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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, see [[Dr. Mario]]; for information on the character of whom Dr. Mario is a [[clone]]|Mario (SSB4)}}
{{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
|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]]''. Dr. Mario's return to the series was officially confirmed on October 9th, 2014 as part of a post-release announcement, during which {{SSB4|Dark Pit}} was also confirmed. Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an alternate costume. However, all three were instead converted into being clones late in ''SSB4''{{'}}s development, with [[Masahiro Sakurai]] explaining 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</ref> Dr. Mario is also the first of three ''Melee'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''SSB4'', followed by {{SSB4|Roy}} and {{SSB4|Mewtwo}}. However, he retains his status as an [[unlockable character]], whereas Roy and Mewtwo are now [[downloadable content]].


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.
Like Mario, Dr. Mario's moveset has very slightly changed since his last appearance; most notably, he now possesses a [[Final Smash]] called [[Doctor Finale]]. Charles Martinet reprises his role as Dr. Mario's voice actor, albeit via Mario's voice clips from ''Brawl''. Like in ''Melee'', he is less vocal than his normal self.


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.
Dr. Mario currently ranks 45th on the ''SSB4'' [[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 placement in ''Melee'', where his ranking of 11th out of 26 placed him in the mid-tier and higher than [[Mario (SSBM)|his normal self]]. While Dr. Mario's power has increased overall, his mobility has become noticeably slower and less nimble, with these traits having been implemented in order to differentiate him from {{SSB4|Mario}}. However, Dr. Mario's [[recovery]] and combo game are also inferior to Mario's, which has resulted in him having poor representation and below average results in competitive play.


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}}.
Despite his glaring flaws, Dr. Mario has gained status as a niche character in competitive play. This is courtesy of his metagame being expanded by professionals such as {{Sm|2ManyCooks}}, {{Sm|Atomsk}} and {{Sm|Nairo}}, who have shown that he can still be an effective choice in certain [[Matchup (disambiguation)|matchups]].


==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 {{SSB4|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]].


==={{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]].


==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 {{SSB4|Mario}}: he is of average weight and stature and can [[wall jump]], just like his normal self. However, while sharing animations and overall design, he functions a bit differently due to his difference in speed and power. As such, he now fights like a stronger, yet slower version of Mario, just like he was originally intended to be in ''Melee''. Dr. Mario's mobility is sub-par overall, as his [[walking]], [[dash]]ing and [[air speed]]s and [[air acceleration]] are all slower due to using a 0.82x multiplier on his normal self's original values, while his [[jump]]s are lower. Outside of these traits, both Dr. Mario and Mario share the same [[traction]], [[falling speed]] and [[gravity]]. Compared to Mario, however, his entire moveset deals noticeably more damage; except for his forward and back aerials, Dr. Mario's remaining attacks use a 1.12x multiplier on Mario's respective attacks, making his overall damage output above average compared to his normal self's, which is merely average. In addition to a higher overall damage output, Dr. Mario's moveset also possesses more knockback overall. This means he is noticeably 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 KOing options. This also grants Dr. Mario a very capable [[punishment]] game once he finds the proper opening.


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.
Other noticeable differences are seen in his special moves: [[Megavitamins]] deal more damage than Mario's [[Fireball]] whether they are early or late. However, the angle between the two attacks are more clear cut, as Megavitamins travel farther in the air without landing and bounce twice instead of three times. [[Cape#Super Sheet|Super Sheet]] has more vertical range and its [[reflection]] hitbox has a longer duration compared to Mario's [[Cape]], but it has less horizontal range and, most notably, it no longer stalls him in midair like it did in ''Melee''. While this is a glaring problem for Dr. Mario due to his mobility issues, the removal of its stalling effect instead grants it approaching potential. As a result of this, [[Dr. Tornado]] is now a more pivotal part of his recovery, since it grants Dr. Mario a decent amount of horizontal distance if the button is mashed enough. Lastly, [[Super Jump Punch]] functions more like {{SSB4|Luigi}}'s version of the move, with high power at its base and a sourspot throughout the rest of its duration, instead of functioning as a multiple hitting attack. This makes Dr. Mario's Super Jump Punch an amazing [[out of shield]] option and a good KOing option, though unlike Luigi's Super Jump Punch, it is considerably weaker and launches the opponent horizontally in exchange for being less punishable due to its lesser ending and landing lag.


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.
In terms of playstyle, Dr. Mario's combo game is also very different than Mario's, as it is harder overall to land more attacks without correct reads. While he has a higher overall damage output, Dr. Mario's slower movement speed, increased knockback and his up aerial's different angle 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; although it has poor reach overall, it is particularly effective against middleweights, heavyweights and certain fast-fallers. It can chain into either his neutral attack, up smash, forward tilt, up tilt, Super Jump Punch or Dr. Tornado. Outside of this, his up tilt can also chain into itself as reliably as Mario's, though it can be performed less consecutively compared to his normal self's due to its higher knockback. Lastly, Dr. Mario's uncharged up smash can also initiate grounded combos, particularly into itself at low percentages, due to its horizontal launching angle.


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.
There are some things Dr. Mario shares with Mario, however. Like his normal self, he boasts an effective grab game due to his throws' respective uses. His forward throw is excellent for initiating edgeguards, his back throw is a viable KOing option at high percentages, his up throw is able to initiate aerial pressure, and his down throw is able to combo into his up smash on the majority of the cast and even Super Jump Punch, though the latter must be timed correctly. 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 its duration. It also comes out very quickly, which makes it ideal to break combos and 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 edgeguarding, making it his best aerial.


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.
His forward aerial, though slow in execution, is the third strongest of its kind when sweetspotted and a tremendously powerful punishing option, making it from a short hop while near the edge. His up and down aerials, however, are different from Mario's in terms of utility, and in the latter's case, entirely: up aerial launches at a more horizontal angle and has much less knockback, making it his most difficult to chain at low percentages, while down aerial is a drill kick with considerable start-up but higher duration, making it better than Mario's [[Mario Tornado]] 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.


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 KO potential is inconsistent due to lacking guaranteed KO set-ups like Mario does. Many characters also outperform him in several areas: {{SSB4|Donkey Kong}} has more power, Luigi has greater combo versatility, {{SSB4|Villager}} and {{SSB4|R.O.B.}} have stronger zoning abilities, {{SSB4|Captain Falcon}} has better mobility and {{SSB4|Shulk}} has greater range. Out of these attributes, his most problematic ones are the latter two: 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 that he possesses poor range on his attacks and prevents him from fighting at a safe distance compared to Mario.


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.
Dr. Mario's problems do not end here, however, as his slow mobility compounds another of his noticeable weakness: his recovery. Even in spite of his newfound [[wall jump]], the combination of Dr. Mario's lower jumps, slower air speed, slower air acceleration, and the lower distance Super Jump Punch grants compared to Mario's Super Jump Punch results in his recovery being short-ranged and predictable. Unlike Mario, 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 smash]]es as they may launch him low enough to be KO'd. As a result, he is among the characters that suffer the most when trying to return to the stage. Additionally, even though he may not need to use his second jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover back to the stage.


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 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 compared to how Mario's benefit him. Fast Capsule deals less damage and barely causes [[flinch]]ing, but covers more range at a much faster pace and thus improves his already decent projectile game. 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 an extra KOing option that has decent speed, but merely destroys projectiles rather than reflecting them.


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.
Ol' One-Two gives Dr. Mario an extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already poor recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage whatsoever. Soaring Tornado is arguably Dr. Mario's best custom move due to its utility. It grants noticeably better vertical recovery, has incredible edgeguarding potential due 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 granting less horizontal recovery. Dr. Mario's only sub-par custom move seems to be Clothesline Tornado: it boasts impressive power, yet further hinders his recovery, has a shorter duration and has a bit of start-up lag.


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.
Overall, Dr. Mario functions like he was initially intended to in ''Melee'': a slower, yet stronger version of Mario. These traits make Dr. Mario function like a fairly slow, yet fairly powerful glass cannon, similarly to {{SSB4|Zelda}}. Dr. Mario's essential tactics include remaining on-stage more often than not, punishing an opponent's openings with his powerful attacks and effective grab game, and wisely using his few combos to rack up damage. While Dr. Mario's faults outweigh his strengths to the point that his tournament representation and results are both poor, he nevertheless has a few notable players to his credit, such as {{Sm|2ManyCooks}}, {{Sm|Atomsk}} and {{Sm|Nairo}}.


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.
==Changes from ''Melee''==
Dr. Mario received some of the most recognizable changes out of any veteran in the 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, these changes result in Dr. Mario being considerably [[nerf]]ed overall, due to the nerfs to his speed and mobility weakening his 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, which now require landing their sweetspots in order to actually be effective, while his Megavitamins deal less damage.


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.
Although his punishment game is still potent, the post-''Melee'' changes to game physics have also removed many of Dr. Mario's set-ups into those potential sweetspots, making it much less effective as well. Furthermore, his recovery was nerfed due to [[Dr. Tornado]]'s vertical coverage having been decreased when used in the air, while [[Cape#Super Sheet|Super Sheet]] no longer stalls him in the air. When combined with his lower jumps, this forces Dr. Mario to use his new [[wall jump]] for recovery mix-ups and thus makes him very easy to edgeguard.


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.
However, Dr. Mario has been buffed in other aspects. Some of his moves have increased ranges, while the universal change to units of distance benefits his match-ups against characters who countered him in the past, such as {{SSB4|Marth}}. However, Mario benefits somewhat more from the latter change in comparison, due to his better mobility. Dr. Mario's already high power has increased even further, due to the strengthening of some of his attacks' sweetspots.


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.
These changes, however, do not compensate for the overall decrease to his mobility. As a result, he is the only ''Melee'' veteran to have been truly nerfed in his transition, as {{SSB4|Mewtwo}} has been significantly buffed via game updates, while {{SSB4|Roy}} had already been buffed in various ways upon his return and was slightly buffed via game updates.
 
Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its [[windbox]] and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag.
 
Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well.
 
==Differences from {{SSB4|Mario}}==
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.
 
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.


===Aesthetics===
===Aesthetics===
*{{change|Dr. Mario's stance is identical to Mario's, albeit slower.}}
*{{change|Dr. Mario's design is now a combination of his appearance as of ''Dr. Mario 64'' and his appearance in ''Super Smash Bros. Melee''. Like in ''Dr. Mario 64'' and subsequent ''Dr. Mario'' games, he wears a red tie, while his stethoscope and head mirror's headband are now black and dark gray instead of blue and brown, respectively. Like in ''Melee'', he wears dark gray pants instead of white pants like in the ''Dr. Mario'' games, although they have been slightly rolled up at his ankles.}}
*{{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]]. He appears from behind a stack of [[Megavitamins]] that disintegrates once a final Megavitamin lands on it.}}
*{{change|Dr. Mario's [[on-screen appearance]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}}
*{{change|Dr. Mario now has an up [[taunt]] and a down taunt. His up taunt involves him grinding his shoe on the ground, while his down taunt involves him lightly pounding his shoulder with his fist.}}
*{{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 [[idle pose]]. He pounds his fist into his open palm.}}
*{{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 a new [[victory pose]], replacing the one he shared with {{SSBM|Mario}} in ''Melee''. He rubs his chin with his hand, as if examining a patient or being contemplative.}}
*{{change|Dr. Mario's stance while holding a light [[item]] is now identical to {{SSB4|Mario}}'s.}}


===Attributes===
===Attributes===
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing [[equipment]] of +15 attack and -50 speed.}}
*{{nerf|While Dr. Mario's overall damage output is higher than Mario's, most of his moves deal slightly less damage due to Mario's overall damage output having been decreased.}}
**{{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 slightly smaller. This makes his hurtbox slightly smaller, but slightly hinders his range.}}
**{{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.}}
*{{change|Dr. Mario is lighter (100 → 98), with his [[weight]] now being identical to {{SSBB|Mario}}'s since ''Brawl''. This slightly hinders his survivability, but makes him slightly less susceptible to combos.}}
*{{nerf|Dr. Mario's [[wall jump]] covers less height, hindering his recovery.}}
*{{nerf|Dr. Mario [[Walking|walks]] slower (1.1 → 0.902).}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.312).}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.6 → 0.45), now being identical to Mario's. This hinders his punishment game, especially from [[out of shield]].}}
*{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.943), though it is still significantly slower than Mario's.}}
*{{change|Due to the physics changes 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, his endurance is still balanced.}}
*{{nerf|Jumpsquat is 1 frame slower (4 frames → 5).}}
*{{buff|[[Jump]] is slightly higher.}}
*{{buff|Dr. Mario can now [[wall jump]].}}
*{{change|Walk's animation has changed. It is now is identical to Mario's since ''Brawl''.}}
*{{change|Backward jump's animation has changed. Dr. Mario now backflips three times, as opposed to once.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack's first hit is now a consecutive jab like Mario's and it transitions faster overall.}}
**{{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.}}
*{{nerf|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) 2.8%/1.68%/4.48%). All hits also have increased ending lag ([[IASA]] 16/19/23 → 23/25/36), hindering its [[jab cancel]]ing potential.}}
*[[Forward tilt]]:
*{{nerf|All tilt attacks deal less damage (9% (upward)/8% (non-angled)/7% (downward) → 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).}}
*{{nerf|Forward tilt comes out 1 frame slower and its hitbox lasts shorter (frames 4-8 → 5-7).}}
*[[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 angles depending on where it hits them, it now always launches opponents upward. 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.}}
*{{nerf|Up tilt comes out 1 frame slower and its hitbox lasts shorter (frames 4-12 → 5-11).}}
*[[Dash attack]]:
*{{change|Down tilt now launches opponents at 80° instead of behind Dr. Mario. This improves its combo potential, but removes its edgeguard 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.}}
*{{buff|Down tilt has decreased ending lag (26 frames 21). When combined with its new angle, this improves its combo potential.}}
*[[Forward smash]]:
*{{nerf|Down tilt's hitbox lasts shorter (frames 5-8 → 5-7).}}
**{{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.}}
*{{nerf|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%).}}
***{{nerf|It has lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100), partially compensating for the increased damage.}}
*{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671x → 1.4x), fully charged forward and up smashes deal more damage.}}
**{{nerf|It has slightly less range.}}
*{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%). Forward smash also has increased range.}}
**{{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]].}}
*{{nerf|Upward angled forward smash deals 0.008% less damage (20% → 19.992%).}}
**{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
*{{nerf|Forward smash has received a sourspot located at Dr. Mario's hand that deals less damage (20% (upward)/19% (non-angled)/18% (downward) → 16.464%/15.68%/16.1504%).}}
*[[Up smash]]:
*{{nerf|Forward smash has decreased knockback (30 (base)/97 (scaling) → 25/96). It also has increased start-up, ending lag (IASA 42 → 48) and its hitbox lasts shorter (frames 12-16 → 15-17).}}
**{{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.}}
*{{change|Up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%). It also no longer [[spike]]s grounded opponents, which improves its KO potential, but hinders its combo potential.}}
**{{buff|It has a longer duration (frames 9-12 → 9-13).}}
*{{buff|Up smash's hitbox and intangibility both last longer (9-11 → 9-13).}}
*{{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.}}
*{{nerf|Down smash deals less damage (18% (clean front)/17% (late front)/15% (clean back)/13% (late back) → 11.2% (front)/13.44% (back)), has increased ending lag (IASA 38 → 44) and its back hit's hitbox lasts shorter (14-15 → 14).}}
*{{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 hits' properties have also been reversed, with the back hit being stronger than the front hit. Lastly, both hits have a consistent hitbox throughout, rather than clean and late hitboxes.}}


===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% (clean)/16% (late) 11.2% (early)/16.8% (clean)/10.08% (late) (forward), 10% 7.84% (up), 16.38% 10.976% (down)).}}
*[[Neutral aerial]]:
*{{buff|Neutral and forward aerial [[autocancel]] slightly faster (frame 36 → 34 (neutral), frame 44 → 43 (forward)).}}
**{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
*{{nerf|Neutral aerial's hitbox lasts shorter (frames 3-31 → 3-27).}}
**{{buff|It can lock until ≈40%.}}
*{{buff|Forward aerial comes out 2 frames faster and its hitbox lasts longer (frames 18-22 16-22).}}
**{{nerf|It has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}}
*{{nerf|Forward aerial has received an early hitbox during frame 1 and a late hitbox during its last 3 frames, which deal less damage (11.2% (early), 10.08% (late)) and knockback (30 (base)/95 (scaling) (early), 20 (base)/95 (scaling) (late)). Clean forward aerial also has altered knockback (50/40 (base)/100 (scaling) → 30/102).}}
*[[Forward aerial]]:
*{{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|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).}}
*{{nerf|Back aerial's angle has been altered (28° → [[Sakurai angle|361°]]), removing its [[semi-spike]] ability and hindering its edgeguarding potential. It also has a shorter hitbox duration (frames 6-16 → 6-13) and increased ending lag (IASA 29 → 34).}}
**{{nerf|The clean hit has less base knockback (32 → 30).}}
*{{change|Back aerial's animation has changed. It is now identical to Mario's back aerial since ''Brawl''.}}
**{{change|The clean hit launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
*{{buff|Up aerial has increased base knockback (0 → 9), a longer hitbox duration (frames 4-9 → 4-12) and decreased ending lag (IASA 34 32).}}
**{{nerf|The early and late hits have lower base damage (12 (early)/10 (late) → 10/9).}}
*{{nerf|Up and down aerials autocancel slower (frame 16 18 (up), frame 33 → 45 (down)).}}
*[[Back aerial]]:
*{{change|Up aerial's angle has been altered (55° 45°).}}
**{{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).}}
*{{buff|Down aerial has received a landing hitbox that deals 2.24%. Its loop hits also launch at the [[autolink angle|auto-link angle]], making it much harder to SDI out of.}}
**{{buff|It has a longer duration (frames 6-10 6-13).}}
*{{nerf|Down aerial has increased ending lag (IASA 38 → 52).}}
*[[Up aerial]]:
*{{change|Down aerial now consists of five hits rather than seven due to receiving a single hitbox that re-hits every 4 frames, rather than multiple hitboxes every 3 frames.}}
**{{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.}}
*[[Down aerial]]:
**{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
**{{buff|The loop hits have higher base damage (1 1.7).}}
**{{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.}}
**{{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.}}
**{{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.}}
**{{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.}}


===Grabs and throws===
===Throws/other attacks===
*[[Back throw]]:
*{{nerf|The removal of [[chain grab]]bing hinders Dr. Mario's grab game and damage racking potential.}}
**{{nerf|It has less knockback scaling (66 60). This makes it less effective for KOing despite its higher damage output.}}
*{{buff|All grabs have increased ranges.}}
*[[Up throw]]:
*{{buff|Standing and dash grabs are faster (frame 7/11 → 6/8) and have decreased ending lag (IASA 31/41 →  29/36).}}
**{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).}}
*{{change|Grab's animation has changed. Dr. Mario now grabs with one hand instead of both.}}
*[[Down throw]]:
*{{buff|Pummel deals 0.64% more damage (3% 3.64%), making it the most damaging pummel in the game.}}
**{{change|Down throw has altered knockback, with more base knockback, but less knockback scaling (40 (base)/90 (scaling) → 75/45).}}
*{{buff|All of Dr. Mario's throws have decreased ending lag, improving his up and down throws' follow-up potential into aerial attacks.}}
***{{buff|It has less knockback overall, allowing it to combo for longer and improving its ability to combo into an aerial attack.}}
*{{nerf|Forward, up and down throws deal less damage (9% (forward)/8% (up)/6% (down) → 8.96%/7.84%/5.6%).}}
***{{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.}}
*{{buff|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%).}}
**{{buff|It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}}
*{{nerf|Back throw has decreased knockback (80 (base)/72 (scaling) → 70/60). This hinders its KO potential, although it is still one of the strongest throws in the game.}}
*{{change|Due to the introduction of [[trip]]ping, Dr. Mario has received a floor attack when he trips.}}
*{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}}
*{{change|Edge attack now deals consistent damage (8% (legs)/6% (body) → 7.84%).}}


===Special moves===
===Special moves===
*[[Megavitamins]]
*{{nerf|[[Megavitamins]] deal less damage (8% → 5.6% (early)/4.48% (late)), have increased start-up (frame 12 → 17) and ending lag (IASA 44 → 53). They also have a shorter duration (75 frames → 53).}}
**{{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 more rounded.}}
**{{change|It bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
*{{nerf|[[Cape#Super Sheet|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. This removes its recovery potential, but grants it approaching potential.}}
*[[Super Sheet]]
*{{buff|[[Super Jump Punch]] deals 0.44% more damage (13% → 13.44%) and now consists of clean and late hitboxes, with the clean hitbox being strong enough to KO reliably before 150% from center-stage and around 100% at the edge. This improves its KO, combo and [[tech-chasing]] potentials. Super Jump Punch can also be moved in the opposite direction upon hitting with its clean hitbox, which gives Dr. Mario the ability to possibly hit multiple opponents with the clean hitbox and possibly avoid being punished after hitting with it.}}
**{{buff|Compared to [[Cape]], Super Sheet's reflection hitbox has a longer duration (frames 6-20 6-22).}}
*{{nerf|Super Jump Punch can no longer be canceled and has increased [[landing lag]].}}
**{{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.}}
*{{change|Super Jump Punch's animation has changed. It no longer produces {{s|mariowiki|coin|}}s upon contact.}}
**{{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 ending lag (IASA 80 → 75), allowing for a [[double jump]] sooner and thus improving its recovery potential. Its duration has slightly increased and it is harder to escape from, while its last hit is stronger, improving its KO potential. Lastly, it now consists of a single hitbox that re-hits every 6 frames, rather than many hitboxes with short durations before it concludes. This improves its safety.}}
*[[Super Jump Punch]]
*{{nerf|[[Dr. Tornado]] deals less damage (13% (all grounded hits)/14% (all aerial hits) → 8.736% (all hits)) and has slower start-up (frame 8 → 10). Aerial Dr. Tornado's vertical distance has also decreased due to its longer animation.}}
**{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}}
*{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. Aesthetically, it functions identically to Mario's [[Mario Finale]].}}
**{{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).}}
**{{nerf|It retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
**{{nerf|Unlike Mario's, It lacks [[intangibility]] on start-up.}}
**{{change|It does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*[[Dr. Tornado]]
**{{change|Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been [[F.L.U.D.D.]] as of ''Brawl''.}}
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage.}}
**{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it ineffective for gaining stage control.}}
**{{nerf|Due to dealing damage, It is less effective at [[gimping]].}}
*[[Doctor Finale]]
**{{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.}}
**{{buff|Its hitboxes are further out (Z offset: 0 → 10), improving its range.}}


===Other===
===Version exclusives===
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}
*{{change|{{GameIcon|ssb4-u}}Megavitamins lack a translucent half.}}
 
==Changes from ''[[Super Smash Bros. Melee]]''==
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''.
 
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.
 
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.
 
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]].
 
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.
 
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}}.


==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 [[on-screen appearance]], [[taunt]]s, [[idle pose]]s and [[victory pose]]s 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 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.}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers stretched out when using and his forward smash and [[Megavitamins]], whereas Mario curls his fingers when using his forward smash and [[Fireball]].}}
*{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}}
**{{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.}}
**{{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.}}
*{{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''.}}
*{{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.}}
*{{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.}}


===Attributes===
===Attributes===
*{{change|Dr. Mario is slightly shorter. This makes his hurtbox slightly smaller, but slightly hinders his range.}}
*{{buff|Except for his up tilt and his forward, back and down aerials, Dr. Mario's other attacks use a multiplier of 1.12x on the damage outputs of Mario's respective attacks. However, this multiplier does not apply to [[item]]s or [[Reflection|reflected]] attacks. This makes him stronger overall.}}
*{{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|Dr. Mario's [[walking]] speed, [[dash]]ing speed, [[air speed]] and [[air acceleration]] use a multiplier of 0.82x on Mario's respective attributes, while his [[jump]] is also lower than Mario's. Altogether, these differences make him significantly less mobile overall.}}
*{{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.}}
*{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.3312).}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.06 → 0.045), as it is now identical to Mario's.}}
*{{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.}}
*{{change|Dr. Mario's [[gravity]] is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.}}
*{{buff|[[Roll]]s and [[air dodge]] have decreased ending lag (FAF 31 → 30 (rolls), FAF 48 → 33 (air dodge)).}}
*{{nerf|[[Sidestep]] has increased ending lag (FAF 22 → 27).}}
*{{nerf|Rolls and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).}}
*{{buff|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}}
*{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
*{{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.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack's first two hits deal more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)), making it slightly more effective at [[jab cancel]]ing.}}
**{{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 more ending lag (20 frames 23 (hit 1), 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|Up tilt does 1.556% more damage (5.5% → 7.056%).}}
**{{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)).}}
*{{buff|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. This makes it more effective for combos at low percentages.}}
*[[Forward tilt]]:
*{{nerf|Forward smash has less range.}}
**{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}}
*{{change|Dr. Mario's forward smash's sweetspot is on his arm, whereas Mario's is on the [[flame]]. This means that Dr. Mario has to be closer to the opponent to hit with the sweetspot.}}
**{{nerf|Forward tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-8 5-7).}}
*{{change|Dr. Mario's forward smash is an [[electric]] attack, whereas Mario's is a flame attack.}}
*[[Up tilt]]:
*{{buff|Up smash has a longer duration (4 frames → 5).}}
**{{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 smash has different knockback (30 (base)/95 (scaling) → 0/117), making it less effective at KOing.}}
**{{nerf|Up tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-12 → 5-11).}}
*{{change|Dr. Mario's up smash launches the opponent horizontally, whereas Mario's launches them vertically. This makes it more effective for combos into itself at low percentages when uncharged, but less effective for KOing.}}
*[[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.}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{nerf|All aerials have more 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|Dr. Mario's 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 aerials 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 aerials 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|Dr. Mario's clean forward aerial launches the opponent diagonally, whereas Mario's [[meteor smash]]es 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 it having a longer duration (5 frames → 9) and less ending lag (24 frames 20).}}
*[[Back aerial]]:
*{{nerf|Despite its higher damage output, up aerial deals less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally, whereas Mario's launches them vertically. Altogether, these differences make it less effective for combos and juggling.}}
**{{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, whereas Mario's has been [[Mario Tornado]] since ''Brawl''.}}
**{{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.}}
*{{buff|Down aerial deals 2.88% more damage (10% 12.88%). Its last hit also launches the opponent horizontally, whereas Mario's launches them vertically. This makes it more effective for edgeguarding.}}
*[[Up aerial]]:
*{{nerf|Despite its higher damage output, down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). Dr. Mario's down aerial also has more start-up (5 frames → 11), ending lag (13 frames 27) and less vertical range. Altogether, these differences make it less effective for KOing.}}
**{{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.}}


===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|Despite its lower knockback scaling (66 → 60), back throw is slightly stronger, making it slightly more effective for KOing.}}
*{{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 different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for grounded combos at low percentages and not being properly compensated at high 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%).}}


===Special moves===
===Special moves===
*[[Megavitamins]]:
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed due to being physical projectiles.}}
**{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
*{{change|Megavitamins bounce twice, whereas 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|[[Cape#Super Sheet|Super Sheet]] has less ending lag (16 frames → 14) and its reflection hitbox has a longer duration (15 frames → 17) than [[Cape]], making it slightly safer.}}
**{{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|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it unusable for recovery, but significantly more effective for approaching.}}
**{{buff|Super Sheet can now [[reflect]] projectiles behind Dr. Mario.}}
*{{buff|Dr. Mario's [[Super Jump Punch]] consists of a sweetspot and a sourspot like {{SSB4|Luigi}}'s, whereas Mario's consists of six hitboxes. This makes it significantly more effective for KOing. It also 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).}}
*{{nerf|Dr. Mario's Super Jump Punch retains it vertical distance since ''Melee'', whereas Mario's has increased.}}
**{{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.}}
*{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|coin|}}s and emits a different sound effect upon contact, whereas Mario's now produces {{s|mariowiki|Star Coin}}s and emits a slightly higher pitched coin sound effect upon contact.}}
**{{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 retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''. Dr. Tornado is purely offensive, whereas F.L.U.D.D. is purely defensive.}}
**{{bugfix|Super Sheet no longer causes opponents warping to the opposite side of the stage after being hit during the ledge get up.}}
*{{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.}}
*[[Super Jump Punch]]:
 
**{{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).}}
===Other===
**{{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.}}
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}
**{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
**{{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.}}


==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]] increased his forward aerial's damage output and knockback, enabling it to score KOs easier. Update [[1.1.0]] slightly improved his up smash by giving it an extra frame, as well as making it capable of scoring KOs easier near edges due to increasing its knockback. Like {{SSB4|Mario}}, the changes on shieldstun in update [[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 in comparison to Mario's.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
Line 324: Line 216:


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
{{UpdateList/1.0.6|char=Dr. Mario}}
*{{buff|Up smash's knockback increased, improving its KO potential.}}
*{{buff|Clean forward aerial deals 1.12% more damage|15.68%|16.8%.}}


'''{{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, improving its KO potential.}}
*{{buff|Up smash's duration increased|frames 9-12|9-13.}}
*{{buff|Up smash's duration increased|4 frames|5.}}


'''{{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 clean hitbox's size increased.}}
*{{change|Clean Clothesline Tornado's knockback altered|60 (base)/120 (scaling)|100/70.}}


==Moveset==
==Moveset==
*Except for his up tilt and his forward, back and down aerials, Dr. Mario's other attacks deal 1.12x more damage than {{SSB4|Mario}}'s respective attacks.<ref>http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/</ref> This does not apply to [[item]]s or [[Reflection|reflected]] attacks.
*Dr. Mario can [[wall jump]].
*Dr. Mario can [[wall jump]].
''For a gallery of Dr. Mario's hitboxes, see [[/Hitboxes|here]].''
{{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=&nbsp;
|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 front kick. The first two hits have set vertical knockback, allowing Dr. Mario to potentially perform [[jab cancel]]ed follow-ups. Originates from ''Super Mario 64''.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=&nbsp;
|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. It has low KO potential, making it best suited for spacing out opponents.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=&nbsp;
|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. It can combo into itself repeatedly, similarly to Mario's up tilt, or combo into an aerial attack. KOs 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=&nbsp;
|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=&nbsp;
|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 [[Wikipedia:Dropkick#Baseball slide|baseball slide]], a [[Wikipedia:Dropkick|dropkick]] variation. It launches the opponent at a purely vertical angle, but has a fair amount of ending lag.
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashname=&nbsp;
|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 has received a sweetspot at Dr. Mario's arm. Deals outstanding damage and knockback, as it 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=&nbsp;
|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, particularly into itself. However, this also makes it is only reliable for KOing while near the edge, whereas Mario's can KO from any part of a stage. Dr. Mario's head is intangible while its hitboxes are active and it possesses more range than Mario's, as it is able to hit opponents behind him.
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashname=&nbsp;
|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. It is Dr. Mario's least damaging smash attack. However, it is a very fast and a powerful [[semi-spike]], which makes it excellent for [[edgeguarding]] and KOing, especially when landing its back hit. In addition, opponents can potentially be hit by both the front and back hit. Originates from ''Super Mario 64''.
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairname=&nbsp;
|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 its late hit dealing more damage and knockback, making it great for edgeguarding. However, its clean hit is also useful as a reliable method of breaking out of an opponent's combo. Originates from ''Super Mario 64''.
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairname=&nbsp;
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late)
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late)
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. Unlike his normal self's forward aerial, its clean hitbox is not a [[meteor smash]], but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in ''Melee'', it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (''3DS''/''Wii U''). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable.
|fairdesc=Rears his arm back and performs a downward punch. Unlike Mario's, its clean hit does not [[meteor smash]], but instead deals incredibly high diagonal knockback, to the point that 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 center-stage.
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=&nbsp;
|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 high speed and high knockback make it effective for edgeguarding and as part of 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=&nbsp;
|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 percentages, but it is not reliable for combos like Mario's is.
|dairname=Bone Drill ({{ja|ドリルキック|Doriru Kikku}}, ''Drill Kick'')
|dairname=&nbsp;
|dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing)
|dairdmg=1.904% (loop), 3.36% (last), 2.24% (landing)
|dairdesc=A diagonal corkscrew dropkick. Like [[Mario Tornado]], the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling.
|dairdesc=A diagonal corkscrew dropkick. [[Drill (archetype)|Hits multiple times]], with the last hit dealing diagonal knockback, unlike Mario's [[Mario Tornado]].
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average.
|grabdesc=Reaches out. Like Mario, Dr. Mario has a relatively short grab range.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|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. It is moderately slow, yet is the most damaging pummel in the game. Although {{SSB4|Olimar}}'s and {{SSB4|Shulk}}'s pummels can deal more damage, this only occurs if they are using White Pikmin and the [[Monado Arts|Buster Art]], respectively.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname=&nbsp;
|fthrowdmg=8.96%
|fthrowdmg=8.96%
|fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%.
|fthrowdesc=Spins the opponent around once and throws them forward. At certain percentages, it can be followed up with a dash attack or an aerial attack. Can also 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=&nbsp;
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''.
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. While its knockback has decreased somewhat since ''Melee'', it remains a very strong throw and can KO near the edge around 135%. It also can hit other opponents while spinning, which deals minor damage and knockback. Originates from ''Super Mario 64''.
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname=&nbsp;
|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=Throws the opponent directly overhead 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=&nbsp;
|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 and has low knockback scaling, which makes it better for aerial follow-ups compared to Mario's. However, this also makes it much less suitable for grounded follow-ups compared to Mario's, with its only reliable one being up smash at very low percentages.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7.84%
|floorfdmg=7.84%
|floorfdesc=Performs a modified version of the Sweep Kick before getting up.
|floorfdesc=Gets up and kicks behind himself and then in front of himself.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7.84%
|floorbdmg=7.84%
|floorbdesc=Punches behind himself and then in front of himself while getting up.
|floorbdesc=Gets up and punches behind himself and then in front of himself.
|floortname=&nbsp;
|floortname=&nbsp;
|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 himself, then in front of himself while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7.84%
|edgedmg=7.84%
|edgedesc=Performs a dropkick while climbing up.
|edgedesc=Performs an upward dropkick after flipping over the edge.
|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 travel on a bouncing arc, similarly to Mario's [[Fireball]], although their arc is unique and allows them to cover different angles compared to Mario's Fireball. 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=Throws a faster 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 fast 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 slower, but considerably larger, Megavitamin that damages 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 provide a number of potential follow-ups.
|ssdefname=Super Sheet
|ssdefname=Super Sheet
|ssdefdmg=7.84% (sheet), 1.(reflected projectiles)
|ssdefdmg=7.84% (sheet), 1.5x (reflected projectiles)
|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 sheet that deals damage, [[Reflection|reflects]] projectiles with 50% more power than they originally had, and [[reverse]]s opponents. It has more vertical range than Mario's, but less horizontal range than his. Unlike in ''Melee'', it no longer stalls his momentum in midair, removing its recovery potential. This in turn, however, grants it approaching 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 launches opponents instead of reversing them and 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.(reflected projectiles)
|ssc2dmg=5.6% (sheet), 1.5x (reflected projectiles)
|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 and reflecting projectiles. 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 jumping uppercut. It covers less distance than Mario's and only hits once like {{SSB4|Luigi}}'s, but can be [[sweetspot]]ted for extra damage like Luigi's. It has KO potential starting at 140% on middleweights and 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=Covers more distance, but deals 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 overall due to hitting twice as well as much more knockback, but covers considerably less distance.
|dsdefname=Dr. Tornado
|dsdefname=Dr. Tornado
|dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5)
|dsdefdmg=1.344% (loop), 3.36% (last)
|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 enable Dr. Mario to hover in the air by button mashing the special button while using it. While it has 10 frames of start-up lag and has considerable ending lag, it has respectable range that allows it to out-prioritize attacks. It can KO around 130% near the edge and, because of its high knockback scaling, it can be used as a risky but efficient edgeguarding option. It is likely based on the {{s|mariowiki|Spin Jump}} that debuted 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=A faster variation that covers considerably more vertical distance, but covers no horizontal distance. Instead of having numerous hitboxes, it consists of a windbox and a single hitbox, the latter of which deals much more knockback than Dr. Tornado's last hitbox. 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 center-stage.
|dsc2name=Clothesline Tornado
|dsc2name=Clothesline Tornado
|dsc2dmg=11.2% (hit 1), 13.44% (hit 2)
|dsc2dmg=8.96% (loop), 8.96% (last)
|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 much more damage and more horizontal knockback, but covers considerably less distance.
|fsname=Doctor Finale
|fsname=Doctor Finale
|fsdmg=3.36% (big Megavitamin), 2.24% (small Megavitamin)
|fsdmg=3.36% (big Megavitamin), 2.24% (small 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=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. Aesthetically, it functions identically to [[Mario Finale]]. However, 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
Dr. Mario German Announcer SSBU.wav|German
Dr. Mario Italian Announcer SSBU.wav|Italian
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 Megavitamins appear on stage. Another Megavitamin then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario behind them. Initially, Dr. Mario appears to be in deep thought with his eyes closed, but then opens his eyes with a surprised expression once the entire stack of Megavitamins disappears.
|char=Dr.Mario
|char=Dr.Mario
|game=SSB4}}
|game=SSB4}}
Line 510: Line 357:
{{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.
|desc-down=Lightly pounds his shoulder with his fist.}}
|desc-down=Lightly 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 around.
|desc-2=Performs a neck roll, a neck exercise.
|desc-2=Pounds his fist into his palm.
|image-1=DrMarioIdlePose1WiiU.jpg
|image-1=DrMarioIdlePose1WiiU.jpg
|image-2=DrMarioIdlePose2WiiU.jpg}}
|image-2=DrMarioIdlePose2WiiU.jpg}}
Line 533: Line 380:
{{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 in deep thought, 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
Line 555: Line 402:
|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 -->


''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.-->
====Active====
*{{Sm|2ManyCooks|Canada}}
*{{Sm|A2ZOMG|USA}}
*{{Sm|Atomsk|USA}}
*{{Sm|Caste|Spain}}
*{{Sm|Nairo|USA}}
*{{Sm|Rice (NorCal)|USA}}
*{{Sm|Tsumusuto|Japan}}


*{{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}}.
====Inactive====
*{{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.
*{{Sm|Koolaid|USA}}
*{{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}}.
*{{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}}.


===Tier placement and history===
==Trophies==
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.
:'''Dr. Mario'''
::{{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.''


==In Solo Modes==
::{{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.''
===[[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}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}}
====Solo Events====
 
* '''[[All-Star Battle: Secret]]''': Dr. Mario is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games.
:'''Dr. Mario (Alt.)'''
* '''[[Doctor Schmoctor]]''': As {{SSB4|Wario}}, the player must defeat Dr. Mario before Wario's health is depleted via [[flower]]ing.
::{{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.''
====Co-op Events====
 
* '''[[Viral Visitors]]''': Dr. Mario and {{SSB4|Peach}} must defeat four [[Kirby (SSB4)|Kirbys]].
::{{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.''
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
 
{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}}
 
:'''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>
<gallery>
SSB4-3DS Congratulations Classic Dr Mario.png|Classic Mode
DrMarioTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations All-Star Dr Mario.png|All-Star Mode
DrMarioAllStarTrophy3DS.png|Alt. (3DS)
</gallery>
DrMarioTrophyWiiU.png|Classic (Wii U)
====Wii U====
DrMarioAltTrophyWiiU.png|Alt. (Wii U)
<gallery>
DrFinaleTrophyWiiU.png|[[Doctor Finale]]
SSB4-Wii U Congratulations Classic Dr Mario.png|Classic Mode
SSB4-Wii U Congratulations All-Star Dr Mario.png|All-Star Mode
</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 opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games.
|name=Dr. Mario
* '''[[Doctor Schmoctor]]''': As {{SSB4|Wario}}, the player must defeat Dr. Mario while Wario is [[flower]]ed.
|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]]''': Dr. Mario and {{SSB4|Peach}} must defeat four [[Kirby (SSB4)|Kirbies]].
|image-3ds=DrMarioAltTrophy3DS.png
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|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]]==
Line 647: Line 472:
<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|Dr. Mario in {{forwiiu}}.
Dr. Mario unlock notice SSB4-Wii U.png|Dr. Mario's unlock notice in {{forwiiu}}.
SSB4 - Dr. Mario Screen-1.jpg|[[Idle|Idling]] on [[Wuhu Island]].
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}.
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}.
SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}.
SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}.
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|Alongside {{SSB4|King Dedede}}, {{SSB4|Kirby}}, {{SSB4|Wii Fit Trainer}} and some [[food]].
SSB4 - Dr. Mario Screen-6.jpg|Using his dash attack on {{SSB4|Fox}}.
SSB4 - Dr. Mario Screen-6.jpg|Using his dash attack on {{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|Using his side taunt alongside {{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]], his [[Final Smash]].
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 Kirbies, as a reference 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 amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from ''Melee'' and ''SSB4''.
*Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''.
*Dr. Mario's shirt and tie are done up in his official artwork. However, his in-game model shows his collar open and tie loose.
*''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 and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless selected.
*In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively.
*Dr. Mario, {{SSB4|Bowser}} and Lucina are the only characters who are not playable in a solo event unless selected.
*Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}.
*Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}.
*Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es.
*Dr. Mario is one of the five unlockable veterans that do not appear in ''Super Smash Bros. for Wii U''{{'}}s [[opening movie]]. The others are {{SSB4|Falco}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|R.O.B.}} and {{SSB4|Wario}}.
*Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamin]] each time it is performed.
*Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes.
*Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamins|Megavitamin]] each time it is performed.
*Dr. Mario is the only clone to not share the same idle animations as the character he is cloned from.


==References==
==References==
{{reflist}}
<references/>


{{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)]]

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