Recoil is determined by how much damage you do to the foe.
Moves that have recoil of 1/4 the damage dealt:
Head Charge
Shadow Rush
Submission
Take Down
Wild Charge
Moves that have recoil of 1/3 the damage dealt:
Brave Bird
Double-Edge
Flare Blitz
Volt Tackle
Wood Hammer
Head Smash has a recoil of 1/2 the damage dealt.
Struggle will have a recoil of 1/4 the user's max HP
Hi Jump Kick and Jump Kick have a recoil of half the max HP of the user if it misses.
Magic Guard and Rock head will negate recoil. Magic Guard and Rock head will not negate the recoil of Struggle. Rock Head will also not negate the recoil of Hi Jump Kick and Jump Kick.
Life Orb will have a recoil of 10% the users max HP. This recoil can be negated by Sheer Force and magic Guard.