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| {{Disambig2|Dr. Mario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Dr. Mario}} | | {{Disambig2|Dr. Mario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Dr. Mario}} |
| {{Infobox Character | | {{Infobox Character |
| |name = Dr. Mario | | |name = Dr. Mario |
| |image = [[File:Dr. Mario SSB4.png|250px]] | | |image = [[Image:Dr. Mario SSB4.png|250px|Dr. Mario]] |
| |game = SSB4 | | |game = SSB4 |
| |ssbgame1 = SSBM | | |ssbgame1 = SSBM |
| |ssbgame2 = SSBU
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| |availability = [[Unlockable character|Unlockable]] | | |availability = [[Unlockable character|Unlockable]] |
| |tier = F | | |tier = G |
| |ranking = 48 | | |ranking = 45 |
| }} | | }} |
| '''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]]''. He was officially confirmed on October 9th, 2014 alongside {{SSB4|Dark Pit}} in a post-release announcement. Dr. Mario was originally planned to be an alternate costume of {{SSB4|Mario}}, but was spun off into being a separate character late in development. Dr. Mario is also the first of three ''[[Super Smash Bros. Melee]]'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''Super Smash Bros. 4'' alongside {{SSB4|Mewtwo}} and {{SSB4|Roy}}. Like in his debut appearance, Dr. Mario must be unlocked, whereas Mewtwo and Roy must be [[DLC|download]]ed. Dr. Mario retains his moveset from ''Melee'' and gains a [[Final Smash]] called [[Doctor Finale]], which is a stronger version of Mario's [[Mario Finale]] that, instead of streams of fire, has him hurl two massive [[Megavitamins]] across the screen. He is once again voiced by Charles Martinet, albeit via Mario's voice clips from ''Brawl'' as well as being less vocal than his normal counterpart. |
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| 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 45th out of 56 on the [[tier list]], placing him at the bottom of G tier and thus making him the lowest ranked low-tier character. This is a vast drop from his 11th out of 26 ranking in ''Melee'', where he was ranked higher than [[Mario (SSBM)|his normal counterpart in that same game]]. While Dr. Mario overall has more relative power compared to his appearance in ''Melee'', he is noticeably slower and sluggish, traits that were intentionally done to differentiate him from {{SSB4|Mario}}. He also sports a weaker [[recovery]] and combo game, which has resulted in him suffering from poor representation and below average results. Despite this, Dr. Mario has gained status as a niche character in competitive play, courtesy of professionals such as {{Sm|2ManyCooks}} and {{Sm|Nairo}} expanding his metagame by showing that he can still be used in certain match-ups. |
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| 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.
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| Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in having extremely sparse tournament results and performances for all of ''Smash 4''. Although he is considered nonviable in competitive play and compared unfavorably to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to smashers such as {{Sm|2ManyCooks}} and {{Sm|B7Games}}.
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| ==How to unlock== | | ==How to unlock== |
| ==={{for3ds}}=== | | ==={{for3ds}}=== |
| *Play 60 VS Matches. | | *Play 60 VS Matches. |
| *Clear {{SSB4-3DS|Classic Mode}} as {{SSB4|Mario}} on [[Difficulty|Intensity]] 4.0 or higher. | | *Clear {{SSB4-3DS|Classic Mode}} as Mario on difficulty 4.0 or higher. |
| After completing one of the two methods, Dr. Mario must then be defeated on [[Mushroomy Kingdom]].
| | Dr. Mario must then be defeated on [[Mushroomy Kingdom]]. |
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| ==={{forwiiu}}=== | | ==={{forwiiu}}=== |
| *Play 50 VS Matches. | | *Play 50 VS Matches. |
| *Clear [[Special Orders|Master Orders]] on Hard difficulty. | | *Clear [[Special Orders|Master Orders]] on Hard difficulty. |
| After completing one of the two methods, Dr. Mario must then be defeated on [[Delfino Plaza]].
| | Dr. Mario must then be defeated on [[Delfino Plaza]]. |
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| ==Attributes== | | ==Attributes== |
| As a [[clone]] of {{SSB4|Mario}}, Dr. Mario is a [[Weight|middleweight]] that can [[wall jump]]. Like his normal self, Dr. Mario also has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is the fifth fastest in the game. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although they share an overwhelming number of identical animations and even the exact same values for certain attributes ([[falling speed]]; [[fast fall]]ing speed; [[traction]]; and [[gravity]]), Dr. Mario nevertheless has a number of traits that differ from his normal self. Like Mario, Dr. Mario's height is below-average; oddly, however, he is marginally shorter in comparison, and does not [[crouch]] as low as his normal self.
| | Dr. Mario is a [[clone]] of Mario: he is of average weight and stature and can [[wall jump]] just like his normal counterpart. However, while sharing animations and overall design, he functions a bit differently due to his difference in speed and power and now fights like a stronger, yet slower version of {{SSB4|Mario}}, like he was originally intended to be in ''Melee''. As a result, his mobility is subpar overall, as his [[jump]]ing force, [[walking]], [[dash]]ing and [[air speed]]s and [[air acceleration]] are slower in comparison to Mario, with all of them being 0.82 times his original counterpart's original values, while sharing the same [[traction]], [[falling speed]] and [[gravity]] with the former. Compared to Mario, however, his entire moveset deals noticeably more damage, as the majority of his attacks have a 1.12x multiplier on his attacks (except his forward and back aerials), making Dr. Mario's damage output above average compared to Mario, which is just average. |
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| Unlike in ''Melee'', Dr. Mario now functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Aside from six moves, the remainder of Dr. Mario's moveset deals 1.12× more damage compared to Mario's moveset.<ref name="DamageMultiplier">[http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/ Complete Hitbox/Frame Data For Every Character (Now with KO Percents)]</ref> Conversely, his [[walk]]ing and [[dash]]ing speeds are 0.832× slower; his [[air speed]], [[air acceleration]], and [[jump]] heights are 0.808× slower. These multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics, in which he specifically possesses a +15 Attack value and a -50 Speed value. Although Dr. Mario's lower jump height makes his [[short hop]] more effective than Mario's, these modified attributes collectively render his overall mobility as sub-par. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.
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| Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only slightly slower than Mario's, his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to {{SSB4|Ike}}'s.
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| He also shares two useful combo starters with Mario, thanks to said moves being modified since ''Melee''. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a [[hard read]]. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages.
| | Not only does Dr. Mario's moveset possess a higher damage output, but he also posseses increased knockback overall throughout his moveset. This means Dr. Mario is notably more efficient at KOing in comparison to Mario, with all of his smash attacks, his forward and back aerials, and his [[Super Jump Punch]] being excellent KO moves. As a result, his [[punish]] game is very capable once he finds the proper opening. Other noticeable differences he posseses are seen in his specials: [[Megavitamins]] are stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air without landing, and bouncing twice instead of three times. [[Super Sheet]] covers more vertical distance than Mario's [[Cape]], but it doesn't stall him in midair like it did in ''Melee''. Instead, [[Dr. Tornado]] is now used as a bigger part of his recovery, since it grants Dr. Mario some good horizontal distance if the button is mashed enough. It is also important to notice unlike Dr. Mario's Tornado, Mario's Tornado plays as his down aerial. Lastly, [[Super Jump Punch]] acts more like {{SSB4|Luigi}}'s version of the move, with high power at the base and a sourspot throughout the rest of its duration instead of a multiple hitting attack, making it an amazing [[out of shield]] option and a good KO move, though unlike Luigi's Super Jump Punch, it is considerably weaker and sends the opponent on a horizontal trayectory in exchange for being less punishable since it has less ending and landing lag. In terms of playstyle, Dr. Mario's combo game is also very different than Mario's, as it is harder overall to score more attacks without correct reads; while he has a higher output in damage overall, his slower movement speed, the increased knockback of his attacks and different angle on his up aerial can noticeably hinder his ability to chain hits together in quick succession, especially against lightweight characters, which makes Dr. Mario's combo game have poor flexibility. Despite this, his down tilt is his most versatile combo starter, particularly against medium and heavyweights and certain fastfallers. It can chain into either Super Jump Punch, Dr. Tornado, his neutral attack, up smash, forward tilt, or up tilt; the latter can also chain into itself as reliably as Mario's, though less times compared to his original counterpart. It should be noted, however, that due to the aforementioned knockback of his tilt attacks, down tilt-initiated combos are easier to perform on heavyweights and fast-fallers, and down tilt has poor reach overall, making down tilt combos a bit rare, and his down throw is much worse at comboing than Mario's. |
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| Outside of these moves, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent 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, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential 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%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.
| | There are some things Dr. Mario shares with Mario, however: like his original counterpart, he boasts an effective grab game, with his forward throw being an excellent move to edgeguard, his back throw KOing at high percentages, his up throw being a viable move to put aerial pressure and his down throw being able to combo into Super Jump Punch if timed correctly, though very rarely due to its high knockback and Dr. Mario's low jumping force. Regardless, it is difficult to punish except at very low percents. His aerial game is also above average: his neutral aerial is a reverse-sex kick, meaning it has lower knockback at the start, but higher knockback throughout the rest of the attack. It also comes out extremely fast, which makes him hard to combo, and it can lead into another move when late due to its low landing lag. His back aerial is also fast and powerful, making it a viable KOing option near the edge, as well as being a viable move for edge-guarding, making it his best aerial. His forward aerial, though slow in execution, is the third strongest of its kind when sweetspotted, and a tremendously powerful punishing option. His up and down aerials, however, are different from Mario's in terms of utility, and in the latter's case, entirely: up aerial sends into a more horizontal angle and has much less knockback, making it his most gimmicky and difficult to chain aerial move at low percents, while down aerial is a drill kick with considerable startup but higher duration, making it better than Mario's down aerial to avoid getting juggled. His grounded game has also some utility: as stated above, his down tilt can combo into many moves and his up tilt can chain into itself, his neutral attack is among the fastest in the game, and all of his smash attacks have great power. |
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| Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game by default, as it is surpassed by {{SSB4|Olimar}} and {{SSB4|Shulk}}'s pummels only if they use [[Pikmin (species)|White Pikmin]] and the [[Monado Arts|Buster Art]], respectively. Forward throw is useful for initiating [[edge-guard]]s and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages. | | Dr. Mario's flaws are significantly more noticeable when compared to Mario's. While he boasts excellent KO power, his actual KOing ability is inconsistent as he posseses no guaranteed KO set-ups like Mario. Many characters outperform him in several areas, such as {{SSB4|Donkey Kong}} having more power, Luigi having greater combo versatility, {{SSB4|Villager}} and {{SSB4|R.O.B.}} having strong zoning abilities, {{SSB4|Captain Falcon}} having better mobility and {{SSB4|Shulk}} having greater range. Out of these attributes, his most problematic ones are the latter two: his poor range and mobility. His much slower mobility compared to Mario gives him problems at [[approach]]ing the opponent to land a move, which is further compounded by the fact he posseses poor range on his attacks, and prevents him from fighting at a safe distance more than Mario. |
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| Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash; [[reverse aerial rush]]ed back aerial; down aerial; and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.
| | The problems do not end here, however, as his slow mobility compounds his most glaring weakness: his poor recovery. Dr. Mario's lower jumping force, air speed and air acceleration combined with the lower distance compared to Mario's in Super Jump Punch give him a short, predictable recovery. Unlike Mario, however, he can extend it by making use of Dr. Tornado, which allows him to gain slightly better horizontal distance compared to Mario. However, his recovery gains noticeably less vertical distance compared to the latter, even when he wall jumps, which leaves him vulnerable to most meteor smashes as they may send him low enough to lose a stock. As a result, he is among the characters that suffers the most when trying to get back to the stage, and even though he may not need to use his second jump to recover, any attack strong enough (most notably [[semi-spike]]s) may send him too far away to recover back to the stage. |
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| Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edgeguarding. Back aerial is also fast; [[auto-cancel]]s in a short hop; and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind; as such, it is lethal when [[SHFF]]'d against unwary opponents that are near the edge. | | Dr. Mario significantly benefits when [[custom moves]] are turned on. Like his standard counterpart, his custom moves define the fundamentals of customization, but in his case, some of them allow him to cover up his most significant flaws more noticeably than that of Mario's. Fast Capsule deals less damage and barely causes flinching, but covers more range at a much faster pace, improving his already decent projectile game. Mega Capsule has less range and is much slower, but deals repeated damage and lingers after being shot, allowing it to shut down many approaches from characters that lack projectiles. Breezy Sheet provides him more safety when fighting near the edge at a slight cost of damage, while Shocking Sheet gives him an extra KOing option that has decent speed, though it cannot reflect projectiles. Ol' One-Two gives him an extremely powerful KOing option that can KO at very low percentages at the cost of further hampering Dr. Mario's already poor recovery. Both Super Jump and Soaring Tornado considerably improve his sub-par recovery game. Soaring Tornado also has the benefit of making Dr. Mario an incredible edge-guarder due to its consistent windbox effect, how soon its hitbox can KO, even from the center of the stage, and how it is consistently powerful throughout its hitbox duration, unlike most other lingering hitboxes. His only bad custom move seems to be Clothesline Tornado, which hampers his recovery without giving him a better damage racking move and having less utility overall. |
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| Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. This angle also makes its beginning frames capable of edge-guarding, unlike his normal self's up aerial. However, up aerial's launching angle also makes it much less effective at starting combos when SHFF'd or juggling compared to Mario's. Down aerial hits multiple times like [[Mario Tornado]], and its final hitbox has a horizontal launching angle like up aerial. As a result, it is much more effective for edge-guarding compared to Mario Tornado, yet completely unusable for juggling. Compared to Mario's up aerial and [[Mario Tornado]], however, Dr. Mario's up and down aerials are unable to KO outright because of their much lower knockback scaling and less damaging final hitbox, respectively.
| | Overall, Dr. Mario is like he was intended to be ever since ''Melee'': a slower, yet much stronger version of Mario. These traits make him a bit of a slow, yet fairly powerful glass cannon, as he is able to dish out huge damage and send the opponent far away, but cannot afford to receive such, resulting in him having to utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include avoiding edge-guarding if possible and remaining on stage more often than not, capitalizing on predictions by punishing an opponent's openings with his powerful attacks and effective grab game, and wisely using his few, limited combos to rack up damage. His faults outweigh his strengths, and due to this, Dr. Mario has poor tournament representation and results, though he does have a few notable players to his credit, such as {{Sm|2ManyCooks}}, {{Sm|Atomsk}} and {{Sm|Nairo}}. |
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| In regard to special moves, [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]]'s. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls Dr. Mario in midair like it did in ''Melee''. To alleviate the removal of Super Sheet's recovery potential, [[Dr. Tornado]] is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.
| | ==Changes from ''Melee''== |
| | Dr. Mario received some of the most recognizable changes out of any veteran in his transition from ''Melee'' to ''SSB4'', with all of his changes gearing him towards what he was intended to be in ''Melee'': a slower, yet stronger Mario. However, this results in Dr. Mario being considerably [[nerf]]ed overall in the transition, due to the nerfs to his speed and mobility decreasing his ability to neutral game and approach despite having [[Megavitamins]] as a projectile. Many of his moves were also nerfed; notable examples include his forward aerial and forward smash now requiring sweetspots to actually be effective, while his Megavitamins have a decreased damage output. The changes in physics from ''Melee'' have also removed many of Dr. Mario's set-ups into those potential sweetspots, making his punish game much less effective as well, despite remaining strong. Furthermore, [[Dr. Tornado]] was also nerfed in that its vertical coverage has decreased when used in the air and [[Super Sheet]] no longer stalls him in the air at all. As a result, and when combined with his lower jumps, this forces him to using his new wall jump for recovery mix-ups and thus makes him very easy to edge-guard and significantly hinders his recovery. |
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| Unlike [[F.L.U.D.D.]], Dr. Tornado deals damage. When coupled with its very high knockback scaling, [[Autolink angle|auto-link angle]] and [[transcendent priority]], it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding compared to F.L.U.D.D. Due to [[Super Jump Punch]] consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can no longer be canceled, Super Jump Punch can now be [[B-reverse]]d upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.
| | However, Dr. Mario has been buffed in other regards; some of his moves have increased range, while the universal change to units of distance benefits his match-ups against characters who countered him in the past such as {{SSB4|Marth}}, though not as much as his normal counterpart. His already high power is also even higher than it was in ''Melee'', due to the strengthening of some of his attacks' sweetspots. These changes, however, do not compensate for the noticeable decreases to his mobility. As a result, he is the only ''Melee'' veteran to have been truly nerfed in his transition, as fellow veterans {{SSB4|Mewtwo}} and {{SSB4|Roy}} have been buffed to high degrees, either due to game updates or being improved outright upon returning, respectively. |
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| However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to fight characters with long or disjointed range. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite now being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance results in his recovery being predictable like Mario's.
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| Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most [[meteor smash]]es. As a result, it is optimal for him to read the opponent when trying to return to the stage, as well as knowing when and how to make use of Dr. Tornado. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: {{SSB4|Donkey Kong}} and {{SSB4|Captain Falcon}} have more power and much better overall mobility; Mario, Luigi and {{SSB4|Bayonetta}} have much more versatile combo games; {{SSB4|Marth}} and {{SSB4|Cloud}} have much more range; and {{SSB4|R.O.B.}} and {{SSB4|Duck Hunt}} are much better at zoning.
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| Dr. Mario benefits significantly from his [[Character customization|custom moves]]. Like Mario, his custom moves define the fundamentals of customization, but in Dr. Mario's case, some of them alleviate his most significant flaws. Fast Capsule deals less damage and barely causes [[flinch]]ing, but covers more range at a much faster pace. Conversely, Mega Capsule has less range and is much slower, but deals repeated damage and lingers after being thrown. This allows it to shut down many approaches from characters that lack projectiles, as well as provide follow-ups. Breezy Sheet provides more safety when fighting near the edge but deals slightly less damage, whereas Shocking Sheet gives Dr. Mario another KOing option that has decent speed, but merely destroys projectiles instead of reflecting them.
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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.
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| 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.
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| ==Differences from {{SSB4|Mario}}==
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| Like in ''Melee'', Dr. Mario functions as a stronger clone of Mario. However, 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.
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| 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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| ===Aesthetics=== | | ===Aesthetics=== |
| *{{change|Dr. Mario's stance is identical to Mario's, albeit slower.}} | | *{{change|Dr. Mario's design has been updated to include the red tie he has had since ''Dr. Mario 64'', while still retaining his black pants from ''Melee''. However, his pants are now rolled up, revealing their lighter insides. His hair is a slightly lighter shade of brown and his head mirror's band is now black. Additionally, his stethoscope is now black instead of blue like it was in ''Melee''.}} |
| *{{change|Dr. Mario is less vocal than Mario. Some of his attacks also emit different sound effects.}}
| | *{{change|Dr. Mario now has an [[on-screen appearance]].}} |
| *{{change|Dr. Mario's [[on-screen appearance]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}} | | *{{change|Dr. Mario has a new idle pose. He pounds his fist into his open palm.}} |
| *{{change|Dr. Mario looks straight ahead during his [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation, whereas Mario looks slightly to the left. Additionally, his arms are place slightly higher than Mario's.}} | | *{{change|Dr. Mario has a new victory pose, replacing the one he shared with {{SSBM|Mario}} in ''Melee''. He now rubs his chin with his hand, as if examining a patient or being in deep thought.}} |
| *{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}} | | *{{change|Dr. Mario has the same stance as Mario when holding a light item.}} |
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| ===Attributes=== | | ===Attributes=== |
| *{{change|Some of Dr. Mario's raw properties are modified as if he were wearing [[equipment]] of +15 attack and -50 speed.}} | | *{{change|Dr. Mario is slightly smaller.}} |
| **{{buff|The damage outputs of Dr. Mario's attacks use a 1.12x<ref name="DamageMultiplier"/> multiplier. As a result, he is stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}}
| | *{{change|Dr. Mario is lighter (100 → 98), with his [[weight]] now being identical to {{SSB4|Mario}}'s since ''Brawl''. While this slightly hinders his survivability, it makes him slightly less susceptible to combos.}} |
| **{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.832x multiplier; his [[jump]] heights, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.808x multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
| | *{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.902).}} |
| *{{nerf|Dr. Mario's [[wall jump]] covers less height, hindering his recovery.}} | | *{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.312).}} |
| | *{{buff|Dr. Mario's [[air speed]] is slightly faster (0.9 → 0.943), though it is still significantly slower than Mario's.}} |
| | *{{change|Due to the physics change in ''SSB4'', Dr. Mario's [[falling speed]] is slower (1.7 → 1.5) and his [[gravity]] is lower (0.095 → 0.08715). Compared to the other veterans, Dr. Mario's survivability is still balanced.}} |
| | *{{nerf|Dr. Mario's traction has been lowered (0.6 → 0.45), now being identical to Mario's. This makes hinders his punishment ability, especially when [[out of shield]].}} |
| | *{{buff|Dr. Mario [[jump]]s slightly higher.}} |
| | *{{buff|Dr. Mario can now [[wall jump]].}} |
| | *{{nerf|While Dr. Mario has an overall higher damage output than Mario, most of his moves deal slightly less damage due to the decrease in Mario's overall damage output.}} |
| | *{{change|Walk's animation has changed. It is now is identical to {{SSBB|Mario}}'s since ''Brawl''.}} |
| | *{{change|Backward jump's animation has changed. Dr. Mario now backflips three times, as opposed to once.}} |
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| ===Ground attacks=== | | ===Ground attacks=== |
| *[[Neutral attack]]:
| | *{{nerf|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%).}} |
| **{{nerf|Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at [[jab cancel]]ing and [[Lock#Jab lock|jab locking]], and can result in lightweight and/or floaty characters escaping its entirety at high percentages.}}
| | *{{buff|Neutral attack has a consecutive jab and is faster.}} |
| *[[Forward tilt]]:
| | *{{nerf|All tilt attacks deal less damage (9% (upward angled)/8% (non-angled)/7% (downward angled) → 7.84% (all angles) (forward), 10% (clean)/8% (late) → 7.056% (up), 9% → 7.84% (body)/5.6% (foot) (down)).}} |
| **{{buff|Forward tilt has a longer duration (frames 5-6 → 5-7).}}
| | *{{buff|Forward tilt is faster.}} |
| *[[Up tilt]]:
| | *{{change|Up tilt no longer launches the opponent forward if they are hit in front of Dr. Mario. Instead of having different launching trajectories depending on where it hits them, it now launches them upward no matter where it hits them. This improves its combo potential, but hinders its versatility.}} |
| **{{change|Up tilt has higher base damage (5.5 → 6.3). This makes it significantly more effective for KOing, but less effective for combos.}}
| | *{{buff|Down tilt is faster, improving its [[spacing]] potential at close range.}} |
| *[[Dash attack]]:
| | *{{change|Down tilt now slightly launches opponents upward instead of behind Dr. Mario, improving its combo potential but removing its edgeguarding set-up potential.}} |
| **{{buff|Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for combos at low percentages.}}
| | *{{nerf|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%).}} |
| *[[Forward smash]]:
| | *{{buff|Due to the changes to the charged smash attack formula, fully charged forward and up smashes deal more damage.}} |
| **{{change|Dr. Mario's forward smash's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively.}}
| | *{{buff|Non-angled and downward angled forward smash deal more damage (19% → 19.04% (non-angled), 18% → 19.6112% (downward)) and have increased range.}} |
| ***{{nerf|It has lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100), partially compensating for the increased damage.}}
| | *{{nerf|Upward angled forward smash deals 0.008% less damage (20% → 19.992%).}} |
| **{{nerf|It has slightly less range.}}
| | *{{nerf|Forward smash has decreased knockback (30 (base)/97 (scaling) → 25/96), increased start-up and ending lag. It also received a sourspot located at Dr. Mario's hand that deals less damage (20% → 16.464% (upward angled), 19% → 15.68% (non-angled), 18% → 16.1504% (downward angled)).}} |
| **{{change|It has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}}
| | *{{change|Uncharged up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}} |
| **{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
| | *{{nerf|Down smash deals less damage (18% (sweetspot front)/17% (sourspot front), 15% (sweetspot back)/13% (sourspot back) → 11.2% (front)/13.44% (back)).}} |
| *[[Up smash]]:
| | *{{change|Down smash's knockback has been altered (50 (base)/75 (scaling) → 30/100), which makes it stronger at medium to high percentages, but not enough to compensate at low percentages. Its sweetspot and sourspot hitbox positions have also been reversed, making the front hit weaker and the back hit stronger.}} |
| **{{change|Up smash has different knockback (32 (base)/94 (scaling) → 0/117). Dr. Mario's up smash also launches the opponent horizontally (130°), whereas Mario's launches them vertically (83°). These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective for KOing and punishing.}}
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| **{{buff|It has a longer duration (frames 9-12 → 9-13).}}
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| *{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make Dr. Mario's smash attacks significantly more effective at pressuring shields.}} | |
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| ===Aerial attacks=== | | ===Aerial attacks=== |
| *{{nerf|All aerial attacks have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).}} | | *{{nerf|Neutral, forward, up, and down aerials all deal less damage (10% (early)/14% (clean) → 5.6%/8.96% (neutral), 17% (sweetspot)/16% (sourspot) → 11.2% (early)/16.8% (clean)/10.08% (late) (forward), 10% → 7.84% (up), 16.38% (all hits connect) → 10.976% (down).}} |
| *[[Neutral aerial]]:
| | *{{nerf|Forward aerial has decreased knockback overall (50 (sweetspot base)/40 (sourspot base)/100 (scaling) → 30 (early base)/95 (early scaling), 30 (clean base)/102 (clean scaling)). It also received a late hitbox that deals less damage (10.08%) and knockback (20 (base)/95 (growth)).}} |
| **{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
| | *{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%) and has altered knockback (43 (base)/65 (scaling) → 10/95), improving its KO potential.}} |
| **{{buff|It can lock until ≈40%.}}
| | *{{nerf|Back aerial has an altered angle (28° → [[Sakurai angle]]), removing its ability to [[semi-spike]] and thus hindering its edgeguarding ability.}} |
| **{{nerf|It has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}}
| | *{{change|Back aerial's animation has changed. It is now identical to Mario's back aerial since ''Brawl''.}} |
| *[[Forward aerial]]:
| | *{{buff|Up aerial has increased base knockback (0 → 9).}} |
| **{{buff|Forward aerial's clean hit has higher base damage (14 → 15). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}}
| | *{{change|Up aerial has an altered angle (45° → 55°).}} |
| **{{nerf|The clean hit has less base knockback (32 → 30).}}
| | *{{buff|Down aerial has received a landing hitbox like [[Mario Tornado]], which deals 2.24%. It also has increased knockback, which includes its landing hitbox (50 (base)/160 (scaling) having more knockback than Mario Tornado's landing hitbox. Its loop hits also launch opponents at the [[Autolink angle|auto-link angle]], making it much harder to SDI out of.}} |
| **{{change|The clean hit launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
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| **{{nerf|The early and late hits have lower base damage (12 (early)/10 (late) → 10/9).}}
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| *[[Back aerial]]:
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| **{{buff|Back aerial's clean hit deals more base damage (10.5 → 12), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}}
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| **{{buff|It has a longer duration (frames 6-10 → 6-13).}}
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| *[[Up aerial]]:
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| **{{change|Up aerial has less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling and [[SHFF]]'d combos.}}
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| *[[Down aerial]]:
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| **{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
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| **{{buff|The loop hits have higher base damage (1 → 1.7).}}
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| **{{nerf|The last hit has lower base damage (5 → 3) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.}}
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| **{{buff|The loop hits use the [[Autolink angle|auto-link angle]] (366°), whereas Mario Tornado's launch the opponent vertically (94°). This makes its hits connect together significantly better.}}
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| **{{change|The last hit launches the opponent diagonally (45°), whereas Mario Tornado's launches them vertically (75°). This makes it capable of edge-guarding, but significantly less effective for juggling.}}
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| **{{nerf|It has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. It also autocancels later than Mario Tornado (frame 33 → 45), preventing it from autocanceling in a short hop.}}
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| ===Grabs and throws=== | | ===Throws/other attacks=== |
| *[[Back throw]]: | | *{{nerf|The removal of [[chain grab]]bing hinders Dr. Mario's grab game and damage racking ability.}} |
| **{{nerf|It has less knockback scaling (66 → 60). This makes it less effective for KOing despite its higher damage output.}} | | *{{change|Grabs' animations have change. Dr. Mario now grabs with one hand as opposed to two.}} |
| *[[Up throw]]: | | *{{buff|Grabs' ranges have increased.}} |
| **{{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).}}
| | *{{buff|Pummel deals 0.64% more damage (3% → 3.64%).}} |
| *[[Down throw]]:
| | *{{buff|All of Dr. Mario's throws have decreased ending lag.}} |
| **{{change|Down throw has altered knockback, with more base knockback, but less knockback scaling (40 (base)/90 (scaling) → 75/45).}}
| | *{{nerf|Forward, up and down throws deal less damage (9% → 8.96% (forward), 8% → 7.84% (up), 6% → 5.6% (down)).}} |
| ***{{buff|It has less knockback overall, allowing it to combo for longer and improving its ability to combo into an aerial attack.}}
| | *{{buff|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%).}} |
| ***{{nerf|However, its higher base knockback causes it put opponents into [[tumble]] at very low percents and worsens its ability to combo into a series of up tilts at low percents.}}
| | *{{nerf|Back throw has decreased knockback (80 (base)/72 (scaling) → 70/60), much like Mario's back throw since ''Brawl''. However, it is still one of the strongest throws in the game.}} |
| **{{buff|It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}} | | *{{buff|Front and back floor attacks deal more damage (6% → 7.84%).}} |
| | *{{change|Due to the introduction of [[trip]]ping, Dr. Mario now has a floor attack when he trips.}} |
| | *{{change|Dr. Mario no longer has a slow edge attack.}} |
| | *{{change|Fast edge attack now deals consistent damage (8% (legs)/6% (body) → 7.84%).}} |
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| ===Special moves=== | | ===Special moves=== |
| *[[Megavitamins]]
| | *{{nerf|[[Megavitamins]] deal less damage (8% → 5.6% (early)/4.48% (late)).}} |
| **{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed.}}
| | *{{buff|Megavitamins are slightly larger, cover more range and are no longer [[absorb]]able.}} |
| **{{change|It do not have a [[flame]] effect, unlike Fireball.}}
| | *{{change|Megavitamins are much brighter and they appear to be smaller, but more rounded. {{GameIcon|ssb4-u}}They also lack a translucent half.}} |
| **{{change|It bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
| | *{{nerf|[[Super Sheet]] deals less damage (10%/12% → 7.84%).}} |
| **{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
| | *{{change|Aerial Super Sheet no longer stalls Dr. Mario, removing its recovery potential but giving Dr. Mario a new approach tool.}} |
| *[[Super Sheet]]
| | *{{buff|[[Super Jump Punch]] now consists of clean and late hitboxes, with the clean hitbox being strong enough to KO reliably before 150% from the center of the stage and around 100% at the edge, improving its KO, combo and [[tech-chase|tech-chasing]] potentials. Super Jump Punch can also be moved in the opposite direction landing its clean hitbox, which potentially gives Dr. Mario the ability to hit multiple opponents with the clean hitbox and to possibly avoid being punished after landing it.}} |
| **{{buff|Compared to [[Cape]], Super Sheet's reflection hitbox has a longer duration (frames 6-20 → 6-22).}}
| | *{{nerf|Super Jump Punch deals less damage (14% (all hits connect) → 13.44% (clean)/6.72% (late)) due to consisting of two hits instead of five. It can also no longer be canceled and has increased [[landing lag]]. While Mario's Super Jump Punch's vertical distance increased, Dr. Mario's retains its vertical distance from ''Melee''.}} |
| **{{change|Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
| | *{{nerf|[[Dr. Tornado]] deals less damage (16% (all ground hits connect)/14% (all aerial hits connect) → 8.736% (all hits connect)) and aerial Dr. Tornado's vertical distance has decreased due to its lengthier animation.}} |
| **{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at [[B-reversing]], but unusable for recovery.}}
| | *{{buff|Dr. Tornado has decreased start-up and ending lag, allowing for a double jump sooner for recovery. Its duration has slightly increased and it is harder to escape from. Its last hit is also stronger, KOing reliably at 100% off-stage.}} |
| *[[Super Jump Punch]]
| | *{{change|Dr. Mario has a [[Final Smash]], [[Doctor Finale]]. Aesthetically, it functions exactly the same as Mario's [[Mario Finale]], but uses two massive Megavitamins instead of two massive streams of fire.}} |
| **{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}}
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| **{{buff|Due to its higher damage output, the clean hit is significantly more effective for KOing in spite of its lower knockback (52 (base)/145 (scaling) → 30/100). Dr. Mario's Super Jump Punch also has a longer duration than Mario's (frames 3-11 → 3-19).}}
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| **{{nerf|It retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
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| **{{nerf|Unlike Mario's, It lacks [[intangibility]] on start-up.}}
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| **{{change|It does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
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| *[[Dr. Tornado]]
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| **{{change|Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been [[F.L.U.D.D.]] as of ''Brawl''.}}
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| **{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage.}}
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| **{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
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| **{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it ineffective for gaining stage control.}}
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| **{{nerf|Due to dealing damage, It is less effective at [[gimping]].}}
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| *[[Doctor Finale]]
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| **{{change|Doctor Finale produces 2D and 3D Megavitamin-based effects and emits Megavitamins' contact sound effect, whereas [[Mario Finale]] produces 3D fiery effects and emits a burning sound effect.}}
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| **{{buff|Its hitboxes are further out (Z offset: 0 → 10), improving its range.}}
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| ===Other===
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| *{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}} | |
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| ==Changes from ''[[Super Smash Bros. Melee]]''==
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| Dr. Mario became one of the most noticeably reworked [[veteran]]s upon his transition from ''Melee'' to ''SSB4''. Unlike in ''Melee'', he now functions as a stronger, yet slower Mario because of multipliers being applied to the majority of his moveset and some of his attributes. However, Dr. Mario's stronger moveset does not compensate for his much slower mobility. As a result, he is among the few characters to have been heavily nerfed in the transition to ''SSB4''.
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| Aside from the multipliers, changes to game mechanics have indirectly buffed and nerfed Dr. Mario. [[Rage]] makes his KOing options KO even heavyweights with relative ease. Additionally, the higher damage multiplier for fully charged smash attacks makes his fully charged forward/up smashes even more potent. Lastly, the changes to shields and [[shieldstun]] supplement Dr. Mario's smash attacks by making them much better at pressuring shields. However, the removal of [[chain grab]]bing significantly worsens his up and down throws' damage racking potentials, while the removal of [[wavedash]]ing further compounds his already worsened approach.
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| A number of Dr. Mario's moves have received buffs and nerfs. Down tilt now functions like Mario's, and is thus a reliable combo starter at low to high percentages. Up aerial's lower launching angle makes it better for edge-guarding and partaking in combos. Down aerial and Dr. Tornado's hitbox alterations result in their hits connecting together better. Megavitamins have longer ranges, are no longer [[absorb]]able and, when used in the air, descend faster. Super Jump Punch now possesses KO potential, thanks to it functioning like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. Conversely, neutral attack deals much less damage; forward aerial is only effective when sweetspotted; up aerial has significantly worsened juggling potential; down aerial and Megavitamins have lower damage outputs, more lag, shorter durations and, in the case of the latter, a smaller hitbox; and back throw's KO potential has worsened.
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| However, several of Dr. Mario's moves have been ambivalently buffed and nerfed. Up tilt's consistent angle makes more reliable for combo, but at the cost of its versatility. Up smash is no longer a [[spike]], which makes its KO potential more consistent at the cost of significantly worsening its ability to start combos. Down smash's front hit is now a semi-spike, but has a much lower damage output. Neutral aerial's lower damage output makes its clean hitbox better for set-ups, yet removes its late hitbox's KO potential. Back aerial's clean hitbox now possesses KO potential, yet is no longer a semi-spike. Lastly, Super Jump Punch can now be [[B-reverse]]d upon landing its clean hitbox, but at the cost of its ability to be [[Super Jump Punch#Up-B cancel|canceled]].
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| Despite being poor in ''Melee'', Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now [[wall jump]] like his normal self, and [[Dr. Tornado]] can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while [[Super Sheet]] no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump.
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| All in all, Dr. Mario’s overhaul changed him for the worse, as he has become a significantly less effective character than he was in ''Melee'', especially when comparing him to {{SSB4|Mario}}. As such, he is widely regarded as an unviable low tier character, and is overall one of the most nerfed characters in ''Smash 4'', alongside {{SSB4|Wario}}, {{SSB4|Marth}} prior to updates, {{SSB4|Kirby}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, {{SSB4|Meta Knight}} prior to updates, and {{SSB4|King Dedede}}.
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| | ==Differences from {{SSB4|Mario}}== |
| ===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 victory poses, idle poses, on-screen appearance and taunts are different.}} |
| *{{change|Dr. Mario's neck is longer, his pants are now slightly rolled up at his ankles, the collar of his shirt is open, his tie is loose and his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to ''SSB4''.}}
| | *{{change|Dr. Mario's idle stance is identical to Mario's, albeit slower.}} |
| *{{change|{{GameIcon|ssb4-u}}Dr. Mario's coat and stethoscope have individual physics.}}
| | *{{change|Dr. Mario is less vocal.}} |
| *{{change|Dr. Mario has received three new [[alternate costume]]s.}}
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| *{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}}
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| **{{change|Dr. Mario uses various voice clips for any move between the third hit of his [[neutral attack]], any [[tilt attack]], his [[dash attack]], and any [[aerial attack]], and always uses specific clips for both his up and down [[smash attack]]s.}}
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| **{{change|Dr. Mario now has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his side taunt.}}
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| *{{change|Dr. Mario no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}} | |
| *{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}}
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| *{{change|Dr. Mario has a new [[idle pose]]. He now punches his open palm with his fist. However, his stance while holding a light [[item]] is now identical to {{SSB4|Mario}}'s.}}
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| *{{change|Dr. Mario has a new [[victory pose]]. He now contemplatively rubs his chin with his hand. It replaces the "Here we go!" victory pose that he shared with {{SSBM|Mario}} in ''Melee''.}} | |
| *{{change|Dr. Mario's chest now faces the foreground, regardless of whether he is facing left or right.}}
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| ===Attributes=== | | ===Attributes=== |
| *{{change|Dr. Mario is slightly shorter. This makes his hurtbox slightly smaller, but slightly hinders his range.}} | | *{{buff|Due to almost all of his attacks (except for forward and back aerials) using a multiplier of 1.12x on their damage outputs, Dr. Mario is stronger overall compared to Mario.}} |
| *{{change|Due to the majority of Mario's damage output having slightly decreased since ''Brawl'', the majority of Dr. Mario's damage output has also slightly decreased. This slightly improves his combo game, but slightly hinders his damage racking potential.}}
| | *{{nerf|Due his walking, dashing and air speeds and air acceleration using a multiplier of 0.82x as well as his lower jumps, Dr. Mario is significantly less mobile compared to Mario.}} |
| *{{change|Dr. Mario is lighter (100 → 98), as he now [[Weight|weighs]] as much as {{SSBB|Mario}} as of ''Brawl''. This makes him slightly less susceptible to combos, but slightly hinders his endurance.}}
| | *{{nerf|Dr. Mario does not crouch as low as Mario.}} |
| *{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
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| *{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.3312).}}
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| *{{nerf|Dr. Mario's [[traction]] is lower (0.06 → 0.045), as it is now identical to Mario's.}}
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| *{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}} | |
| *{{change|Dr. Mario's [[falling speed]] is slower (1.7 → 1.5). This makes him less susceptible to combos, but hinders his vertical endurance.}}
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| *{{change|Dr. Mario's [[gravity]] is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.}}
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| *{{buff|[[Roll]]s and [[air dodge]] have decreased ending lag (FAF 31 → 30 (rolls), FAF 48 → 33 (air dodge)).}}
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| *{{nerf|[[Sidestep]] has increased ending lag (FAF 22 → 27).}}
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| *{{nerf|Rolls and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).}}
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| *{{buff|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}}
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| *{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}}
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| *{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
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| *{{change|Backward jump's animation has changed. Dr. Mario now performs a [[mariowiki:Somersault|Backward Somersault]] repeatedly like Mario does, instead of once.}}
| |
| *{{nerf|The removal of [[wavedash]]ing significantly hinders Dr. Mario's approach.}} | |
| *{{nerf|The removal of [[meteor canceling]] harms Dr. Mario more than any returning veteran, due to his lack of a meteor smash.}}
| |
|
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| ===Ground attacks=== | | ===Ground attacks=== |
| *[[Neutral attack]]:
| | *{{buff|Neutral attack's first two hits deal higher knockback, making it easier to [[jab cancel]] with.}} |
| **{{nerf|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%), although its last hit's knockback was somewhat compensated (18 (base)/100 (scaling) → 45/80).}}
| | *{{nerf|Neutral attack has increased ending lag (20 frames → 23 (hit), 22 frames → 25 (hit 2), 34 frames → 36 (hit 3)) and cannot [[jab reset]].}} |
| **{{nerf|Neutral attack has increased ending lag (FAF 16 (hit 1)/19 (hit 2)/23 (hit 3) → 23/25/36), hindering its [[jab cancel]]ing potential. Its last hit also has increased start-up lag (frame 5 → 7) and a shorter duration (frames 5-9 → 7-8).}}
| | *{{buff|Forward tilt has a longer duration (2 frames → 3).}} |
| **{{buff|Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased start-up lag (frame 3 → 2). This makes its first two hits connect together better.}}
| | *{{buff|Dash attack launches opponents vertically instead of obliquely, which makes it better for combos at low percentages.}} |
| **{{change|Neutral attack's first and second hits' angles have been altered (83°/83°/85° (both) → 60°/70°/80° (hit 1)/70°/78°/88° (hit 2)).}}
| | *{{nerf|Forward smash has less range.}} |
| *[[Forward tilt]]:
| | *{{change|Dr. Mario's forward smash's sweetspot is on his arm, while Mario's is on the [[flame]]. This means that Dr. Mario has to be closer to the opponent to land the sweetspot.}} |
| **{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}}
| | *{{change|Forward smash is an [[electric]] attack rather than a flame attack.}} |
| **{{nerf|Forward tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-8 → 5-7).}}
| | *{{buff|Up smash has a longer duration (4 frames → 5). It also launches opponents at a horizontal angle instead of a vertical angle, which allows it to combo into itself at low percentages when uncharged and thus improves its combo potential in comparison to Mario's.}} |
| *[[Up tilt]]:
| | *{{nerf|Up smash's altered knockback (30 (base)/95 (scaling) → 0/117) and horizontal angle hinders its KO potential.}} |
| **{{change|Up tilt deals less damage (10% (clean)/8% (late) → 7.056%). Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up tilt's angle has also been altered ([[Sakurai angle|361°]] (clean)/100° (late) → 96°). When coupled with the changes to [[hitstun canceling]], these changes improve its combo potential. However, these changes hinder its utility.}}
| |
| **{{nerf|Up tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-12 → 5-11).}}
| |
| *[[Down tilt]]:
| |
| **{{buff|Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)); has decreased ending lag (FAF 33 → 28); and its angle has been altered (150° → 80° (body/foot)). When coupled with the changes to hitstun canceling, these changes grant it combo potential at low to high percentages.}}
| |
| **{{nerf|Down tilt has a shorter duration (frames 5-8 → 5-7).}}
| |
| *[[Dash attack]]:
| |
| **{{change|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%). However, its clean hitbox's knockback was compensated (70 (base)/30 (scaling) → 90/42), and its late hitbox's knockback was somewhat compensated (60 (base)/50 (scaling) → 90/42). Its angle has also been altered (80° (clean)/85° (late) → 90° (both)). When coupled with the changes to hitstun canceling, these changes slightly improve its combo potential at low percentages. However, these changes slightly hinder its safety.}}
| |
| *{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve all smash attacks' shield pressuring potentials.}}
| |
| *[[Forward smash]]:
| |
| **{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their knockback was compensated (30 (base)/97 (scaling) → 25/96). Forward smash has also received a sourspot located at the blast of [[electric]]ity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.}}
| |
| **{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%).}}
| |
| **{{nerf|Upward angled forward smash deals 0.008% less damage (20% → 19.992%) and has decreased knockback (30 (base)/97 (scaling) → 25/96), slightly hindering its KO potential. Forward angled also has increased start-up (frame 12 → 15), ending lag (FAF 42 → 48), and a shorter duration (frames 12-16 → 15-17).}}
| |
| *[[Up smash]]:
| |
| **{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}}
| |
| **{{change|Due to its angle being altered (259° (clean/late) → 130°), up smash is no longer a [[spike]]. This improves its KO potential, but significantly hinders its combo potential.}}
| |
| **{{buff|Up smash has a longer duration (frames 9-11 → 9-13) and increased intangibility frames (frames 9-11 → 9-13).}}
| |
| *[[Down smash]]:
| |
| **{{nerf|Down smash's front hit deals less damage (18% (clean)/17% (late) → 11.2%), hindering its KO potential. Additionally, down smash has increased ending lag (FAF 38 → 44). Lastly, down smash's back hit has a shorter duration (frames 14-15 → 14).}}
| |
| **{{buff|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down smash's back hit now deals consistent damage (15% (clean)/13% (late) → 13.44%). However, its knockback was somewhat compensated (45 (base)/75 (scaling) → 30/100). These changes improve its KO potential in spite of its damage output being lower than the clean hitbox's.}}
| |
| **{{buff|Due to its angle being altered (361° (front/back) → 32° (front)/30° (back)), down smash is now a [[semi-spike]]. This significantly improves its edge-guarding potential.}}
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| ===Aerial attacks=== | | ===Aerial attacks=== |
| *[[Neutral aerial]]:
| | *{{nerf|All aerials have increased landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).}} |
| **{{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|Neutral aerial deals more damage and knockback the longer it is active, whereas Mario's functions oppositely.}} |
| **{{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 aerial can jab reset until around 40%.}} |
| **{{buff|Neutral aerial 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.}}
| | *{{nerf|Neutral aerial has a shorter duration (27 frames → 25).}} |
| *[[Forward aerial]]: | | *{{nerf|Early forward aerial deals 0.8% less damage (12% → 11.2%).}} |
| **{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%).}}
| | *{{buff|Clean and late forward aerial deal more damage (14% (clean)/10%(late) → 16.8%/10.08%).}} |
| **{{nerf|It deals less knockback overall (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102), hindering its KO potential.}}
| | *{{change|Clean and late forward aerial have shorter and longer durations respectively (4 frames (clean)/6 frames (late) → 3/7).}} |
| **{{change|Forward aerial's angle has been lowered (60° → 50°). This hinders its KO potential off the top blast zone, but slightly improves it near the edge.}}
| | *{{change|Sweetspotted forward aerial launches the opponent at a diagonal angle instead of [[meteor smash]]ing them.}} |
| **{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively. These changes decrease its start-up lag (frame 18 → 16) and lengthen its duration (frames 18-22 → 16-22). However, these changes make it more susceptible to punishment at low to medium percentages.}}
| | *{{buff|Back aerial deals more damage (10.5% (clean)/7% (late) → 13.44%/7.84%) and its duration is longer (2 frames (clean)/3 frames (late)/5 frames (overall) → 3/5/8).}} |
| **{{buff|Forward aerials auto-cancels earlier (frame 44 → 43).}}
| | *{{buff|Up aerial has a longer animation. However, this results in the move having a longer duration (5 frames → 9) and decreased ending lag (24 frames → 20).}} |
| *[[Back aerial]]:
| | *{{nerf|Up aerial launches opponents at a horizontal angle and has less knockback despite its higher damage output (10 (base)/135 (scaling) → 9/100), hindering its juggle and combo potentials compared to Mario's.}} |
| **{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%). However, its clean hitbox's knockback was somewhat compensated (43 (base)/65 (scaling) → 10/95), and its late hitbox's knockback was compensated (20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.}}
| | *{{change|Dr. Mario retains his [[Drill (archetype)|drill kick]] as his down aerial, while Mario's has been [[Mario Tornado]] since ''Brawl''. As a result, Dr. Mario's down aerial launches the opponent at a different angle compared to Mario's.}} |
| **{{nerf|Back aerial has increased ending lag (FAF 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.}}
| | *{{nerf|Despite its higher damage output, down aerial's last hit deals less damage and much less knockback than Mario Tornado (80 (base)/100 (scaling) → 50/120). It also has increased start-up (3 frames → 11) and ending lag (13 frames → 27) and less vertical range.}} |
| *[[Up aerial]]:
| |
| **{{buff|Up aerial deals 2.16% less damage (10% → 7.84%), although its base knockback was compensated (0 → 9). It also has decreased ending lag (FAF 34 → 32). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.}}
| |
| **{{change|Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its juggling potential.}}
| |
| **{{nerf|Up aerial auto-cancels later (frame 16 → 18).}}
| |
| *[[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), much more ending lag (FAF 38 → 52), and auto-cancels later (frame 33 → 45), no longer being interruptible.}}
| |
| **{{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|The weakening of [[SDI]] makes down aerial significantly more difficult to escape from.}}
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| ===Throws/other attacks=== | | ===Grabs and throws=== |
| *{{buff|All grabs have increased ranges. Standing and dash grabs also have decreased start-up (frame 7 → 6 (standing), frame 11 → 8 (dash)) and ending lag (FAF 31 → 29 (standing), FAF 41 → 36 (dash)).}} | | *{{buff|Back throw is slightly stronger than Mario's despite its lower knockback scaling (66 → 60).}} |
| *{{change|All grabs' animations have changed. Dr. Mario now reaches out with one hand, instead of using both to clinch the opponent.}}
| | *{{nerf|Down throw has altered knockback (40 (base)/90 (scaling) → 75/45), hindering its follow-up potential at low percentages compared to Mario's without properly compensating it at higher percentages.}} |
| *[[Pummel]]:
| |
| **{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging in the game by default. It is also faster (24 frames → 23).}}
| |
| *[[Forward throw]]:
| |
| **{{change|Forward throw deals 0.04% less damage (9% → 8.96%) and has decreased knockback scaling (72 → 60). When coupled with the changes to hitstun canceling, these changes grant it combo potential into dash attack at low percentages. However, these changes hinder its edge-guarding potential.}}
| |
| *[[Back throw]]:
| |
| **{{nerf|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%), although its knockback was compensated (80 (base)/72 (scaling) → 70/60). This hinders its KO potential in spite of its higher damage output.}}
| |
| *[[Up throw]]:
| |
| **{{nerf|Up throw deals 0.16% less damage (8% → 7.84%) and has decreased knockback (70 (base)/80 (scaling) → 65/70). When coupled with the removal of [[chain grab]]bing, these changes significantly hinder its damage racking potential.}}
| |
| *[[Down throw]]:
| |
| **{{buff|Down throw deals 0.4% less damage (6% → 5.6%), although its knockback scaling was compensated (40 → 45). Its angle has also been altered (90° → 80°). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.}}
| |
| **{{nerf|The removal of chain grabbing significantly hinders down throw's damage racking potential.}}
| |
| *[[Floor attack]]:
| |
| **{{change|Due to the introduction of [[tripping]] in ''Brawl'', Dr. Mario has received a floor attack when he trips.}}
| |
| **{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}}
| |
| *[[Edge attack]]:
| |
| **{{change|Edge attack now deals consistent damage (6% (body)/8% (legs) → 7.84%).}}
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| ===Special moves=== | | ===Special moves=== |
| *[[Megavitamins]]:
| | *{{buff|[[Megavitamins]] cannot be [[absorb]]ed due to being classified as physical projectiles rather than energy projectiles like Mario's [[Fireball]].}} |
| **{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
| | *{{change|Megavitamins bounce twice while Fireball bounces three times.}} |
| **{{nerf|Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 14 → 17); ending lag (FAF 44 → 53); and a shorter duration (frames 14-89 → 17-69).}}
| | *{{buff|Super Sheet has decreased ending lag (16 frames → 14) and its reflection hitbox has a longer duration (15 frames → 17).}} |
| **{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
| | *{{change|Super Sheet has more vertical range but less horizontal range than [[Cape]].}} |
| *[[Super Sheet]]:
| | *{{change|Aerial Super Sheet does not stall Dr. Mario.}} |
| **{{buff|Super Sheet can now [[reflect]] projectiles behind Dr. Mario.}}
| | *{{buff|Dr. Mario's Super Jump Punch deals more knockback than Mario's and it has a longer duration (9 frames → 17).}} |
| **{{buff|Super Sheet has a longer duration to [[reflect]] projectiles compared to Mario's [[Cape]] (frames 6-22).}}
| | *{{change|Dr. Mario's Super Jump Punch only has two hitboxes and deals more damage at the start of the attack, just like {{SSB4|Luigi}}'s.}} |
| **{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}}
| | *{{nerf|Dr. Mario's Super Jump Punch covers less vertical distance than Mario's.}} |
| **{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}}
| | *{{change|Dr. Mario's Super Jump Punch has a different sound effect than Mario's when it hits an opponent.}} |
| **{{bugfix|Super Sheet no longer causes opponents warping to the opposite side of the stage after being hit during the ledge get up.}}
| | *{{change|Dr. Mario retains [[Dr. Tornado]] as his down special.}} |
| *[[Super Jump Punch]]:
| | *{{change|Dr. Tornado is purely offensive rather, while [[F.L.U.D.D.]] is purely defensive.}} |
| **{{buff|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).}}
| | |
| **{{buff|Super Jump Punch can now be B-reversed upon hitting with its clean hitbox. This grants it edge-guarding potential, and improves its safety.}}
| | ===Other=== |
| **{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
| | *{{change|Dr. Mario uses Ties as defensive [[Equipment]] instead of Overalls.}} |
| **{{nerf|Super Jump Punch can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}}
| |
| **{{change|Super Jump Punch's visual effects have changed. It no longer produces {{s|mariowiki|Coin}}s upon contact.}}
| |
| *[[Dr. Tornado]]:
| |
| **{{buff|Dr. Tornado can now be moved horizontally, granting it horizontal recovery potential.}}
| |
| **{{buff|Dr. Tornado has decreased ending lag (FAF 80 → 75).}}
| |
| **{{buff|The weakening of SDI makes Dr. Tornado significantly more difficult to escape from.}}
| |
| **{{nerf|Dr. Tornado deals less damage (13% (all grounded hits)/14% (all aerial hits) → 8.736% (all hits)), although its last hit's knockback was compensated (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)). It also has increased start-up lag (frame 8 → 10).}}
| |
| **{{nerf|Aerial Dr. Tornado covers significantly less vertical distance, significantly hindering its vertical recovery potential.}}
| |
| **{{change|Dr. Tornado now consists of a consistent hitbox that re-hits every 6 frames and launch at 90°/180°/360°, instead of multiple hitboxes with short durations that launch at 180°/160°/100°. These changes make its hits connect together better, but shorten its duration (frames 8-39 → 10-40).}}
| |
| **{{change|Dr. Tornado's last hit's angle has been altered (361° → 45°).}}
| |
| **{{change|Dr. Tornado's loop hits have lost their [[Priority#Transcendent priority|transcendent priority]], whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its loop hits' safety against incoming moves.}}
| |
| **{{change|Dr. Mario's now vocalizes when performing the final hit of Dr. Tornado, with the voice clip coming from Mario's [[F.L.U.D.D.]]}}
| |
| *[[Final Smash]]:
| |
| **{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path.}}
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| ==Update history== | | ==Update history== |
| Dr. Mario has been buffed slightly via game updates. Updates [[1.0.4]] and [[1.0.6]] improved his forward aerial's KO potential by increasing its knockback and its sweetspot's damage output, respectively. Update [[1.1.0]] followed a similar format in regard Dr. Mario's up smash, as it increased its duration and knockback. Unlike {{SSB4|Mario}}, the changes to [[shield]]s and [[shieldstun]] brought about by updates 1.1.0 and [[1.1.1]] are a mixed bag for Dr. Mario, instead of an indirect nerf. Although they hinder his [[out of shield]] options because of his low traction, his above-average damage output makes his most powerful moves noticeably safer on shield compared to Mario's. | | Although his core problems have not been addressed, Dr. Mario has received a handful of buffs nonetheless. Updates [[1.0.4]] and [[1.0.6]] improved his forward aerial's knockback and damage output, enabling it to score KOs easier and making it more viable either as a [[short hop]]ped on-stage attack, or as an edge-guarding option. Update [[1.1.0]] slightly improved his up smash by giving it one extra frame, as well as making it capable of scoring KOs easier near edges due to increasing its knockback. Like {{SSB4|Mario}}, however, the changes on shieldstun in [[1.1.1]] make it slightly harder for him to use his patient playstyle effectively, as the increased shieldstun makes it harder for him to punish out of shield. This change, however, also benefits him due to his overall damage output being higher than Mario's, which makes his most powerful moves much safer on shield when compared to his normal counterpart. |
|
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| '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' |
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| '''{{GameIcon|ssb4}} [[1.0.6]]''' | | '''{{GameIcon|ssb4}} [[1.0.6]]''' |
| {{UpdateList/1.0.6|char=Dr. Mario}} | | *{{buff|Up smash's horizontal knockback increased, making it more effective at KOing while near an edge.}} |
| | *{{buff|Sweetspotted forward aerial deals 1.12% more damage|15.68%|16.8%.}} |
|
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|
| '''{{GameIcon|ssb4}} [[1.1.0]]''' | | '''{{GameIcon|ssb4}} [[1.1.0]]''' |
| *{{buff|Up smash's knockback scaling increased|108|117.}} | | *{{buff|Up smash's knockback scaling increased|108|117.}} |
| *{{buff|Up smash's duration increased|frames 9-12|9-13.}} | | *{{buff|Up smash's duration increased|4 frames|5, making its duration match its animation.}} |
|
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| '''{{GameIcon|ssb4}} [[1.1.1]]''' | | '''{{GameIcon|ssb4}} [[1.1.1]]''' |
| *{{buff|Clothesline Tornado deals 1% more damage|10.2% (hit 1)/12.44% (hit 2)|11.2%/13.44%, although its first hit's knockback was somewhat compensated: 60 (base)/120 (scaling) → 100/70.}} | | *{{buff|Clothesline Tornado deals more damage|8%|10%/12%.}} |
| *{{buff|Clothesline Tornado's first hit's hitbox size increased.}} | | *{{buff|Clothesline Tornado's sweetspot's hitbox size increased.}} |
| | *{{change|Sweetspotted Clothesline Tornado's knockback altered|60 (base)/120 (scaling)|100/70.}} |
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| ==Moveset== | | ==Moveset== |
| *Dr. Mario can [[wall jump]]. | | *Dr. Mario can [[wall jump]]. |
| ''For a gallery of Dr. Mario's hitboxes, see [[/Hitboxes|here]].'' | | *Except for his forward and back aerials, Dr. Mario's attacks deal exactly 1.12 times more damage than Mario's attacks due to using a multiplier.[http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/] This does not apply to items or reflected attacks. |
| {{MovesetTable | | {{MovesetTable |
| |game=SSB4 | | |game=SSB4 |
| |neutralcount=3 | | |neutralcount=3 |
| |neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}}) | | |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=Two alternating jabs followed by a forward kick. The first two hits have set vertical knockback, allowing Dr. Mario to potentially perform jab cancel follow-ups, such as a [[grab]]. Originates from ''Super Mario 64''. |
| |ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}}) | | |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 reverse roundhouse kick. Low KO potential, but can be used to space opponents and serve as a defensive move. |
| |utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | | |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. Can be followed up by itself or an aerial attack. Can KO around 160%. Originates from ''Super Mario RPG: Legend of the Seven Stars''. |
| |dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | | |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. Dr. Mario's most reliable combo starter, it can be followed up by any ground attack at low percentages or an aerial and [[Super Jump Punch]] until high percentages. |
| |dashname=Sliding ({{ja|スライディング|Suraidingu}}) | | |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=A {{s|wikipedia|dropkick}} variation of a baseball slide. Launches the opponent at a purely vertical angle and has a fair amount of ending lag. |
| |fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'') | | |fsmashname= |
| |fsmashangles=3 | | |fsmashangles=3 |
| |fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand) | | |fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand) |
| |fsmashsidedmg={{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand) | | |fsmashsidedmg={{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand) |
| |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 small blast of electricity. It has longer range than in ''Melee'', but now has a sweetspot at Dr. Mario's arm. Can KO at 92% depending on where it lands. |
| |usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | | |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 headbutt. Its purely diagonal knockback makes it great for combos at low percentages. Dr. Mario's head is intangible while the hitboxes are active and it possesses more range than Mario's, being able to hit opponents behind him. |
| |dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}}) | | |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=A double legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. A very fast, yet very powerful [[semi-spike]]. Excellent for [[edgeguarding]] and KOing. Originates from ''Super Mario 64''. |
| |nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}}) | | |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. Like in ''Melee'', it is a "reverse [[sex kick]]", with the late dealing more damage and knockback. Its clean hit is good for breaking combos, while the late hit is great for edgeguarding. Similar to the one Mario used in ''Super Mario 64''. |
| |fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}}) | | |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=Winds up his arm and punches downward. Unlike Mario's, it does not [[meteor smash]], but instead deals incredibly high diagonal knockback if sweetspotted, to the point where it is the third strongest forward aerial in the game. Great for edgeguarding and can sometimes be used immediately after a down throw. KOs at 109% from the stage's center. |
| |bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | | |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 combination of high speed and high knockback make it effective in edgeguarding or a [[reverse aerial rush]]. KOs at 124% near the edge if hit clean. |
| |uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | | |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 backflip kick. Launches the opponent upward at a purely diagonal angle and is decent for juggling opponents at low percents. |
| |dairname=Bone Drill ({{ja|ドリルキック|Doriru Kikku}}, ''Drill Kick'') | | |dairname= |
| |dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) | | |dairdmg=1.904% (loop hits), 3.36% (last hit), 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=Does a diagonal corkscrew dropkick. A [[Drill (archetype)|drill]]. The last hit deals diagonal knockback, unlike Mario's. |
| |grabname=Grab ({{ja|つかみ|Tsukami}}) | | |grabname= |
| |grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average. | | |grabdesc= |
| |pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}) | | |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. Although moderately slow, its damage is surpassed only by {{SSB4|Olimar}}'s White Pikmin pummel and {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel. |
| |fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}}) | | |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 tosses them forward. At certain percents it can be followed up with a dash attack or an aerial attack. Can be useful for forcing opponents off-stage. |
| |bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'') | | |bthrowname= |
| |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 while damaging bystanders. While it has lost some of the knockback it had in ''Melee'', it remains a very strong throw and can KO near the edge around 135%. Originates from ''Super Mario 64''. |
| |uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}}) | | |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 high into the air with both hands. Decent against fast-fallers for aerial follow-ups. |
| |dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'') | | |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=Slams the opponent into the ground. Launches the opponent much higher than Mario's down throw and has low knockback scaling, allowing for aerial follow-ups more easily. |
| |floorfname= | | |floorfname= |
| |floorfdmg=7.84% | | |floorfdmg=7.84% |
| |floorfdesc=Performs a modified version of the Sweep Kick before getting up. | | |floorfdesc=Gets up then kicks behind himself and then in front of himself. |
| |floorbname= | | |floorbname= |
| |floorbdmg=7.84% | | |floorbdmg=7.84% |
| |floorbdesc=Punches behind himself and then in front of himself while getting up. | | |floorbdesc=Gets up then punches behind himself and then in front of himself. |
| |floortname= | | |floortname= |
| |floortdmg=5.6% | | |floortdmg=5.6% |
| |floortdesc=Performs a side kick behind himself and then in front of himself while getting up. | | |floortdesc=Kicks behind him, then in front of him while getting up. |
| |edgename= | | |edgename= |
| |edgedmg=7.84% | | |edgedmg=7.84% |
| |edgedesc=Performs a dropkick while climbing up. | | |edgedesc=Does a somersault and then dropkicks upward from a supine position. |
| |nsdefname=Megavitamins | | |nsdefname=Megavitamins |
| |nsdefdmg=5.6% (early), 4.48% (late) | | |nsdefdmg=5.6% (early), 4.48% (late) |
| |nsdefdesc=Throws a {{s|mariowiki|Megavitamin}}. Megavitamins travel on a bouncing arc and are able to [[lock]], similarly to his normal self's [[Fireball]], although their arc is unique and allows them to cover different angles in comparison. Unlike Mario's Fireball, they cannot be absorbed. | | |nsdefdesc=Throws a {{s|supermariowiki|Megavitamin}}. Megavitamins follow a bouncing arc, similarly to Mario's [[Fireball]], although Megavitamins' arc is unique and allows them to cover different angles. Unlike Mario's Fireball, they cannot be absorbed. |
| |nsc1name=Fast Capsule | | |nsc1name=Fast Capsule |
| |nsc1dmg=3.36% (early), 2.576% (mid), 1.68% (late) | | |nsc1dmg=3.36% (early), 2.576% (mid), 1.68% (late) |
| |nsc1desc=Throws a smaller Megavitamin that flies straight ahead, similarly to [[Blaster (disambiguation)|Blaster]]. It is very [[spam]]mable, thanks to its much lower start-up and ending lag. However, it deals less damage and [[hitstun]]. | | |nsc1desc=Quickly throws a weaker Megavitamin that flies straight ahead, similarly to {{SSB4|Fox}} and {{SSB4|Falco}}'s [[Blaster]]s. It deals lower damage and hitstun, but it can be easily spammed due to its faster speed. |
| |nsc2name=Mega Capsule | | |nsc2name=Mega Capsule |
| |nsc2dmg=1.68% (per hit) | | |nsc2dmg=1.68% (per hit) |
| |nsc2desc=Throws a much larger Megavitamin that damages any opponent it hits in its predetermined path until it vanishes. Unlike Megavitamins and Fast Capsule, it does not disappear upon impact, which grants it decent set-up potential. However, it has significantly shorter range, as well as significantly more start-up and ending lag. | | |nsc2desc=Throws a slow but large Megavitamin that will damage any opponent it hits in its predetermined path until it vanishes. Unlike the other two variations, it does not disappear upon impact. It has slow start-up and ending lag, but can potentially be followed-up with several other moves. |
| |ssdefname=Super Sheet | | |ssdefname=Super Sheet |
| |ssdefdmg=7.84% (sheet), 1.5× (reflected projectiles) | | |ssdefdmg=7.84% |
| |ssdefdesc=Waves a white sheet in front of himself. It deals damage; [[reflect]]s projectiles with 50% more power than they originally had; and [[reverse]]s opponents. Compared to [[Cape]], its hitbox is much smaller, but its reflection hitbox has a slightly longer duration. Unlike in ''Melee'', it lacks recovery potential because it no longer stalls Dr. Mario in midair. | | |ssdefdesc=Waves a defensive sheet that reflects projectiles and reverses enemies. It has more vertical range than Mario's, but covers less horizontal distance compared to his. Unlike in ''Melee'', the Super Sheet no longer stalls his momentum in midair, removing its recovery potential. |
| |ssc1name=Shocking Sheet | | |ssc1name=Shocking Sheet |
| |ssc1dmg=12.544% | | |ssc1dmg=12.544% |
| |ssc1desc=The sheet discharges electricity, which launches opponents and destroys projectiles instead of reversing them and reflecting them, respectively. Unlike Super Sheet, it deals respectable damage and has knockback, which grant it KO potential. While near the edge of Final Destination, it KOs middleweights at 109% in the ''3DS'' version. However, it has more ending lag. | | |ssc1desc=The sheet discharges electricity, which destroys projectiles instead of reflecting them. It deals noticeably more damage and knockback, to the point that it can KO at high percentages, but has more [[ending lag]]. |
| |ssc2name=Breezy Sheet | | |ssc2name=Breezy Sheet |
| |ssc2dmg=5.6% (sheet), 1.5× (reflected projectiles) | | |ssc2dmg=5.6% |
| |ssc2desc=The sheet has emits a small gust of wind that pushes opponents back. It is one of the best edge-guarding options in the game, thanks to the sheet itself possessing an extremely strong [[Windbox#Pushing attacks|pushbox]]. However, it deals less damage and has slightly more ending lag. | | |ssc2desc=The sheet emits a small gust of wind, pushing opponents backward in addition to turning them around. It deals slightly less damage while also having more [[ending lag]]. |
| |usdefname=Super Jump Punch | | |usdefname=Super Jump Punch |
| |usdefdmg=13.44% (clean), 6.72% (late) | | |usdefdmg=13.44% (clean), 6.72% (late) |
| |usdefdesc=A jumping uppercut. Unlike his normal self's Super Jump Punch, Dr. Mario's version consists of clean and late hitboxes like {{SSB4|Luigi}}'s Super Jump Punch, which grants it much greater KO potential compared to Mario's. While near the edge of Final Destination, its clean hitbox KOs middleweights at 122%/112% (''3DS''/''Wii U''). Like Mario's Super Jump Punch, Dr. Mario's version now enables him to move himself in the opposite direction upon landing its clean hitbox, which makes it less punishable. Compared to Mario's Super Jump Punch, the travel distance of Dr. Mario's version has remained unchanged since ''Melee'', which makes it worse for recovery. Unlike Mario's, Dr. Mario's version lacks intangibility on start-up. | | |usdefdesc=A strong, jumping uppercut. It travels less distance than Mario's and only hits once, but can be [[sweetspot]]ted for extra damage like Luigi's. Has KO potential starting at 140% on middleweight characters and at around 100% near the edge. |
| |usc1name=Super Jump | | |usc1name=Super Jump |
| |usc1dmg=— | | |usc1dmg=— |
| |usc1desc=Covers much more vertical distance and, when moved left or right during start-up, more horizontal distance. However, it deals no damage and has slightly more ending lag. | | |usc1desc=Provides more distance than the standard Super Jump Punch, at the cost of dealing no damage. |
| |usc2name=Ol' One-Two | | |usc2name=Ol' One-Two |
| |usc2dmg=8.96% (hit 1), 14.56% (hit 2) | | |usc2dmg=8.96% (hit 1), 14.56% (hit 2) |
| |usc2desc=A [[Flame|flaming]] version that is significantly stronger. Its first hit leads reliably into its second hit, but it is not strictly necessary to use, thanks to its second hit's higher damage output, knockback and vertical angle making it reliable for KOing on its own. Its second hit KOs middleweights at 96% from anywhere on Final Destination in the ''3DS'' version. However, it covers much less vertical distance, and almost no horizontal distance. | | |usc2desc=Deals more damage and much stronger knockback, but at the cost of having noticeably less recovery distance. This uppercut hits twice, first at the start and then at its apex. |
| |dsdefname=Dr. Tornado | | |dsdefname=Dr. Tornado |
| |dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5) | | |dsdefdmg=1.344% (loop hits), 3.36% (last hit) |
| |dsdefdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. On the ground, Dr. Tornado allows Dr. Mario to slightly move left or right, while button mashing will make him leap into the air. In the air, button mashing immediately after the apex of a jump will make him ascend, thus helping his recovery. However, aerial Dr. Tornado can only be used once for recovery: if it is used at the apex of his first jump, using it at the apex of his second jump will result in him descending instead of ascending. Despite hitting on frame 10 and having 34 frames of ending lag, its loop hits' usage of the [[Autolink angle|auto-link angle]] enable it to reliably trap opponents. Although its last hit has a very low damage output, it possesses very high knockback scaling, [[Priority#Transcendent priority|transcendent priority]], and launches opponents at 45°. These traits enable it to function as a very potent, albeit risky off-stage edge-guarding option. While near Final Destination's left/right [[blast line]]s, it KOs middleweights at 82%/75% (''3DS''/''Wii U''). It resembles the {{s|mariowiki|Spin Jump}}. | | |dsdefdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks|discus clotheslines and spinning backfists]] before launching them. Dr. Mario can move around on the ground while spinning, and can hover in the air by repeatedly pressing the special button while using it. While the move has a start-up of 10 frames and has some considerable [[ending lag]], it has quite some range that allows it to beat out attacks. Gains KO potential at around 130% near the edge. Because of its high knockback scaling, it can be used as a risky but efficient edgeguarding option. Likely based on the {{s|mariowiki|Spin Jump}} that originated in ''Super Mario World''. |
| |dsc1name=Soaring Tornado | | |dsc1name=Soaring Tornado |
| |dsc1dmg=6.72% | | |dsc1dmg=6.72% |
| |dsc1desc=Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a [[windbox]] and a hitbox, the latter of which deals twice as much damage and much more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edge-guarding compared to Dr. Tornado. While near Final Destination's left/right blast lines, it KOs middleweights at 49% in the ''3DS'' version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag. | | |dsc1desc=Spins even faster to propel himself into the air. It has much greater vertical mobility, but at the cost of horizontal movement. The hitboxes are replaced with a wind hitbox except for the last hit, which has much more knockback than Dr. Tornado. When coupled with its considerably better vertical coverage, it is much more efficient at edgeguarding than Dr. Tornado, as it can KO as low as 30% when near the edge and around 85% at the center of the stage. |
| |dsc2name=Clothesline Tornado | | |dsc2name=Clothesline Tornado |
| |dsc2dmg=11.2% (hit 1), 13.44% (hit 2) | | |dsc2dmg=8.96% (loop hits), 8.96% (last hit) |
| |dsc2desc=Deals much more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it to hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 72% from anywhere on 3DS's Final Destination. However, its first hit does not KO middleweights until 151% while near the edge of Final Destination in the ''3DS'' version. In comparison, its second hit is very difficult to land because of its first hit's long duration. It also has much more start-up and ending lag, which make it unusable for recovering or edge-guarding. | | |dsc2desc=A slower variation that deals higher horizontal knockback, but at the cost of having noticeably less recovery distance. |
| |fsname=Doctor Finale | | |fsname=Doctor Finale |
| |fsdmg=3.36% (big Megavitamin), 2.24% (small Megavitamin) | | |fsdmg=3.36% (bigger Megavitamin), 2.24% (smaller Megavitamin) |
| |fsdesc=Rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. It functions identically to [[Mario Finale]], but deals slightly more damage. | | |fsdesc=Throws two massive Megavitamins, which move forward and spiral outward, creating exploding capsule effects as they travel across the stage. Aesthetically, it functions identically to [[Mario Finale]], albeit with giant Megavitamins replacing the streaming flames. It deals more damage than Mario Finale. |
| }} | | }} |
|
| |
| ===Stats===
| |
| {{Attributes
| |
| |cast = 58
| |
| |weight = 98
| |
| |rweight = 22-24
| |
| |dash = 1.3312
| |
| |rdash = 47
| |
| |run = 1.3312
| |
| |rrun = 52
| |
| |walk = 0.9152
| |
| |rwalk = 44
| |
| |trac = 0.045
| |
| |rtrac = 44-52
| |
| |airfric = 0.01212
| |
| |rairfric = 21
| |
| |air = 0.9292
| |
| |rair = 46
| |
| |baseaccel = 0.00808
| |
| |rbaseaccel = 55
| |
| |addaccel = 0.05656
| |
| |raddaccel = 37
| |
| |gravity = 0.08715
| |
| |rgravity = 32-34
| |
| |fall = 1.5
| |
| |rfall = 31-35
| |
| |ff = 2.4
| |
| |rff = 30-34
| |
| |jumpsquat = 5
| |
| |rjumpsquat = 14-41
| |
| |jumpheight = 29.356105712
| |
| |rjumpheight = 50
| |
| |shorthop = 14.171785912
| |
| |rshorthop = 48
| |
| |djump = 29.356105712
| |
| |rdjump = 45
| |
| }}
| |
| Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.832, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.808.
| |
|
| |
| ===[[Announcer]] call===
| |
| <gallery>
| |
| Dr. Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
| |
| Dr. Mario French Announcer SSBU.wav|French
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| Dr. Mario German Announcer SSBU.wav|German
| |
| Dr. Mario Italian Announcer SSBU.wav|Italian
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| Dr. Mario Spanish Announcer SSBU.wav|Spanish
| |
| </gallery>
| |
|
| |
|
| ===[[On-screen appearance]]=== | | ===[[On-screen appearance]]=== |
| {{appearance | | {{appearance |
| |desc=*[[Megavitamins]] fall to the ground, and Dr. Mario appears when they recede. Based on a Megavitamin chain from ''{{iw|mariowiki|Dr. Mario|game}}''. | | |desc=A large stack of capsules appear on stage. Another capsule then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario from behind them. |
| |char=Dr.Mario | | |char=Dr.Mario |
| |game=SSB4}} | | |game=SSB4}} |
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| {{Taunt/SSB4 | | {{Taunt/SSB4 |
| |char=DrMario | | |char=DrMario |
| |desc-up=Grinds the sole of his shoe on the ground. | | |desc-up=Grinds his shoe on the ground. |
| |desc-side=Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it. | | |desc-side=Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it. This taunt returns from ''Melee''. |
| |desc-down=Lightly pounds his shoulder with his fist.}} | | |desc-down=Pounds his shoulder with his fist.}} |
|
| |
|
| ===[[Idle pose]]s=== | | ===[[Idle pose]]s=== |
| {{Idle | | {{Idle |
| |desc-1=Pounds his fist into his palm. | | |desc-1=Sways his head from right to left. |
| |desc-2=Performs a neck roll, a neck exercise. | | |desc-2=Punches his left hand into his open palm. |
| |image-1=DrMarioIdlePose1WiiU.jpg | | |image-1=DrMarioIdlePose1WiiU.jpg |
| |image-2=DrMarioIdlePose2WiiU.jpg}} | | |image-2=DrMarioIdlePose2WiiU.jpg}} |
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| {{Victory/SSB4 | | {{Victory/SSB4 |
| |victory-theme=MarioUniverseTheme.ogg | | |victory-theme=MarioUniverseTheme.ogg |
| |victory-desc=A flourished remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}'' | | |victory-desc=A flourished remix directly from ''Brawl'' based on the sound clip that would play when Mario reaches the end of a level in ''{{s|supermariowiki|Super Mario Bros.}}'' |
| |desc-1=Throws two randomly colored Megavitamins, dusts off his gloves, and then pulls out two more Megavitamins that are the same color as the ones he threw. | | |desc-1=Throws out two randomly colored [[Megavitamins]], dusts off his gloves and then pulls out two more Megavitamins that are the same color as the ones he threw. |
| |desc-2=Holds out his stethoscope and points it in front of himself, then to his left, and then in front of himself again. | | |desc-2=Holds out his stethoscope and points it straight, then to his left and then straight again. |
| |desc-3=Contemplatively rubs his chin and then suddenly glances at the screen while continuing to rub his chin. | | |desc-3=Rubs his chin while appearing to be thinking about something, then faces the screen while continuing to rub his chin. This replaces his "Here we go!" victory animation from ''Melee''. |
| |char=Dr.Mario}} | | |char=Dr.Mario}} |
|
| |
|
| ==In [[competitive play]]== | | ==In competitive play== |
| ===[[Official Custom Moveset Project]]=== | | ===[[Official Custom Moveset Project]]=== |
| {{OfficialCustomMoves | | {{OfficialCustomMoves |
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| |set10=2322 | | |set10=2322 |
| }} | | }} |
| ===Most historically significant players===
| |
| <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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|
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|
| ''See also: [[:Category:Dr. Mario players (SSB4)]]''
| | ===Notable players=== |
| | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> |
| | *{{Sm|2ManyCooks|Canada}} |
| | *{{Sm|Atomsk|USA}} |
| | *{{Sm|Caste|Spain}} |
| | *{{Sm|Koolaid|USA}} |
| | *{{Sm|Nairo|USA}} |
| | *{{Sm|Rice|USA}} |
|
| |
|
| *{{Sm|2ManyCooks|Canada}} - The best Dr. Mario player in the world until he dropped him for {{SSB4|Mario}} in 2017. He had several wins over {{Sm|Exodia}}, which includes defeating him and {{Sm|Alphicans}} to win [https://www.start.gg/tournament/otafest-assault-iv/details Otafest Assault IV] and defeating him at [https://albertabeatdown.challonge.com/smash4top48 Alberta Beatdown 2016] to place 2nd. Outside of his region, he most notably placed 33rd at {{Trn|2GGT: KTAR Saga}} defeating {{Sm|Rideae}}.
| | ==Trophies== |
| *{{Sm|B7Games|USA}} - The best Dr. Mario player in the world after 2ManyCooks dropped the character, best known for defeating {{Sm|Abadango}} at {{Trn|2GGT: Abadango Saga}}, placing 49th overall. He has also placed 33rd at {{Trn|2GGC: Midwest Mayhem Saga}}, the best solo-Dr. Mario placement at a major.
| | :'''Dr. Mario''' |
| *{{Sm|Rizeasu|Japan}} - Known for playing a variety of characters, including Dr. Mario. Most notably defeated {{Sm|Choco}} at {{Trn|Niconico Tokaigi 2018}} and had also placed 7th at {{Trn|Sumabato 28}} with both Dr. Mario and {{SSB4|Zelda}}.
| | ::{{flag|ntsc}} ''In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.'' |
| *{{Sm|Tsumusuto|Japan}} - The best solo-Dr. Mario player in Japan with several decent performances at {{Trn|Sumabato}} events, including placing 17th at {{Trn|Sumabato 9}} and {{Trn|Sumabato 22}}.
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|
| |
|
| ===Tier placement and history===
| | ::{{flag|pal}} ''In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.'' |
| Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to the new game physics saw him widely perceived as a low-tier or even bottom-tier character, with many players agreeing that {{SSB4|Mario}} was a far better character. Despite this initial reception, Dr. Mario was able to see some noteworthy performances, most notably {{Sm|Nairo}}'s surprising but effective choice to use Dr. Mario to defeat {{Sm|ESAM}} at {{Trn|MLG World Finals 2015}}. However, aside from that single Nairo performance, the regional efforts of players such as {{Sm|2ManyCooks}} and {{Sm|B7Games}}, and the support from a few players due to Dr. Mario's particular strengths, Dr. Mario's metagame remained stagnant due to poor touornament results and representation for all of competitive ''Smash 4''. As such, Dr. Mario remained in the low tier for all of ''Smash 4'', ranking 45th on the first [[tier list]] before dropping to 48th on the second and 51st on the third due to 2ManyCooks dropping Dr. Mario in favor of Mario, before rising back to 48th on the final tier list thanks to the efforts of B7Games and a few Japanese Dr. Mario players.
| |
|
| |
|
| ==In Solo Modes== | | {{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}} |
| ===[[All-Star Mode]]===
| |
| In All-Star Mode, Dr. Mario is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version if he has been unlocked alongside {{SSB4|Yoshi}}, {{SSB4|Captain Falcon}}, {{SSB4|Marth}}, {{SSB4|Pit}}, {{SSB4|Mega Man}}, {{SSB4|Palutena}}, and {{SSB4|Ryu}}.
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|
| |
|
| ==={{GameIcon|SSB4-U}}[[Event Match]]es===
| | :'''Dr. Mario (Alt.)''' |
| ====Solo Events====
| | ::{{flag|ntsc}} ''Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.'' |
| * '''[[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.
| | ::{{flag|pal}} ''Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.'' |
| ====Co-op Events==== | | |
| * '''[[Viral Visitors]]''': Dr. Mario and {{SSB4|Peach}} must defeat four [[Kirby (SSB4)|Kirbys]].
| | {{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}} |
| * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
| | |
| | :'''Doctor Finale''' |
| | ::''In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. The wide range makes it tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!'' |
|
| |
|
| ===[[Congratulations screen]]s===
| |
| <center> | | <center> |
| ====3DS====
| |
| <gallery>
| |
| SSB4-3DS Congratulations Classic Dr Mario.png|Classic Mode
| |
| SSB4-3DS Congratulations All-Star Dr Mario.png|All-Star Mode
| |
| </gallery>
| |
| ====Wii U====
| |
| <gallery> | | <gallery> |
| SSB4-Wii U Congratulations Classic Dr Mario.png|Classic Mode
| | DrMarioTrophy3DS.png|Classic (3DS) |
| SSB4-Wii U Congratulations All-Star Dr Mario.png|All-Star Mode
| | DrMarioAllStarTrophy3DS.png|Alt. (3DS) |
| | DrMarioTrophyWiiU.png|Classic (Wii U) |
| | DrMarioAltTrophyWiiU.png|Alt. (Wii U) |
| | DrFinaleTrophyWiiU.png|[[Doctor Finale]] |
| </gallery> | | </gallery> |
| </center> | | </center> |
|
| |
|
| ==[[Trophies]]== | | ==In [[Event Match]]es== |
| Dr. Mario's default trophy is obtained by clearing Classic Mode as Dr. Mario. His alternate trophy is obtained by clearing All-Star Mode as Dr. Mario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Doctor Finale trophy is obtained only in the Wii U version by clearing All-Star Mode as Dr. Mario.
| | ===Solo Events=== |
| {{Trophy/Fighter
| | * '''[[All-Star Battle: Secret]]''': Dr. Mario is one of the characters fought in this event. |
| |name=Dr. Mario
| | * '''[[Doctor Schmoctor]]''': Dr. Mario appears as Wario's opponent and Wario is constantly taking damage due to a Lip's Stick flower on his head. |
| |image-3ds=DrMarioTrophy3DS.png
| |
| |image-wiiu=DrMarioTrophyWiiU.png
| |
| |mode=Classic
| |
| |desc-ntsc=In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
| |
| |desc-pal=In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
| |
| |gamelist-ntsc={{Trophy games|console1=NES|game1=Dr. Mario|release1=10/1990|console2=Wii|game2=Dr. Mario Online Rx|release2=05/2008}}
| |
| |gamelist-pal={{Trophy games|console1=NES|game1=Dr. Mario|release1=06/1991|console2=Wii|game2=Dr. Mario & Germ Buster|release2=05/2008}}
| |
| }}
| |
| {{clrl}}
| |
|
| |
|
| {{Trophy/Fighter
| | ===Co-op Events=== |
| |name=Dr. Mario (Alt.)
| | * '''[[Viral Visitors]]''': Player 1 controls Dr. Mario and Player 2 controls Peach, and they must defeat four "unmasked Meta Knight" Kirby alternatives within the time limit. |
| |image-3ds=DrMarioAltTrophy3DS.png
| | * '''[[The Ultimate Battle]]''': Dr. Mario is one of the opponents in the event. |
| |image-wiiu=DrMarioAltTrophyWiiU.png
| |
| |mode=Alt
| |
| |desc-ntsc=Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
| |
| |desc-pal=Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
| |
| |gamelist-ntsc={{Trophy games|console1=NES|game1=Dr. Mario|release1=10/1990|console2=Wii|game2=Dr. Mario Online Rx|release2=05/2008}}
| |
| |gamelist-pal={{Trophy games|console1=NES|game1=Dr. Mario|release1=06/1991|console2=Wii|game2=Dr. Mario & Germ Buster|release2=05/2008}}
| |
| }}
| |
| {{clrl}}
| |
| | |
| {{Trophy/Fighter
| |
| |name=Doctor Finale
| |
| |image=DrFinaleTrophyWiiU.png
| |
| |desc-ntsc=In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
| |
| |desc-pal=In Dr. Mario's Final Smash, he spreads his arms wide, then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
| |
| |game=ssb4-wiiu
| |
| }}
| |
| {{clrl}}
| |
|
| |
|
| ==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]== | | ==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]== |
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| <gallery> | | <gallery> |
| Dr. Mario amiibo.png|Dr. Mario's [[amiibo]]. | | Dr. Mario amiibo.png|Dr. Mario's [[amiibo]]. |
| Dr. Mario unlock notice SSB4-3DS.png|Dr. Mario's unlock notice in {{for3ds}}.
| | SSB4 - Dr. Mario Screen-1.jpg|In fighting stance. |
| Dr. Mario unlock notice SSB4-Wii U.png|Dr. Mario's unlock notice in {{forwiiu}}.
| | SSB4 - Dr. Mario Screen-2.jpg|Fighting {{SSB4|Charizard}}. |
| SSB4 - Dr. Mario Screen-1.jpg|[[Idle|Idling]] on [[Wuhu Island]]. | | SSB4 - Dr. Mario Screen-3.jpg|Fighting {{SSB4|Mega Man}}. |
| 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-4.jpg|Using [[Super Jump Punch]] on {{SSB4|Bowser}}. | | SSB4 - Dr. Mario Screen-4.jpg|Using [[Super Jump Punch]] on {{SSB4|Bowser}}. |
| SSB4 - Dr. Mario Screen-5.jpg|Alongside a [[Floor recovery|prone]] {{SSB4|King Dedede}}, a prone {{SSB4|Kirby}}, {{SSB4|Wii Fit Trainer}}, and some [[food]]. | | SSB4 - Dr. Mario Screen-5.jpg|With {{SSB4|King Dedede}}, {{SSB4|Kirby}} and {{SSB4|Wii Fit Trainer}}. |
| SSB4 - Dr. Mario Screen-6.jpg|Using his dash attack on {{SSB4|Fox}}. | | SSB4 - Dr. Mario Screen-6.jpg|Attacking {{SSB4|Fox}}. |
| SSB4 - Dr. Mario Screen-7.jpg|Using his side taunt alongside {{SSB4|Little Mac}} and {{SSB4|Captain Falcon}}. | | SSB4 - Dr. Mario Screen-7.jpg|Taunting with {{SSB4|Little Mac}} and {{SSB4|Captain Falcon}}. |
| SSB4 - Dr. Mario Screen-8.jpg|Using [[Doctor Finale]], his [[Final Smash]], on {{SSB4|Olimar}}, {{SSB4|Marth}} and {{SSB4|Zero Suit Samus}}. | | SSB4 - Dr. Mario Screen-8.jpg|Using [[Doctor Finale]]. |
| Dr. Mario SSB3DS screen.png|His [[on-screen appearance]]. | | SSB4 - Dr. Mario Screen-9.jpg|His [[on-screen appearance]]. |
| Dr. Mario SSB3DS screen 2.png|Using [[Megavitamins]] on two Kirbys, in reference to the {{s|mariowiki|virus}}es from his [[Dr. Mario (game)|eponymous series]]. | | SSB4 - Dr. Mario Screen-10.jpg|Using [[Megavitamins]] on two Kirbys as a nod to the {{s|mariowiki|virus}}es from his [[Dr. Mario (game)|eponymous game]]. |
| </gallery> | | </gallery> |
|
| |
|
| ==Trivia== | | ==Trivia== |
| <!--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>
| | *Dr. Mario's shirt and tie are done up in his official artwork, but in gameplay, his collar is open and tie is loose. |
| *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 and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless selected. |
| *''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}.
| | *Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in ''Super Smash Bros. for Wii U''. |
| *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 is one of the five unlockable veterans that do not appear in {{forwiiu}}'s [[opening movie]]. The other four are {{SSB4|Falco}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|R.O.B.}} and {{SSB4|Wario}}. |
| *Dr. Mario, {{SSB4|Bowser}} and Lucina are the only characters who are not playable in a solo event unless selected. | | *Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]] of any kind. |
| *Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}. | | <!--Stop adding Meta Knight and other characters to this trivia point above, as his down throw and back aerial have unconventional meteor smashes, so they count. Seriously.--> |
| *Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es. | | *Dr. Mario is the only clone to not share the same idle animations as the character he is cloned from. |
| *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 is the only character with [[Equipment|custom equipment]] incorporated into his attributes. | |
|
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|
| ==References==
| |
| {{reflist}}
| |
|
| |
|
| {{SSB4Characters}} | | {{SSB4Characters}} |
| {{Mario universe}} | | {{Mario universe}} |
| | |
| [[Category:Dr. Mario (SSB4)| ]] | | [[Category:Dr. Mario (SSB4)| ]] |
| | [[Category:Characters (SSB4)]] |
| [[Category:Trophies (SSB4-3DS)]] | | [[Category:Trophies (SSB4-3DS)]] |
| [[Category:Trophies (SSB4-Wii U)]] | | [[Category:Trophies (SSB4-Wii U)]] |
| [[es:Dr. Mario (SSB4)]]
| |