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Recoil damage: Difference between revisions

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m (→‎List of moves with recoil damage: Hyphens corrected to en dashes)
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*[[Jigglypuff]] – [[Wakie Wakie]] deals 5% damage from the explosion.
*[[Jigglypuff]] – [[Wakie Wakie]] deals 5% damage from the explosion.
*[[King Dedede]] – When holding a fully charged [[Jet Hammer]], King Dedede will receive damage in a fashion similar to [[hoop damage]]: it damages at 1% increments, capping at 150% (100% in ''[[Super Smash Bros. 4]]'').
*[[King Dedede]] – When holding a fully charged [[Jet Hammer]], King Dedede will receive damage in a fashion similar to [[hoop damage]]: it damages at 1% increments, capping at 150% (100% in ''[[Super Smash Bros. 4]]'').
*[[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 [[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]] – Most [[electric]]-based moves: [[Thunder Jolt]] (1%), [[Skull Bash]] (1%), [[Agility]] (1% for the first leap and 3% for the optional second one), {{b|Thunder|Pokémon}} (3% when connecting with Pichu), [[forward smash]] (2%), [[forward aerial]] (4%), [[down aerial]] (1%, or 2% if Pichu hits the ground during the attack), [[pummel]] (1%), and [[forward throw]] (1%). In ''Ultimate'', its [[forward tilt]] causes recoil.
*[[Pichu]] – Most [[electric]]-based moves: [[Thunder Jolt]] (1%), [[Skull Bash]] (1%), [[Agility]] (1% for the first leap and 3% for the optional second one), {{b|Thunder|Pokémon}} (3% when connecting with Pichu), [[Volt Tackle]], [[forward smash]] (2%), [[forward aerial]] (4%), [[down aerial]] (1%, or 2% if Pichu hits the ground during the attack), [[pummel]] (1%), and [[forward throw]] (1%). In ''Ultimate'', its [[forward tilt]] causes recoil.
*[[Roy]] – Fully charged [[Flare Blade]] deals 10% damage.
*[[Roy]] – Fully charged [[Flare Blade]] deals 10% damage in ''Melee'' and ''Smash 4'', 12% in ''Ultimate''.
*[[Chrom]] — Fully charged [[Flare Blade]] deals 12% damage.


[[Category:Terms]]
[[Category:Terms]]
[[Category:Damage]]
[[Category:Damage]]

Revision as of 11:55, December 17, 2018

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.

List of moves with recoil damage