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Recoil damage: Difference between revisions

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*{{SSB4|Charizard}} - [[Flare Blitz]] deals 5% damage when used and an additional 5% if it hits (for a total of 10%).
*{{SSB4|Charizard}} - [[Flare Blitz]] deals 5% damage when used and an additional 5% if it hits (for a total of 10%).
*{{SSBB|Diddy Kong}} - [[Rocketbarrel Boost]], when hitting a wall or ceiling. Deals 5% damage.
*{{SSBB|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]].
*{{SSBB|Ike}} - Fully charged [[Eruption]], deals 10% damage.
*{{SSBB|Ike}} - Fully charged [[Eruption]], deals 10% damage.
*{{SSBB|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 (100% in [[Super Smash Bros. 4]]).
*{{SSBB|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 (100% in [[Super Smash Bros. 4]]).

Revision as of 04:49, November 14, 2015

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