Recoil damage, also known as self-damage, is damage in Super Smash Flash 2 taken by a character when using a certain attack. Recoil damage does not cause knockback or flinching for the character receiving it, instead simply increasing the player's accumulated damage. Unlike damage taken from opponents' attacks, recoil damage is not affected by stale-move negation, invincibility, or intangibility, and it also does not charge the Final Smash Meter.
Moves that deal recoil damage[]
Character | Move(s) | Amount | Notes |
---|---|---|---|
Goku | Kaiō-ken | 1% | Kaiō-ken transformation deals recoil damage every fourth of a second while active. |
Kirby | Inhale | 3% | Only when copying Electro Ball. |
Mr. Game & Watch | Judge | 12% | Only when getting a 1. |
Pichu | Forward smash | 0.5% | Thunder only deals recoil damage when hitting Pichu with the lightning bolt. |
1.5% | |||
0.75% | |||
1.75% | |||
Forward aerial | 0.5% | ||
1.5% | |||
Down aerial | 2% | ||
1% | |||
Pummel | 0.5% | ||
Forward throw | 0.5% | ||
1.5% | |||
Electro Ball | 3% | ||
4% | |||
Skull Bash | 1% | ||
2% | |||
3% | |||
4% | |||
Agility | 2% | ||
1.5% | |||
4% | |||
Thunder | 5% | ||
Side taunt | 10% |