Recoil damage
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Introduced in Melee, some attacks and special moves have the recoil damage property, meaning that the user instantly receives damage when using a move under certain circumstances. While there are even more characters who have special moves that allow them to damage themselves, such as Snake's C4, that does not count as recoil damage, as the damage can only be dealt indirectly. Recoil damage is not affected by stale move negation.
List of moves with recoil damage
- Diddy Kong - Rocketbarrel Boost, when hitting a wall or ceiling. Deals 5% damage.
- Ike - Fully charged Eruption, deals 10% damage.
- King Dedede - Jet Hammer - when holding a fully charged Jet Hammer, King Dedede will receive damage in a fashion similar to Hoop Damage: it damages at 1% increments, but does not do any damage when at 150% or above
- Kirby - Can copy Eruption from Ike, Flare Blade from Roy, and Thunder Jolt from Pichu only. Former two both deal 10% damage when fully charged, latter does 1% when used.
- Mr. Game & Watch - #1 Judge, deals 12% damage.
- Pichu - Most electric based moves: Thunder Jolt (1%), Skull Bash (1%), Agility (1%-4% depending on whether both jumps are used), Thunder (3% when connecting with Pichu), forward smash (2%), forward aerial (4%), down aerial (1%-2% depending on whether Pichu hits the ground during the attack), pummel (1%), and forward throw (1%). Up throw and down throw do not, despite their electric effects, cause any recoil damage.
- Roy - Fully charged Flare Blade, deals 10% damage.