also known as self-damage) is direct damage taken by a character when certain attacks are used. Recoil damage is constant regardless of any other factors; it is not affected by stale-move negation, and it occurs even if the user is invincible or intangible. Recoil damage does not cause knockback to the user. Being damaged by one's own explosive is not considered recoil damage, as it does not directly deal damage to the character, and it can also be prevented by invincibility or intangibility.

Recoil damage can only be negated by Melee's Cloaking Device item. In addition, the All-Star Rest Area in Smash 4 prevents any recoil damage from harming the player's character. While damage taken will fill the Final Smash Meter greatly in Ultimate, recoil damage does not fill it.

In Ultimate, the 1.2× damage bonus applied during one-on-one fights also applies to recoil damage. It is not, however, affected by the 0.85× short hop damage multiplier, or multipliers from sources such as Inkling's ink, or from Spirits.

List of moves with recoil damage