Take Down does damage, and the user receives [[recoil]] damage equal to 25% of the damage done to the opponent.
If the user of Take Down attacks first and faints
itself due to recoil damage, the opponent will not attack or be subjected to recurrent damage during that round.
Self-inflicted recoil damage from Take Down from the previous turn can be countered if the opponent does not make a move on the following turn. If Take Down breaks a substitute, the user will take no recoil damage.