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Recoil damage: Difference between revisions

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(→‎List of moves with recoil damage: Simplfying. Also, Donkey Kong's cargo throw does NOT do self-damage.)
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*[[Charizard]] - [[Flare Blitz]] deals 5% damage when used and an additional 5% if it hits (for a total of 10%). The custom Blast Burn deals 6% when used and 10% if it hits (for a total of 16%).
*[[Charizard]] - [[Flare Blitz]] deals 5% damage when used and an additional 5% if it hits (for a total of 10%). The custom Blast Burn deals 6% when used and 10% if it hits (for a total of 16%).
*[[Diddy Kong]] - [[Rocketbarrel Boost]], when hitting a wall or ceiling, deals 5% damage.
*[[Diddy Kong]] - [[Rocketbarrel Boost]], when hitting a wall or ceiling, deals 5% damage.
*[[Donkey Kong]] - receives 10% damage if someone breaks free from his [[cargo throw]].
*[[Ike]] - Fully charged [[Eruption]] deals 10% damage. The custom Furious Eruption deals 10% damage when charged halfway, and 15% damage when fully charged.
*[[Ike]] - Fully charged [[Eruption]] deals 10% damage. The custom Furious Eruption deals 10% damage when charged halfway, and 15% damage when fully charged.
*[[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, but does not do any damage when at 150% or above (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, but does not take any damage after 100% or above. He can also [[copy]] [[Thunder Jolt]] (Pichu), [[Flare Blade]], and [[Eruption]], 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]] (Pichu), [[Flare Blade]], and [[Eruption]], 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%). [[Up throw]] and [[down throw]] do not cause any recoil damage, despite their electrical effects.
*[[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%). [[Up throw]] and [[down throw]] do not cause any recoil damage, despite their electrical effects.

Revision as of 09:43, July 17, 2017

Judge dealing recoil damage.

Recoil damage (also known as self-damage) is damage taken by a character when it uses an attack under certain circumstances. Recoil damage is constant regardless of any other factors; it is not affected by stale-move negation, and occurs even if the user is invincible or intangible. Being damaged by one's own explosive generally does not count as recoil damage, as it does not directly deal damage to the character. Recoil damage does not cause knockback to the user.

Recoil damage can only be negated via the use of 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