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'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Dark Pit}} was also revealed.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref> Charles Martinet reprises his role as Dr. Mario's voice actor; however, he now uses {{SSBB|Mario}}'s voice clips recycled from ''[[Super Smash Bros. Brawl]]'', some of which have been muted. | '''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Dark Pit}} was also revealed.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref> Charles Martinet reprises his role as Dr. Mario's voice actor; however, he now uses {{SSBB|Mario}}'s voice clips recycled from ''[[Super Smash Bros. Brawl]]'', some of which have been muted. | ||
Dr. Mario is ranked 48th out of 54 on the [[tier list]], placing him in the F tier. This is a significant drop from his mid-tier placement in ''[[Super Smash Bros. Melee]]'', where he was ranked 13th out of 26, and ranked higher than [[Mario (SSBM)|his normal self]]. The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower {{SSB4|Mario}}. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to [[punish]] and very effective at punishing. | Dr. Mario is ranked 48th out of 54 on the [[tier list]], placing him in the F tier. This is a significant drop from his mid-tier placement in ''[[Super Smash Bros. Melee]]'', where he was ranked 13th out of 26, and ranked higher than [[Mario (SSBM)|his normal self]]. | ||
The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower {{SSB4|Mario}}. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to [[punish]] and very effective at punishing. | |||
However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks. | However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks. | ||
Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in | Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in his tournament representation and results both being extremely sparse throughout ''SSB4''{{'}}s lifespan. Although he is considered nonviable in competitive play, especially in comparison to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to smashers such as {{Sm|2ManyCooks}}, {{Sm|Nairo}}, and {{Sm|B7Games}}. | ||
==How to unlock== | ==How to unlock== | ||
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Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its [[windbox]] and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag. | Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its [[windbox]] and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag. | ||
Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. | Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}. | ||
==Differences from {{SSB4|Mario}}== | ==Differences from {{SSB4|Mario}}== | ||
Like in ''Melee'', Dr. Mario functions as a stronger clone of Mario. | Like in ''Melee'', Dr. Mario functions as a stronger, but slower clone of Mario. Although, he is now significantly slower compared to Mario. With Mario's Down Special and Down Aerial changes in ''Brawl'', this slightly declones Dr. Mario; albeit {{SSB4|Luigi}} still shares similar moves. In addition, Dr. Mario's Up Special is now a single hit opposed to being a multi-hit attack, with the coins being removed. | ||
While also factoring in the differences Dr. Mario had from Mario in ''Melee'', this gives Dr. Mario a drastically different playstyle from his original counterpart, despite sharing many common moves. | While also factoring in the differences Dr. Mario had from Mario in ''Melee'', this gives Dr. Mario a drastically different playstyle from his original counterpart, despite sharing many common moves. | ||
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**{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).}} | **{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{ | **{{nerf|Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.}} | ||
**{{buff|It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}} | **{{buff|It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}} | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}} | *{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}} | ||
*{{change|Dr. Mario's neck is longer, his pants are now slightly rolled up at his ankles, | *{{change|Dr. Mario's neck is longer, his pants are now slightly rolled up at his ankles, his tie is loosened, his stethoscope's tubing and head mirror's headband are also dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to ''SSB4''.}} | ||
*{{change| | *{{change|Dr. Mario's coat and stethoscope have individual physics.}} | ||
*{{change|Dr. Mario has received three new [[alternate costume]]s.}} | *{{change|Dr. Mario has received three new [[alternate costume]]s.}} | ||
*{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}} | *{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}} | ||
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**{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}} | **{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}} | ||
**{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}} | **{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}} | ||
**{{buff|Neutral | **{{buff|Neutral aerials auto-cancels earlier (frame 36 → 34), matching Mario's neutral aerial. Due to Dr. Mario's slower falling speed and lower gravity, it can now autocancel in a short hop.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%).}} | **{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%).}} | ||
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**{{nerf|Up aerial auto-cancels later (frame 16 → 18).}} | **{{nerf|Up aerial auto-cancels later (frame 16 → 18).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). It also has increased start-up (frame 10 → 11), | **{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). It also has increased start-up (frame 10 → 11), increased ending lag (FAF 38 → 52), and auto-cancels later (frame 33 → 45).}} | ||
**{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. These changes make its hits connect together better, but shorten its duration (frames 10-29 → 11-27).}} | **{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. These changes make its hits connect together better, but shorten its duration (frames 10-29 → 11-27).}} | ||
**{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°. Down aerial's last hit also no longer has set knockback. These changes improve its safety.}} | **{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°. Down aerial's last hit also no longer has set knockback. These changes improve its safety.}} | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.8% | |neutral1dmg=2.8% | ||
|neutral2dmg=1.68% | |neutral2dmg=1.68% | ||
|neutral3dmg=4.48% | |neutral3dmg=4.48% | ||
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''Super Mario 64''. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also [[jab lock]] like the first hit of [[Mario (SSB4)|his normal self]]'s neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at [[jab cancel]]ing compared to Mario's. | |neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''Super Mario 64''. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also [[jab lock]] like the first hit of [[Mario (SSB4)|his normal self]]'s neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at [[jab cancel]]ing compared to Mario's. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7.84% | |ftiltdmg=7.84% | ||
|ftiltdesc=A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 50%. | |ftiltdesc=A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 50%. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7.056% | |utiltdmg=7.056% | ||
|utiltdesc=A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. On Final Destination, it KOs middleweights at 165%/156% (''3DS''/''Wii U''). However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | |utiltdesc=A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. On Final Destination, it KOs middleweights at 165%/156% (''3DS''/''Wii U''). However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5.6% (foot), 7.84% (body) | |dtiltdmg=5.6% (foot), 7.84% (body) | ||
|dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks, and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but this requires a hard read. However, it has short range. | |dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks, and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but this requires a hard read. However, it has short range. | ||
|dashname= | |dashname= | ||
|dashdmg=8.96% (clean), 6.72% (late) | |dashdmg=8.96% (clean), 6.72% (late) | ||
|dashdesc=The {{s|mariowiki|Slide Kick}}. Its clean and late hitboxes both launch at 90°, which make it better for set-ups at low percentages compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's. | |dashdesc=The {{s|mariowiki|Slide Kick}}. Its clean and late hitboxes both launch at 90°, which make it better for set-ups at low percentages compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand) | |fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand) | ||
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|fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand) | |fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand) | ||
|fsmashdesc=A palm thrust that produces a blast of [[electric]]ity. Unlike in ''Melee'', it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack, and while its sourspot deals slightly less damage, it is also strong enough to KO reliably. Angling upward or downward slightly increases its KO ability, with the upward angled version KOing the earliest. While near the edge of Final Destination, its sweetspot KOs middleweights beginning from 72%/64% (''3DS''/''Wii U''), whereas the sourspot KOs middleweights beginning at 89%/80% (''3DS''/''Wii U''). | |fsmashdesc=A palm thrust that produces a blast of [[electric]]ity. Unlike in ''Melee'', it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack, and while its sourspot deals slightly less damage, it is also strong enough to KO reliably. Angling upward or downward slightly increases its KO ability, with the upward angled version KOing the earliest. While near the edge of Final Destination, its sweetspot KOs middleweights beginning from 72%/64% (''3DS''/''Wii U''), whereas the sourspot KOs middleweights beginning at 89%/80% (''3DS''/''Wii U''). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|15.68}} | |usmashdmg={{ChargedSmashDmgSSB4|15.68}} | ||
|usmashdesc=An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head [[Intangibility|intangible]] throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to {{SSB4|Luigi}}'s up smash, which launches opponents diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. While near the edge of Final Destination, it KOs middleweights at 105%/96% (''3DS''/''Wii U''). However, its launching angle makes it unreliable at KOing while away from the edge, whereas Mario and, to a slightly lesser degree, Luigi's versions can KO reliably from anywhere on-stage. | |usmashdesc=An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head [[Intangibility|intangible]] throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to {{SSB4|Luigi}}'s up smash, which launches opponents diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. While near the edge of Final Destination, it KOs middleweights at 105%/96% (''3DS''/''Wii U''). However, its launching angle makes it unreliable at KOing while away from the edge, whereas Mario and, to a slightly lesser degree, Luigi's versions can KO reliably from anywhere on-stage. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (front), {{ChargedSmashDmgSSB4|13.44}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (front), {{ChargedSmashDmgSSB4|13.44}} (back) | ||
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Zelda}}, {{SSB4|Ryu}} and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]], which makes it excellent for edge-guarding. Its back hit is stronger and more damaging than the front hit, but the front hit is still powerful and capable of KOing. Depending on the opponent's position, both of its hits can potentially hit them. While near the edge of Final Destination, its back hit KOs middleweights at 97%/88% (''3DS''/''Wii U''), while the front hit does so at 121%/110% (''3DS''/''Wii U''). However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable. | |dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Zelda}}, {{SSB4|Ryu}} and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]], which makes it excellent for edge-guarding. Its back hit is stronger and more damaging than the front hit, but the front hit is still powerful and capable of KOing. Depending on the opponent's position, both of its hits can potentially hit them. While near the edge of Final Destination, its back hit KOs middleweights at 97%/88% (''3DS''/''Wii U''), while the front hit does so at 121%/110% (''3DS''/''Wii U''). However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable. | ||
|nairname= | |nairname= | ||
|nairdmg=5.6% (clean), 8.96% (late) | |nairdmg=5.6% (clean), 8.96% (late) | ||
|nairdesc=A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in ''Melee'', it is a "reverse [[sex kick]]": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. Thanks to these traits, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when [[SHFF]]'d and a decent combo breaker. | |nairdesc=A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in ''Melee'', it is a "reverse [[sex kick]]": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. Thanks to these traits, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when [[SHFF]]'d and a decent combo breaker. | ||
|fairname= | |fairname= | ||
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late) | |fairdmg=11.2% (early), 16.8% (clean), 10.08% (late) | ||
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. Unlike his normal self's forward aerial, its clean hitbox is not a [[meteor smash]], but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in ''Melee'', it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (''3DS''/''Wii U''). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable. | |fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. Unlike his normal self's forward aerial, its clean hitbox is not a [[meteor smash]], but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in ''Melee'', it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (''3DS''/''Wii U''). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable. | ||
|bairname= | |bairname= | ||
|bairdmg=13.44% (clean), 7.84% (late) | |bairdmg=13.44% (clean), 7.84% (late) | ||
|bairdesc=A dropkick. Its hits on frame 6, autocancels with a short hop, and its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. While near the edge of Final Destination, its clean hitbox KOs middleweights at 134%/123% (''3DS''/''Wii U''), respectively. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing and edge-guarding. | |bairdesc=A dropkick. Its hits on frame 6, autocancels with a short hop, and its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. While near the edge of Final Destination, its clean hitbox KOs middleweights at 134%/123% (''3DS''/''Wii U''), respectively. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing and edge-guarding. | ||
|uairname= | |uairname= | ||
|uairdmg=7.84% | |uairdmg=7.84% | ||
|uairdesc=A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much lower knockback scaling, slightly lower ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch or back aerial at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos. | |uairdesc=A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much lower knockback scaling, slightly lower ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch or back aerial at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos. | ||
|dairname= | |dairname= | ||
|dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) | |dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) | ||
|dairdesc=A diagonal corkscrew dropkick. Like [[Mario Tornado]], the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling. | |dairdesc=A diagonal corkscrew dropkick. Like [[Mario Tornado]], the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average. | |grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.64% | |pummeldmg=3.64% | ||
|pummeldesc=A headbutt. Moderately slow, but it is the most damaging pummel in the game by default. | |pummeldesc=A headbutt. Moderately slow, but it is the most damaging pummel in the game by default. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8.96% | |fthrowdmg=8.96% | ||
|fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%. | |fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%. | ||
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|bthrowdmg=12.32% (throw), 8.96% (collateral) | |bthrowdmg=12.32% (throw), 8.96% (collateral) | ||
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''. | |bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7.84% | |uthrowdmg=7.84% | ||
|uthrowdesc=Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages. | |uthrowdesc=Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5.6% | |dthrowdmg=5.6% | ||
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Its average base knockback and low knockback scaling make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos in comparison. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and [[Dr. Tornado]] at low percentages, and into up aerial and [[reverse aerial rush]]ed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%. | |dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Its average base knockback and low knockback scaling make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos in comparison. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and [[Dr. Tornado]] at low percentages, and into up aerial and [[reverse aerial rush]]ed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%. | ||
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===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc= | |desc=A stack of {{s|mariowiki|Megavitamin}}s appears on-stage. Another Megavitamin then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario behind them. Initially, Dr. Mario appears to be thinking with his eyes closed, but then opens his eyes with a surprised expression once the entire stack of Megavitamins disappears. | ||
|char=Dr.Mario | |char=Dr.Mario | ||
|game=SSB4}} | |game=SSB4}} | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to | Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to ''SSB4''{{'}}s game physics saw him widely perceived as a low-tier or even bottom-tier character. Despite his poor perception, {{Sm|Nairo}} surprisingly used Dr. Mario for some matches at [[MLG World Finals 2015]] alongside {{SSB4|Zero Suit Samus}}. This notably resulted in a set against {{Sm|ESAM}} that concluded with Nairo winning 3-0 against him in Losers Finals after using Dr. Mario to defeat ESAM's {{SSB4|Pikachu}} for the first two matches, and his {{SSB4|Samus}} for their final match. Other professionals, such as {{Sm|2ManyCooks}}, would also proceed to achieve decent results with him. | ||
Despite these flashes of success, as well as vocal support of Dr. Mario because of his particular strengths, his metagame has remained stagnant because of his tournament results and representation being among the most sparse in the game. These aspects have been reflected in Dr. Mario's tier placement, in which he was ranked 45th on the first [[tier list]], before dropping to 48th on the second tier list. After Dr. Mario's best player, 2ManyCooks, dropped him in favor of Mario, he dropped to 51st on the third tier list. However, the efforts of {{Sm|B7Games}} have seen Dr. Mario rise back to 48th on the fourth and final tier list. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Dr. Mario | |name=Dr. Mario | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
* '''[[All-Star Battle: Secret]]''': Dr. Mario is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games. | |||
* '''[[Doctor Schmoctor]]''': As {{SSB4|Wario}}, the player must defeat Dr. Mario before Wario's health is depleted via [[flower]]ing. | |||
===Co-op Events=== | |||
* '''[[Viral Visitors]]''': Dr. Mario and {{SSB4|Peach}} must defeat four [[Kirby (SSB4)|Kirbys]]. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]== | ||
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Dr. Mario unlock notice SSB4-3DS.png|Dr. Mario's unlock notice in {{for3ds}}. | Dr. Mario unlock notice SSB4-3DS.png|Dr. Mario's unlock notice in {{for3ds}}. | ||
Dr. Mario unlock notice SSB4-Wii U.png|Dr. Mario's unlock notice in {{forwiiu}}. | Dr. Mario unlock notice SSB4-Wii U.png|Dr. Mario's unlock notice in {{forwiiu}}. | ||
SSB4 - Dr. Mario Screen-1.jpg| | SSB4 - Dr. Mario Screen-1.jpg|Dr. Mario in {{forwiiu}}. | ||
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}. | SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}. | ||
SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}. | SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}. | ||
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<!--He IS a cut Melee veteran, but the article already elaborates on this, so don't add it in.--> | <!--He IS a cut Melee veteran, but the article already elaborates on this, so don't add it in.--> | ||
*Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref> | *Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref> | ||
*Dr. Mario is the first of three ''Melee'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''SSB4'', followed by {{SSB4|Mewtwo}} and {{SSB4|Roy}}. However, he retains his status as an [[unlockable character]], whereas Mewtwo and Roy are now [[downloadable content]]. | |||
*Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''. | *Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''. | ||
*''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}. | *''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}. | ||
*In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively. | *In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively. | ||
*Dr. Mario, {{SSB4|Bowser}} and Lucina are the only characters who are not playable in a solo event unless selected. | *Dr. Mario, {{SSB4|Bowser}} and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless selected. | ||
*Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}. | *Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}. | ||
*Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es. | *Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es. | ||
*Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamin]] each time it is performed. | *Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamins|Megavitamin]] each time it is performed. | ||
*Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes. | *Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes. | ||