Editing Dr. Mario (SSBM)
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|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Left Jab ({{ja| | |neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Cross ({{ja|右クロス|Migi Kurosu}}) / Toe Kick ({{ja|トーキック|Tō Kikku}}) | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=6% | |neutral3dmg=6% | ||
|neutraldesc=A weak punch forward, then a second weak punch, then a strong kick forward. | |neutraldesc=A weak punch forward, then a second weak punch, then a strong kick forward. | ||
|ftiltname=Dr. Kick ({{ja| | |ftiltname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}}) | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=9% | |ftiltupdmg=9% | ||
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|utiltdmg=10% (clean), 8% (late) | |utiltdmg=10% (clean), 8% (late) | ||
|utiltdesc=Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If hit from the front, the opponent gets launched diagonally forward, and if hit from above, the opponent will be launched upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial. | |utiltdesc=Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If hit from the front, the opponent gets launched diagonally forward, and if hit from above, the opponent will be launched upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial. | ||
|dtiltname=Reflex Test ({{ja| | |dtiltname=Reflex Test ({{ja|反射テスト|Hansha Tesuto}}) | ||
|dtiltdmg=9% | |dtiltdmg=9% | ||
|dtiltdesc=Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's. | |dtiltdesc=Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's. | ||
|dashname=Slide ({{ja| | |dashname=Slide ({{ja|滑り台|Suberidai}}) | ||
|dashdmg=9% (clean), 8% (late) | |dashdmg=9% (clean), 8% (late) | ||
|dashdesc=Slides on the ground feet first, has slightly more range than Mario's, since the hitbox fully covers Dr. Mario's foot, instead of only covering up to his leg, like Mario's version. Launches foes in a different trajectory compared to Mario's. | |dashdesc=Slides on the ground feet first, has slightly more range than Mario's, since the hitbox fully covers Dr. Mario's foot, instead of only covering up to his leg, like Mario's version. Launches foes in a different trajectory compared to Mario's. | ||
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|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late) | |usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late) | ||
|usmashdesc=Headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the hitboxes have [[spike]] properties, though it only works on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out. | |usmashdesc=Headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the hitboxes have [[spike]] properties, though it only works on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out. | ||
|dsmashname=Surgical Sweep ({{ja| | |dsmashname=Surgical Sweep ({{ja|外科的スイープ|Geka-Teki Suīpu}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (front), {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (back) | |dsmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (front), {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (back) | ||
|dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Also has less reach compared with Mario's. Considered to be his best KO move. | |dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Also has less reach compared with Mario's. Considered to be his best KO move. | ||
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}} | |nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}}) | ||
|nairdmg=10% (clean), 14% (late) | |nairdmg=10% (clean), 14% (late) | ||
|nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks. One of the most powerful neutral aerials in the game. It also has a slightly different animation from Mario's (Mario's leg is at an angle while Dr. Mario's leg is fully extended out in front of him). | |nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks. One of the most powerful neutral aerials in the game. It also has a slightly different animation from Mario's (Mario's leg is at an angle while Dr. Mario's leg is fully extended out in front of him). | ||
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā | |fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}}) | ||
|fairdmg=17% (sweetspot), 16% (sourspot) | |fairdmg=17% (sweetspot), 16% (sourspot) | ||
|fairdesc=Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback, being capable of KOing at 80%-100% and is the most powerful forward aerial in the game, knockback-wise (along with {{SSBM|Zelda}}'s). Has a slightly weaker sourspot on Dr. Mario's hand. While it is a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its FAF is on frame 60), being hard to land on its own. While Dr. Mario has setups for the move in his throws, they are not fully reliable and require successful reading of the opponent's DI for landing the move. | |fairdesc=Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback, being capable of KOing at 80%-100% and is the most powerful forward aerial in the game, knockback-wise (along with {{SSBM|Zelda}}'s). Has a slightly weaker sourspot on Dr. Mario's hand. While it is a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its FAF is on frame 60), being hard to land on its own. While Dr. Mario has setups for the move in his throws, they are not fully reliable and require successful reading of the opponent's DI for landing the move. | ||
|bairname=Drop Kick, M.D. ({{ja| | |bairname=Drop Kick, M.D. ({{ja|ドロップキック、医学博士|Doroppu Kikku, Igakuhakushi}}) | ||
|bairdmg=8% (clean), 7% (late) | |bairdmg=8% (clean), 7% (late) | ||
|bairdesc=Kicks backwards. Very good for [[edgeguarding]], with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees). However, at higher percentages, this move fails to KO effectively due to its very low knockback growth (65) and is one of Dr. Mario's few moves that is actually weaker than Mario's. | |bairdesc=Kicks backwards. Very good for [[edgeguarding]], with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees). However, at higher percentages, this move fails to KO effectively due to its very low knockback growth (65) and is one of Dr. Mario's few moves that is actually weaker than Mario's. | ||
|uairname=Bicycle Kick ({{ja| | |uairname=Bicycle Kick ({{ja|バイシクルキック|Baishikuru Kikku}}) | ||
|uairdmg=10% | |uairdmg=10% | ||
|uairdesc=Does a flip kick upward. A good move for juggling fast-fallers. Weaker than Mario's, which allows for more extended juggles. | |uairdesc=Does a flip kick upward. A good move for juggling fast-fallers. Weaker than Mario's, which allows for more extended juggles. | ||
|dairname=Bone Drill ({{ja| | |dairname=Bone Drill ({{ja|ボーンドリル|Bōn Doriru}}) | ||
|dairdmg=3% (hits 1-7) | |dairdmg=3% (hits 1-7) | ||
|dairdesc=Does a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's. | |dairdesc=Does a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc= | ||
|pummelname=Eye Exam ({{ja| | |pummelname=Eye Exam ({{ja|目の検査|Me no Kensa}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Headbutts the opponent. Relatively slow. | |pummeldesc=Headbutts the opponent. Relatively slow. | ||
|fthrowname=Routine Physical ({{ja| | |fthrowname=Routine Physical ({{ja|ルーチンフィジカル|Rūchin Fijikaru}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Spins opponent once, and tosses them forward with decent knockback. Good for an [[edgeguarding]] follow-up attack. | |fthrowdesc=Spins opponent once, and tosses them forward with decent knockback. Good for an [[edgeguarding]] follow-up attack. |