Editing Dr. Mario (SSB4)
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{{Disambig2|Dr. Mario's appearance in ''Super Smash Bros. 4''|the character in other contexts | {{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 | ||
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|ssbgame2 = SSBU | |ssbgame2 = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = E | ||
|ranking = | |||
|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 | '''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 does so via {{SSBB|Mario}}'s voice clips recycled from ''[[Super Smash Bros. Brawl]]'', some of which have been muted. | ||
Dr. Mario is ranked | Dr. Mario is currently ranked 45th out of 55 on the [[tier list]], placing him in the E tier. This is a significant drop from his mid-tier placement in ''[[Super Smash Bros. Melee]]'', where he was ranked 11th out of 26, and ranked higher than [[Mario (SSBM)|his normal self]]. This placement also renders Dr. Mario as the lowest ranking [[clone]] and unlockable character. | ||
The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower {{SSB4|Mario}}. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to [[punish]] and very effective at punishing. | |||
However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks. | However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks. | ||
Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in | Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in his tournament representation and results both being extremely sparse throughout ''SSB4''{{'}}s lifespan. Although he is considered nonviable in competitive play, especially in comparison to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}. | ||
==How to unlock== | ==How to unlock== | ||
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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. | 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. | ||
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]] | 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]] and [[air acceleration]] are 0.808× slower; and his [[jump]] and [[double jump]]'s initial speeds are 0.888× slower, which is equivalent to their heights being 0.788544× lower. 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 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. | 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 very 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. | ||
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. | 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. | ||
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. | 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. | ||
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 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. | ||
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Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its [[windbox]] and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag. | Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its [[windbox]] and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag. | ||
Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. | Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}. | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
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Despite being poor in ''Melee'', Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now [[wall jump]] like his normal self, and [[Dr. Tornado]] can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while [[Super Sheet]] no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump. | 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. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}} | *{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}} | ||
*{{change|Dr. Mario's | *{{change|Dr. Mario's pants are now slightly rolled up at his ankles. His stethoscope's tubing and head mirror's headband are also dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to ''SSB4''.}} | ||
*{{change|Dr. Mario has received three new [[alternate costume]]s.}} | *{{change|Dr. Mario has received three new [[alternate costume]]s.}} | ||
*{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}} | *{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}} | ||
**{{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 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 now has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his side taunt.}} | ||
*{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}} | *{{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 [[idle pose]]. He now punches his open palm with his fist. However, his stance while holding a light [[item]] is now identical to {{SSB4|Mario}}'s.}} | ||
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*{{change|Dr. Mario 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.}} | *{{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 [[walk]]s slower (1.1 → 0.913).}} | *{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}} | ||
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1. | *{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.328).}} | ||
*{{nerf|Dr. Mario's [[traction]] is lower (0.06 → 0.045), as it is now identical to Mario's.}} | *{{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).}} | *{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}} | ||
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*{{nerf|[[Sidestep]] has increased ending lag (FAF 22 → 27).}} | *{{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)).}} | *{{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|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}} | ||
*{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}} | *{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}} | ||
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}} | *{{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.}} | *{{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 [[wavedash]]ing significantly hinders Dr. Mario's approach.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}} | **{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}} | ||
**{{ | **{{buff|Forward tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-8 → 5-7).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{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.}} | **{{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.}} | ||
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**{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}} | **{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}} | ||
**{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}} | **{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}} | ||
**{{buff|Neutral | **{{buff|Neutral aerials auto-cancels earlier (frame 36 → 34).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). | **{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). However, its knockback was somewhat compensated (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}} | ||
**{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. 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.}} | |||
**{{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|Forward aerials auto-cancels earlier (frame 44 → 43).}} | **{{buff|Forward aerials auto-cancels earlier (frame 44 → 43).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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**{{nerf|Up aerial auto-cancels later (frame 16 → 18).}} | **{{nerf|Up aerial auto-cancels later (frame 16 → 18).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). It also has increased start-up (frame 10 → 11), | **{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). It also has increased start-up (frame 10 → 11), increased ending lag (FAF 38 → 52), and auto-cancels later (frame 33 → 45).}} | ||
**{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. These changes make its hits connect together better, but shorten its duration (frames 10-29 → 11-27).}} | **{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. These changes make its hits connect together better, but shorten its duration (frames 10-29 → 11-27).}} | ||
**{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°. Down aerial's last hit also no longer has set knockback. These changes improve its safety.}} | **{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°. Down aerial's last hit also no longer has set knockback. These changes improve its safety.}} | ||
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**{{nerf|The removal of chain grabbing significantly hinders down throw's damage racking potential.}} | **{{nerf|The removal of chain grabbing significantly hinders down throw's damage racking potential.}} | ||
*[[Floor attack]]: | *[[Floor attack]]: | ||
**{{change|Due to the introduction of [[tripping]] | **{{change|Due to the introduction of [[tripping]], Dr. Mario has received a floor attack when he trips.}} | ||
**{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}} | **{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
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*[[Megavitamins]]: | *[[Megavitamins]]: | ||
**{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}} | **{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}} | ||
**{{nerf|Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame | **{{nerf|Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 12 → 17); ending lag (FAF 44 → 53); and a shorter duration (frames 12-87 → 17-69).}} | ||
**{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}} | **{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}} | ||
*[[Super Sheet]]: | *[[Super Sheet]]: | ||
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**{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}} | **{{nerf|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|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}} | **{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}} | ||
*[[Super Jump Punch]]: | *[[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).}} | **{{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).}} | ||
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**{{change|Dr. Tornado's last hit's angle has been altered (361° → 45°).}} | **{{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. 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.]]}} | **{{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]]: | *[[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.}} | **{{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.}} | ||
==Differences from {{SSB4|Mario}}== | |||
===Aesthetics=== | |||
*{{change|Dr. Mario's stance is identical to Mario's, albeit slower.}} | |||
*{{change|Dr. Mario is less vocal than Mario. Some of his attacks also emit different sound effects.}} | |||
*{{change|Dr. Mario's [[on-screen appearance]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}} | |||
*{{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.}} | |||
*{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}} | |||
===Attributes=== | |||
*{{change|Dr. Mario is slightly shorter than Mario.}} | |||
*{{buff|Aside from Dr. Mario's up tilt; forward aerial; clean back aerial; down aerial; up special; and down special, his other moves' damage outputs use a multiplier of 1.12×.<ref name="DamageMultiplier"/> As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s or [[Reflection|reflected]] attacks.}} | |||
*{{nerf|Dr. Mario's [[walk]]ing and [[dash]]ing speeds use a multiplier of 0.832×; his [[air speed]] and [[air acceleration]] use a multiplier of 0.808×; and his [[jump]] and [[double jump]]'s initial speeds use a multiplier of 0.888×. As a result, Dr. Mario is significantly less mobile than Mario.}} | |||
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}} | |||
===Ground attacks=== | |||
*{{nerf|Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at [[jab cancel]]ing and [[Lock#Jab lock|jab locking]], and can result in lightweight and/or floaty characters escaping its entirety at high percentages.}} | |||
*{{buff|Forward tilt has a longer duration (frames 5-6 → 5-7).}} | |||
*{{change|Up tilt deals 1.556% more damage (5.5% → 7.056%). This makes it significantly more effective for KOing, but less effective for combos.}} | |||
*{{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|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).}} | |||
*{{nerf|Forward smash has slightly less range.}} | |||
*{{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.}} | |||
*{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}} | |||
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}} | |||
*{{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.}} | |||
*{{buff|Up smash has a longer duration (frames 9-12 → 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.}} | |||
===Aerial attacks=== | |||
*{{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|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}} | |||
*{{buff|Neutral aerial can lock until ≈40%.}} | |||
*{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}} | |||
*{{buff|Clean and late forward aerials deal more damage (14% (clean)/10% (late) → 16.8%/10.08%). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}} | |||
*{{nerf|Early forward aerial deals 0.8% less damage (12% → 11.2%).}} | |||
*{{nerf|Clean forward aerial has less base knockback (32 → 30).}} | |||
*{{change|Dr. Mario's clean forward aerial launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}} | |||
*{{buff|Clean back aerial deals 2.94% more damage (10.5% → 13.44%), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}} | |||
*{{buff|Back aerial has a longer duration (frames 6-10 → 6-13).}} | |||
*{{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.}} | |||
*{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}} | |||
*{{buff|Down aerial's loop hits deal 0.904% more damage (1% → 1.904%).}} | |||
*{{nerf|Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.}} | |||
*{{buff|Down aerial's 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|Down aerial's 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|Down aerial has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. Unlike Mario Tornado, it cannot auto-cancel with a short hop.}} | |||
===Grabs and throws=== | |||
*{{buff|Dr. Mario has slightly more grab range than Mario.}} | |||
*{{change|Due to its higher damage output, back throw is as effective at KOing in spite of its lower knockback scaling (66 → 60).}} | |||
*{{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).}} | |||
*{{nerf|Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.}} | |||
*{{buff|Dr. Mario's down throw launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}} | |||
===Special moves=== | |||
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}} | |||
*{{change|Megavitamins do not have a [[flame]] effect, unlike Fireball.}} | |||
*{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}} | |||
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}} | |||
*{{buff|Compared to [[Cape]], [[Super Sheet]]'s reflection hitbox has a longer duration (frames 6-20 → 6-22).}} | |||
*{{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|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at [[B-reversing]], but unusable for recovery.}} | |||
*{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}} | |||
*{{buff|Due to its higher damage output, Dr. Mario's clean Super Jump Punch 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|Dr. Mario's Super Jump Punch retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}} | |||
*{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}} | |||
*{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}} | |||
*{{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 less effective for edge-guarding.}} | |||
*{{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.}} | |||
===Other=== | |||
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}} | |||
==Update history== | ==Update history== | ||
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==Moveset== | ==Moveset== | ||
*Dr. Mario can [[wall jump]]. | *Dr. Mario can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.8% | |neutral1dmg=2.8% | ||
|neutral2dmg=1.68% | |neutral2dmg=1.68% | ||
|neutral3dmg=4.48% | |neutral3dmg=4.48% | ||
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''Super Mario 64''. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also [[jab lock]] like the first hit of [[Mario (SSB4)|his normal self]]'s neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at [[jab cancel]]ing compared to Mario's. | |neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''Super Mario 64''. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also [[jab lock]] like the first hit of [[Mario (SSB4)|his normal self]]'s neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at [[jab cancel]]ing compared to Mario's. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7.84% | |ftiltdmg=7.84% | ||
|ftiltdesc=A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 50%. | |ftiltdesc=A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 50%. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7.056% | |utiltdmg=7.056% | ||
|utiltdesc=A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. On Final Destination, it KOs middleweights at 165%/156% (''3DS''/''Wii U''). However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | |utiltdesc=A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. On Final Destination, it KOs middleweights at 165%/156% (''3DS''/''Wii U''). However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5.6% (foot), 7.84% (body) | |dtiltdmg=5.6% (foot), 7.84% (body) | ||
|dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks, and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but this requires a hard read. However, it has short range. | |dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks, and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but this requires a hard read. However, it has short range. | ||
|dashname= | |dashname= | ||
|dashdmg=8.96% (clean), 6.72% (late) | |dashdmg=8.96% (clean), 6.72% (late) | ||
|dashdesc=The {{s|mariowiki|Slide Kick}}. Its clean and late hitboxes both launch at 90°, which make it better for set-ups at low percentages compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's. | |dashdesc=The {{s|mariowiki|Slide Kick}}. Its clean and late hitboxes both launch at 90°, which make it better for set-ups at low percentages compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand) | |fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand) | ||
Line 363: | Line 331: | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand) | |fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand) | ||
|fsmashdesc=A palm thrust that produces a blast of [[electric]]ity. Unlike in ''Melee'', it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack, and while its sourspot deals slightly less damage, it is also strong enough to KO reliably. Angling upward or downward slightly increases its KO ability, with the upward angled version KOing the earliest. While near the edge of Final Destination, its sweetspot KOs middleweights beginning from 72%/64% (''3DS''/''Wii U''), whereas the sourspot KOs middleweights beginning at 89%/80% (''3DS''/''Wii U''). | |fsmashdesc=A palm thrust that produces a blast of [[electric]]ity. Unlike in ''Melee'', it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack, and while its sourspot deals slightly less damage, it is also strong enough to KO reliably. Angling upward or downward slightly increases its KO ability, with the upward angled version KOing the earliest. While near the edge of Final Destination, its sweetspot KOs middleweights beginning from 72%/64% (''3DS''/''Wii U''), whereas the sourspot KOs middleweights beginning at 89%/80% (''3DS''/''Wii U''). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|15.68}} | |usmashdmg={{ChargedSmashDmgSSB4|15.68}} | ||
|usmashdesc=An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head [[Intangibility|intangible]] throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to {{SSB4|Luigi}}'s up smash, which launches opponents diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. While near the edge of Final Destination, it KOs middleweights at 105%/96% (''3DS''/''Wii U''). However, its launching angle makes it unreliable at KOing while away from the edge, whereas Mario and, to a slightly lesser degree, Luigi's versions can KO reliably from anywhere on-stage. | |usmashdesc=An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head [[Intangibility|intangible]] throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to {{SSB4|Luigi}}'s up smash, which launches opponents diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. While near the edge of Final Destination, it KOs middleweights at 105%/96% (''3DS''/''Wii U''). However, its launching angle makes it unreliable at KOing while away from the edge, whereas Mario and, to a slightly lesser degree, Luigi's versions can KO reliably from anywhere on-stage. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (front), {{ChargedSmashDmgSSB4|13.44}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (front), {{ChargedSmashDmgSSB4|13.44}} (back) | ||
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Zelda}}, {{SSB4|Ryu}} and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]], which makes it excellent for edge-guarding. Its back hit is stronger and more damaging than the front hit, but the front hit is still powerful and capable of KOing. Depending on the opponent's position, both of its hits can potentially hit them. While near the edge of Final Destination, its back hit KOs middleweights at 97%/88% (''3DS''/''Wii U''), while the front hit does so at 121%/110% (''3DS''/''Wii U''). However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable. | |dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Zelda}}, {{SSB4|Ryu}} and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]], which makes it excellent for edge-guarding. Its back hit is stronger and more damaging than the front hit, but the front hit is still powerful and capable of KOing. Depending on the opponent's position, both of its hits can potentially hit them. While near the edge of Final Destination, its back hit KOs middleweights at 97%/88% (''3DS''/''Wii U''), while the front hit does so at 121%/110% (''3DS''/''Wii U''). However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable. | ||
|nairname= | |nairname= | ||
|nairdmg=5.6% (clean), 8.96% (late) | |nairdmg=5.6% (clean), 8.96% (late) | ||
|nairdesc=A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in ''Melee'', it is a "reverse [[sex kick]]": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. Thanks to these traits, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when [[SHFF]]'d and a decent combo breaker. | |nairdesc=A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in ''Melee'', it is a "reverse [[sex kick]]": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. Thanks to these traits, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when [[SHFF]]'d and a decent combo breaker. | ||
|fairname= | |fairname= | ||
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late) | |fairdmg=11.2% (early), 16.8% (clean), 10.08% (late) | ||
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. Unlike his normal self's forward aerial, its clean hitbox is not a [[meteor smash]], but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in ''Melee'', it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (''3DS''/''Wii U''). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable. | |fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. Unlike his normal self's forward aerial, its clean hitbox is not a [[meteor smash]], but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in ''Melee'', it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (''3DS''/''Wii U''). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable. | ||
|bairname= | |bairname= | ||
|bairdmg=13.44% (clean), 7.84% (late) | |bairdmg=13.44% (clean), 7.84% (late) | ||
|bairdesc=A dropkick. Its hits on frame 6, autocancels with a short hop, and its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. While near the edge of Final Destination, its clean hitbox KOs middleweights at 134%/123% (''3DS''/''Wii U''), respectively. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing and edge-guarding. | |bairdesc=A dropkick. Its hits on frame 6, autocancels with a short hop, and its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. While near the edge of Final Destination, its clean hitbox KOs middleweights at 134%/123% (''3DS''/''Wii U''), respectively. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing and edge-guarding. | ||
|uairname= | |uairname= | ||
|uairdmg=7.84% | |uairdmg=7.84% | ||
|uairdesc=A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much lower knockback scaling, slightly lower ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch or back aerial at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos. | |uairdesc=A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much lower knockback scaling, slightly lower ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch or back aerial at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos. | ||
|dairname= | |dairname= | ||
|dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) | |dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) | ||
|dairdesc=A diagonal corkscrew dropkick. Like [[Mario Tornado]], the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling. | |dairdesc=A diagonal corkscrew dropkick. Like [[Mario Tornado]], the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average. | |grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.64% | |pummeldmg=3.64% | ||
|pummeldesc=A headbutt. Moderately slow, but it is the most damaging pummel in the game by default. | |pummeldesc=A headbutt. Moderately slow, but it is the most damaging pummel in the game by default. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8.96% | |fthrowdmg=8.96% | ||
|fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%. | |fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=12.32% (throw), 8.96% (collateral) | |bthrowdmg=12.32% (throw), 8.96% (collateral) | ||
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''. | |bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7.84% | |uthrowdmg=7.84% | ||
|uthrowdesc=Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages. | |uthrowdesc=Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5.6% | |dthrowdmg=5.6% | ||
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Its average base knockback and low knockback scaling make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos in comparison. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and [[Dr. Tornado]] at low percentages, and into up aerial and [[reverse aerial rush]]ed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%. | |dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Its average base knockback and low knockback scaling make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos in comparison. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and [[Dr. Tornado]] at low percentages, and into up aerial and [[reverse aerial rush]]ed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%. | ||
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|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 [[ | |dsc1desc=Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a [[wind]]box 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. | ||
|dsc2name=Clothesline Tornado | |dsc2name=Clothesline Tornado | ||
|dsc2dmg=11.2% (hit 1), 13.44% (hit 2) | |dsc2dmg=11.2% (hit 1), 13.44% (hit 2) | ||
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|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 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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc= | |desc=A stack of {{s|mariowiki|Megavitamin}}s appears on-stage. Another Megavitamin then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario behind them. Initially, Dr. Mario appears to be thinking with his eyes closed, but then opens his eyes with a surprised expression once the entire stack of Megavitamins disappears. | ||
|char=Dr.Mario | |char=Dr.Mario | ||
|game=SSB4}} | |game=SSB4}} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Dr. Mario | |||
|game=SSB4 | |||
|desc-us=Go Doc! | |||
|desc-jp=Doc-tor! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Group chant}} | ||
|- | |||
! | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|char=Dr.Mario}} | |char=Dr.Mario}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=2322 | |set10=2322 | ||
}} | }} | ||
=== | ===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|B7Games|USA}} - Placed 33rd at [[2GGC: Midwest Mayhem Saga]], and 49th at [[2GGT: ESAM Saga]], [[2GGT: Mexico Saga]] and [[2GGT: Abadango Saga]]. He has taken a set off of {{Sm|Abadango}}. | |||
*{{Sm|Rizeasu|Japan}} - Placed 9th at {{Trn|Niconico Tokaigi 2018}}. He has taken a set off of {{Sm|Choco}}. | |||
====Inactive==== | |||
*{{Sm|2ManyCooks|Canada}} - Formerly considered the best Dr. Mario player in the world. Placed 33rd at [[2GGT: ZeRo Saga]] and 49th at [[Get On My Level 2016]] before switching to {{SSB4|Mario}}. | |||
*{{Sm|Atomsk|USA}} - Placed 9th at [[KTAR XIV]] and 17th at [[Do or DI]] before his hiatus. | |||
*{{Sm|Koolaid|USA}} - Placed 4th at [[KTAR XV]]; 7th at [[CLASH Online Invitational Finals]]; and 25th at [[Shine 2016]] before switching to {{SSB4|Sheik}}. | |||
*{{Sm|Nairo|USA}} - Placed 1st at [[MLG World Finals 2015]] before dropping Dr. Mario. | |||
*{{Sm|Pwii|USA}} - Placed 25th at [[TGC 5]] before switching to {{SSB4|Lucario}}. | |||
===Tier placement and history=== | |||
Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to ''SSB4''{{'}}s game physics saw him widely perceived as a low-tier or even bottom-tier character. Despite his poor perception, {{Sm|Nairo}} surprisingly used Dr. Mario for some matches at [[MLG World Finals 2015]] alongside {{SSB4|Zero Suit Samus}}. This notably resulted in a set against {{Sm|ESAM}} that concluded with Nairo winning 3-0 against him in Losers Finals after using Dr. Mario to defeat ESAM's {{SSB4|Pikachu}} for the first two matches, and his {{SSB4|Samus}} for their final match. Other professionals, such as {{Sm|2ManyCooks}}, would also proceed to achieve decent results with him. | |||
Despite these flashes of success, as well as vocal support of Dr. Mario because of his particular strengths, his metagame has remained stagnant because of his tournament results and representation being among the most sparse in the game. These aspects have been reflected in Dr. Mario's tier placement, in which he was ranked 45th on the first [[tier list]], before dropping to 48th on the second tier list. After Dr. Mario's best player, 2ManyCooks, dropped him in favor of Mario, he dropped to 51st on the third tier list. However, the efforts of {{Sm|B7Games}} have seen Dr. Mario rise to 49th on the fourth and current tier list. | |||
==Trophies== | |||
:'''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.'' | |||
::{{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.'' | |||
{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}} | |||
:'''Dr. Mario (Alt.)''' | |||
::{{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.'' | |||
::{{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.'' | |||
== | {{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!'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
DrMarioTrophy3DS.png|Classic (3DS) | |||
DrMarioAltTrophy3DS.png|Alt. (3DS) | |||
DrMarioTrophyWiiU.png|Classic (Wii U) | |||
DrMarioAltTrophyWiiU.png|Alt. (Wii U) | |||
DrFinaleTrophyWiiU.png|[[Doctor Finale]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[All-Star Battle: Secret]]''': Dr. Mario is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games. | |||
* '''[[Doctor Schmoctor]]''': As {{SSB4|Wario}}, the player must defeat Dr. Mario before Wario's health is depleted via [[flower]]ing. | |||
===Co-op Events=== | |||
* '''[[Viral Visitors]]''': Dr. Mario and {{SSB4|Peach}} must defeat four [[Kirby (SSB4)|Kirbys]]. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
| | |||
==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]== | ||
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<gallery> | <gallery> | ||
Dr. Mario amiibo.png|Dr. Mario's [[amiibo]]. | Dr. Mario amiibo.png|Dr. Mario's [[amiibo]]. | ||
SSB4 - Dr. Mario Screen-1.jpg|Dr. Mario in {{forwiiu}}. | |||
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}. | SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}. | ||
SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}. | SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}. | ||
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<!--He IS a cut Melee veteran, but the article already elaborates on this, so don't add it in.--> | <!--He IS a cut Melee veteran, but the article already elaborates on this, so don't add it in.--> | ||
*Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref> | *Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref> | ||
*Dr. Mario is the first of three ''Melee'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''SSB4'', followed by {{SSB4|Mewtwo}} and {{SSB4|Roy}}. However, he retains his status as an [[unlockable character]], whereas Mewtwo and Roy are now [[downloadable content]]. | |||
**He is also the only character out of these three whose artwork uses a different pose from his ''Melee'' artwork. | |||
*Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''. | *Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''. | ||
*''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}. | *''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}. | ||
*In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively. | *In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively. | ||
*Dr. Mario, {{SSB4|Bowser}} and Lucina are the only characters who are not playable in a solo event unless selected. | *Dr. Mario, {{SSB4|Bowser}} and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless selected. | ||
*Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}. | *Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}. | ||
*Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es. | *Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es. | ||
*Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamin]] each time it is performed. | *Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamins|Megavitamin]] each time it is performed. | ||
*Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes. | *Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes. | ||