Recoil damage

Recoil damage (also known asself-damage) is directdamage taken by a character when certainattacks are used. Recoil damage is constant regardless of any other factors; it is not affected bystale-move negation, and it occurs even if the user isinvincible orintangible. 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 bySuper Smash Bros. Melee'sCloaking Device item. In addition, theAll-Star Rest Area inSuper Smash Bros. 4 prevents any recoil damage from harming the player's character. While damage taken will fill theFinal Smash Meter greatly inSuper Smash Bros. Ultimate, recoil damage does not fill it.
InUltimate, 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 asInkling'sink, or fromspirits.
List of moves with recoil damage[edit]
- 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%).
- Chrom – Fully chargedFlare Blade deals 10% damage.
- Diddy Kong –Rocketbarrel Boost, when hitting a wall or ceiling, deals 5% damage.
- Donkey Kong – receives 10% damage if someone breaks free from hiscargo throw, but only inMelee.
- Ike – Fully chargedEruption deals 10% damage. The custom Furious Eruption deals 10% damage when charged halfway, and 15% damage when fully charged.
- Incineroar – Deals 4% damage when failing the command onAlolan Whip.
- Jigglypuff –Wakie Wakie deals 5% damage from the explosion.
- King Dedede – When holding a fully chargedJet Hammer, King Dedede will receive damage in a fashion similar tohoop damage: it damages at 1% increments, capping at 100% (150% inSuper Smash Bros. Brawl).
- Kirby – When holding a fully chargedHammer Flip or Giant Hammer, Kirby will take damage in the same way King Dedede does, including capping off at 100%. He can alsocopyThunder Jolt from Pichu,Flare Blade from Roy or Chrom, orEruption from Ike, which all damage Kirby just as they would the original user.
- Mr. Game & Watch – #1Judge deals 12% damage. The custom Extreme Judge will only deal 5%.
- Pichu – Allelectric-based moves (Recoil forMelee/Ultimate):Thunder Jolt (1%/0.7%),Skull Bash (1%/1.5%),Agility (1%/0.5% for the first leap and 3%/1% for the optional second one),Thunder (3%/3.5% when connecting with Pichu),forward smash (2%/1.5%),forward aerial (4%/1%),down aerial (1%/1.5%, or 2%/2% if Pichu hits the ground during the attack),pummel (1%/0.1%), andforward throw (1%/0.5%). InUltimate,Volt Tackle, itsforward tilt (1%),back aerial (1.5%), anddown smash (1.3%) also cause recoil.
- Ridley – Hitting Ridley's mouth while he is chargingPlasma Breath will cause an explosion near his face, which deals recoil damage to Ridley depending on how much the move was charged.
- Roy – Fully chargedFlare Blade deals 10% damage.

