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{{ArticleIcons| | {{ArticleIcons|ssbm=y}}{{disambig2|Dr. Mario's appearance in ''[[Super Smash Bros. Melee]]''|the character in other contexts, see [[Dr. Mario]]; for information on the character of whom Dr. Mario is a [[clone]]|Mario (SSBM)}} | ||
{{disambig2|Dr. Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts | |||
{{Infobox Character | {{Infobox Character | ||
|name = Dr. Mario | |name = Dr. Mario | ||
|image = [[File:Dr. Mario SSBM.jpg]] | |image = [[File:Dr. Mario SSBM.jpg|Dr. Mario]] | ||
|symbol = preBrawl | |symbol = preBrawl | ||
|game = | |game = Melee | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = D | ||
|tierPAL = D | |tierPAL = D | ||
|ranking = | |ranking = 11 | ||
|rankingPAL = 12 | |rankingPAL = 12 | ||
}} | }} | ||
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. | {{cquote|''The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion.''<br>|cite=Description from Dr. Mario's trophy.}} | ||
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is an [[Unlockable character|unlockable character]] in ''[[Super Smash Bros. Melee]]''. This is his first 3D appearance as well as his first appearance in the ''Super Smash Bros. series'', as he stems from a series of ''Mario'' puzzle games. As a [[clone]] of {{SSBM|Mario}}, Dr. Mario and Mario have nearly identical movesets with obvious differences in attack physics. | |||
Dr. Mario currently ranks 11th on the ''Melee'' [[tier list]], at the top of the D tier, four places higher than Mario's rank. His relatively high mid-tier placement is a consequence of his [[combo]] ability with overall uniqueness as a fighter, such as an unusual-functioning reverse-[[sex kick]]. His [[approach]] options are also very good, with a long [[wavedash]] and a good air game, as well as a very good [[SHFFL]]. Dr. Mario also has a good [[projectile]], which itself can be used to aid his approach. However, Dr. Mario's primary weakness is his abysmal [[recovery]], which is one of the worst in the game, due to its predictability and few methods of increasing its distance. Dr. Mario also suffers from lack of range in his attacks, leaving him vulnerable against characters with disjointed hitboxes such as {{SSBM|Donkey Kong}} and {{SSBM|Marth}}, of which the latter serves as his worst matchup. | |||
Dr. Mario | ==How to unlock== | ||
To unlock Dr. Mario, players need to complete either Classic or Adventure Mode as Mario without using any continues; alternatively, players can play 100 VS. matches. | |||
Dr. Mario is fought on [[Princess Peach's Castle]], with the track "Dr. Mario" playing. | Dr. Mario is fought on [[Princess Peach's Castle]], with the track "Dr. Mario" playing. | ||
==Attributes== | ==Attributes== | ||
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form except for his neutral attack | Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form except for his neutral ground attack). Both have the same [[dash|dashing speed]] and [[falling speed]], yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster [[air speed]], rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no [[sourspot]]s that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into. | ||
Dr. Mario also has a great projectile, [[Megavitamins]]. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage (8% each) and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes. | Dr. Mario also has a great projectile, [[Megavitamins]]. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage (8% each) and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes. | ||
Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. | Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. Super Sheet, like Mario's cape, turns enemies around without dealing knockback, limiting the effectiveness of their recoveries and allowing for possible gimps and quick KO's. | ||
Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and [[chain throw]]s, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (more powerful than Mario's and Luigi's), being effective for setting up edge guards at high percentages, and acting as a reliable KO move at very high percentages. | Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and [[chain throw]]s, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (more powerful than Mario's and Luigi's), being effective for setting up edge guards at high percentages, and acting as a reliable KO move at very high percentages. | ||
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Overall, Dr. Mario is a solid character with fast, relatively powerful attacks with great edgeguarding ability and good approaching options. As long as players can stay on the stage during the battle and keep their opponents within arm's reach, there is little an opponent can do against him. | Overall, Dr. Mario is a solid character with fast, relatively powerful attacks with great edgeguarding ability and good approaching options. As long as players can stay on the stage during the battle and keep their opponents within arm's reach, there is little an opponent can do against him. | ||
==Differences | ==Differences with {{SSBM|Mario}}== | ||
Since Dr. Mario is ranked higher than Mario, he performs better overall, as his attacks are much more powerful. He can also spike foes with his up smash, albeit only if they are on the ground, leading to greater combo potential, and high KO potential on aerial foes. He can KO earlier than Mario, especially due to his throws being much stronger, with his back throw being among the strongest throws in the game. | |||
However, Dr. Mario's recovery is worse since he cannot wall jump, his Super Sheet (side special) only | However, Dr. Mario's recovery is worse since he cannot wall jump, his Super Sheet (side special) only lifting him up once and gains minimal height on usage, and both his Super Jump Punch and Dr. Tornado specials don't gain as much distance in the air in comparison to Mario's up and down specials. Furthermore, even though Dr. Mario boasts much more damage and KO potential than Mario, his forward smash's hitbox has less horizontal reach, requiring him to be closer to his opponents to make efficient usage of it. | ||
Despite this, the numerous advantages that he has over Mario | Despite this, the numerous advantages that he has over Mario makes him a solid choice in ''Melee'', placing in the upper middle tier. | ||
====Aesthetics==== | ====Aesthetics==== | ||
*{{change|Dr. Mario's taunt, idle animation, and two of his victory poses are different.}} | *{{change|Dr. Mario's taunt, idle animation, and two of his victory poses are different.}} | ||
====Attributes==== | ====Attributes==== | ||
*{{buff|Dr. Mario's air speed is slightly faster (0. | *{{buff|Dr. Mario is overall stronger than Mario in terms of damage and knockback.}} | ||
*{{buff|Dr. Mario's air speed is slightly faster (0.84 → 0.9), meaning that he combos more efficiently than Mario.}} | |||
*{{change|Dr. Mario is heavier than Mario (PAL 98 → 100).}} | *{{change|Dr. Mario is heavier than Mario (PAL 98 → 100).}} | ||
*{{nerf|Dr. Mario cannot [[wall jump]], making his recovery worse than Mario's.}} | *{{nerf|Dr. Mario cannot [[wall jump]], making his recovery worse than Mario's.}} | ||
*{{nerf|Dr. Mario's | *{{nerf|Dr. Mario's body hurtbox is slightly bigger than Mario's, making him easier to hit.}} | ||
====Ground attacks==== | ====Ground attacks==== | ||
*{{nerf|Neutral attack has more startup (frame 2 to 3) and ending lag.}} | |||
*{{buff|Neutral attack deals more damage than Mario's (the fifth most powerful neutral attack in the game).}} | |||
*{{buff|Forward smash deals more damage (18% → 19%) and has stronger knockback (25 (base)/95 (growth) → 30/97), making it the fifth most powerful forward smash in the game. Additionally, it also lacks a sourspot.}} | |||
*{{nerf|Forward smash has shorter reach than Mario's. It also lacks transcendent priority compared to Mario's sweetspot.}} | |||
**{{buff|The lack of transcendent priority allows it to cancel out projectiles better than Mario's.}} | |||
*{{change|Forward smash deals [[electric]] damage instead of [[flame]] damage.}} | |||
*{{buff|Up smash deals more damage (15% → 16%) and knockback overall (32 (base)/97 (growth) → 35/95). Additionally, it [[spike]]s grounded opponents, making it much more useful for combos, while being a reliable KO move under 130% on aerial opponents. It also has a slightly larger hitbox (3.2 → 3.6), having more reach than Mario's, but less than Luigi's (3.6 → 4).}} | |||
*{{buff|Down smash is much stronger (base 40 → 45) than Mario's and deals more damage (16% and 10%/12% → 18%/17% and 15%/13%).}} | |||
**{{buff|The | *{{nerf|Down smash has less reach (12u/6.8u (front) and -10.8u/-6u (back) → 10u/6u and -10u/-6u).}} | ||
*{{buff|Down smash's second hit has a longer duration than Mario's (14-15 → 14-16).}} | |||
*{{change|Down smash has a 'cone' effect instead of a smoke effect.}} | |||
*{{buff|Dr. Mario's down tilt sends opponents behind him (80° → 150°), making it more useful to setup opponents for edge guarding, it also has increased knockback (10 (base)/80 (growth) → 20/82).}} | |||
*{{change|Dr Mario's up tilt launches grounded opponents on at the [[Sakurai Angle]].}} | |||
*{{buff|Up tilt has a longer duration (Frames 4-12 → 4-13).}} | |||
*{{change|Up tilt is stronger overall.}} | |||
*{{change|Dash attack has less knockback growth (50 → 30), making it weaker.}} | |||
*{{change|Dash attack has less animation frames (48 frames → 43), but still has the same IASA frames as Mario's, keeping the ending lag identical.}} | |||
*{{nerf|Forward tilt deals 1% less damage, along with slightly less knockback.}} | |||
*{{buff|Forward tilt starts up quicker, has a longer hitbox duration (Frames 5-7 → 4-8), and has less ending lag.}} | |||
*{{change|Dr. Mario's down tilt sends opponents behind him | |||
*[[ | |||
====Aerial attacks==== | ====Aerial attacks==== | ||
*{{nerf|Dr. Mario's aerials have more landing lag (16 frames → 18 (neutral); 21 frames → 25 (forward); 15 frames → 18 (back and up); 23 frames → 24 (down).}} | *{{nerf|Dr. Mario's aerials have more landing lag (16 frames → 18 (neutral); 21 frames → 25 (forward); 15 frames → 18 (back and up); 23 frames → 24 (down).}} | ||
*[[ | *{{buff|Dr. Mario's forward aerial deals 1-2% more damage (15% → 17%/16%) and sends opponents at a different angle (280° → 60°) that can reliably KO at 80-100% (30 (base)/70 (growth) → 50 and 40/100). It's less risky to use than Mario's since Dr. Mario does not need to knock opponents off stage. Its power, when [[sweetspot]]ted, is on par with {{SSBM|Bowser}}'s [[up aerial]]. Otherwise, when sourspotted, its power is on par with {{SSBM|Captain Falcon}}'s [[down aerial]].}} | ||
**{{change|Dr. Mario's neutral aerial does more damage and knockback the longer it's out, while it does less damage and knockback when it first comes out. Overall, Mario's sweetspotted neutral is in between Dr. Mario's neutral aerial's sweet and sour spots. Also, when it first comes out, it has a larger hitbox than Mario's, but afterwards it gets smaller than Mario's neutral aerial. Lastly, it has a slightly altered animation where Dr. Mario sticks his leg completely out, while Mario's is at an angle.}} | *{{nerf|Dr. Mario's forward aerial is slightly less effective for edgeguarding due to lacking meteor smash hitboxes.}} | ||
*{{change|Dr. Mario's neutral aerial does more damage and knockback the longer it's out, while it does less damage and knockback when it first comes out. Overall, Mario's sweetspotted neutral is in between Dr. Mario's neutral aerial's sweet and sour spots. Also, when it first comes out, it has a larger hitbox than Mario's, but afterwards it gets smaller than Mario's neutral aerial. Lastly, it has a slightly altered animation where Dr. Mario sticks his leg completely out, while Mario's is at an angle.}} | |||
*{{buff|Sweetspotted Neutral aerial does more damage than Mario's (12% → 14%).}} | |||
*{{nerf|Neutral aerial has a shorter duration (3-32 → 3-31).}} | |||
*{{buff|Back aerial can [[semi spike]] in which Mario cannot (361° → 28°). It also has much higher base knockback than Mario's (10 → 43).}} | |||
*{{nerf|Back aerial has much lower knockback at higher percentages due to lower knockback scaling (100 → 65) and damage (11% → 8%), it also has a slightly shorter duration (6-17 → 6-16).}} | |||
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker.}} | |||
*{{buff|Down aerial's maximum damage output is much higher.}} | |||
*{{change|Down aerial has a different launch angle (94° → 80°).}} | |||
*{{nerf|Down aerial has a smaller hitbox than Mario's, lacks a landing hitbox, and the last hit has set knockback. }} | |||
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker | |||
====Grab and throws==== | ====Grab and throws==== | ||
*{{nerf|Dr. Mario's grabs have less disjoint due to him lunging forward more and the range not being properly compensated. | *{{nerf|Dr. Mario's grabs have less disjoint than Mario's due to him lunging forward more and the range not being properly compensated.}} | ||
*{{buff|Forward and back | *{{nerf|Dash grab has slightly less range behind Dr. Mario.}} | ||
*{{change|Up throw | *{{change|All throws deal higher knockback, especially his back throw, which is the second most powerful back throw in the game (whereas Mario's is the fourth).}} | ||
*{{nerf|Down throw | **{{buff|Forward and back throw knockback growth (65 → 72).}} | ||
**{{change|Up throw knockback growth (72 → 80). While this improves its KO ability, this also limits its follow-up potential at higher percentages, though its still very effective and fast-fallers, especially the lighter ones.}} | |||
**{{nerf|Down throw knockback growth (30 → 40). Like the up throw, except it can never KO under realistic circumstances, and as a result, it has less follow-up potential overall than Mario's.}} | |||
====Special moves==== | ====Special moves==== | ||
*[[Megavitamins]] | *{{buff|[[Megavitamins]] deal more damage (6% → 8%) than Mario's [[Fireball]] and has larger hitbox.}} | ||
*{{change|Megavitamins travel slower (1.5 → 1.4).}} | |||
*{{change|Megavitamins uses the normal and virus line clear sound effects from the NES release of ''Dr. Mario''.}} | |||
*{{buff|[[Super Sheet]] deals more damage and has more vertical range than Mario's [[Cape]].}} | |||
*{{nerf|Super Sheet has less horizontal range. Super Sheet also only keeps Dr. Mario once in the air and it does not lift him up as much as Mario's, making it less useful for recovering.}} | |||
*[[Super Sheet]] | *{{nerf|Super Jump Punch and Dr. Tornado travel less recovery distance than Mario's.}} | ||
*{{buff|[[Super Jump Punch]] deals stronger knockback and can be cancelled, which can be use to setup combo moves.}} | |||
*{{nerf|Super Jump Punch has less invincibility frames (Frames 3-6 → 3) and cannot be cancelled into a wall jump since Dr. Mario cannot wall jump.}} | |||
*{{change|Super Jump Punch does not make a coin sound effect.}} | |||
*{{buff|[[Dr. Tornado]] does more damage than the Mario Tornado.}} | |||
*{{change|Dr. Tornado hits 5 times instead of 7, and the last hit launches opponents in a random direction rather than straight up. Dr. Mario also lacks a voiceclip when performing the move, unlike Mario.}} | |||
*[[Dr. Tornado]] | |||
==Moveset== | ==Moveset== | ||
<imagemap>File:DrMarioAerialAttacksSSBM.png|thumb|200px|Dr. Mario's aerial attacks. Click on one of them to see their respective subpage. | |||
rect 120 0 192 60 [[Dr. Mario (SSBM)/Up aerial]] | |||
rect 0 64 60 121 [[Dr. Mario (SSBM)/Back aerial]] | |||
rect 120 61 192 119 [[Dr. Mario (SSBM)/Neutral aerial]] | |||
rect 240 61 320 119 [[Dr. Mario (SSBM)/Forward aerial]] | |||
rect 100 240 256 180 [[Dr. Mario (SSBM)/Down aerial]] | |||
</imagemap> | |||
''For a gallery of Dr. Mario's hitboxes, see [[Dr. Mario (SSBM)/Hitboxes|here]].'' | ''For a gallery of Dr. Mario's hitboxes, see [[Dr. Mario (SSBM)/Hitboxes|here]].'' | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=9% | |ftiltupdmg=9% | ||
|ftiltsidedmg=8% | |ftiltsidedmg=8% | ||
|ftiltdowndmg=7% | |ftiltdowndmg=7% | ||
|ftiltdesc=Kick straight forward. Is | |ftiltdesc=Kick straight forward. Is stronger than {{SSBM|Mario}}'s and has less ending lag. | ||
|utiltname= | |utiltname= | ||
|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= | |dtiltname= | ||
|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= | |dashname= | ||
|dashdmg=9% (clean), 8% (late) | |dashdmg=9% (clean), 8% (late) | ||
|dashdesc=Slides on the ground feet first, has slightly more range than Mario's | |dashdesc=Slides on the ground feet first, has slightly more range than Mario's. Launches foes in a different trajectory compared to Mario's. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|20}} | |fsmashupdmg={{ChargedSmashDmgSSBM|20}} | ||
|fsmashsidedmg= {{ChargedSmashDmgSSBM|19}} | |fsmashsidedmg= {{ChargedSmashDmgSSBM|19}} | ||
|fsmashdowndmg={{ChargedSmashDmgSSBM|18}} | |fsmashdowndmg={{ChargedSmashDmgSSBM|18}} | ||
|fsmashdesc=Launches a somewhat short-ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot and is quite stronger, being able to reliably KO under 100% | |fsmashdesc=Launches a somewhat short-ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot, and is quite stronger, being able to reliably KO under 100%. | ||
|usmashname= | |usmashname= | ||
|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 | |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 has [[spike]] properties, though it only work on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out. | ||
|dsmashname= | |dsmashname= | ||
|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 | |dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Considered to be his best KO move. | ||
|nairname= | |nairname= | ||
|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 | |nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks. | ||
|fairname= | |fairname= | ||
|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 | |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 120%. Has a slightly weaker sourspot on Dr. Mario's hand. While it a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its IASA 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 fair. | ||
|bairname= | |bairname= | ||
|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) | |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). | ||
|uairname= | |uairname= | ||
|uairdmg=10% | |uairdmg=10% | ||
|uairdesc=Does a flip kick upward. A good move for juggling fast-fallers | |uairdesc=Does a flip kick upward. A good move for juggling fast-fallers. | ||
|dairname= | |dairname= | ||
|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= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Headbutts | |pummeldesc=Headbutts opponent. Relatively slow. | ||
|fthrowname= | |fthrowname= | ||
|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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=12% (throw), 8% (collateral) | |bthrowdmg=12% (throw), 8% (collateral) | ||
|bthrowdesc=Spins around three times and tosses the foe behind him, with impressive knockback, being stronger than {{SSBM|Mewtwo}}'s back throw and the second strongest back throw in the game, only behind {{SSBM|Ness}}'s back throw. | |bthrowdesc=Spins around three times and tosses the foe behind him, with impressive knockback, being stronger than {{SSBM|Mewtwo}}'s back throw and the second strongest back throw in the game, only behind {{SSBM|Ness}}'s back throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a | |uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a fair for a KO. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Slams | |dthrowdesc=Slams opponent to ground. Good for a short-hopped nair follow up. Weirdly, the move's knockback on Mr. Game and Watch is affected by port priority; if the Dr Mario player has the lower Port (closer to P1), then the knockback will be normal; if he has the lower port, however (closer to P4), [https://www.youtube.com/watch?v=EllXsKyXcLQ then the knockback will behave in the same manner as Fox's down throw.] | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
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|edgesname= | |edgesname= | ||
|edgesdmg=10% | |edgesdmg=10% | ||
|edgesdesc=Gets up then does an attack similar to his | |edgesdesc=Gets up then does an attack similar to his f-tilt. | ||
|nsname=Megavitamins | |nsname=Megavitamins | ||
|nsdmg=8% | |nsdmg=8% | ||
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|dsname=Dr. Tornado | |dsname=Dr. Tornado | ||
|dsdmg=3% (hit 1), 2% (hits 2-3), 3% (hit 4 ground), 1% (hit 4 air), 4% (hit 5) | |dsdmg=3% (hit 1), 2% (hits 2-3), 3% (hit 4 ground), 1% (hit 4 air), 4% (hit 5) | ||
|dsdesc=A spinning tornado attack, similar to Mario's, but is a little stronger and deals less hits. The move traps the opponent in a tornado, hitting them constantly, before | |dsdesc=A spinning tornado attack, similar to Mario's, but is a little stronger and deals less hits. The move traps the opponent in a tornado, hitting them constantly, before knocks them back. While Mario's knocks opponents into the air, Dr. Mario's knocks them in a random direction. Dr. Mario can hover in the air using this move by repeatedly pressing the [[B button]] while using it, but it only works once without landing. Has [[transcendent priority]] on all but the last hit. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
{{Taunt/SSBM|char=Dr.Mario|desc=Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it.}} | {{Taunt/SSBM|char=Dr.Mario|desc=Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it.}} | ||
===[[Idle pose]]=== | ===[[Idle pose]]=== | ||
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{{Victory/SSBM | {{Victory/SSBM | ||
|victory-theme=MushroomKingdomThemeMelee.ogg | |victory-theme=MushroomKingdomThemeMelee.ogg | ||
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]'' | |victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''. | ||
|desc-1=Holds out his stethoscope and points it to his right, to his left, and finally towards the screen. | |desc-1=Holds out his stethoscope and points it to his right, to his left, and finally towards the screen. | ||
|desc-2=Throws two pills, dusts his hands off, and then pulls out the same pills he already threw while laughing triumphantly. | |desc-2=Throws two pills, dusts his hands off, and then pulls out the same pills he already threw while laughing triumphantly. | ||
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|char=DrMario}} | |char=DrMario}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchup (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|drmario=yes}} | |||
===Notable players=== | |||
:''See also: [[:Category:Dr. Mario professionals (SSBM)]]'' | |||
====Active==== | |||
*{{Sm|Boss|USA}} | |||
*{{Sm|Eagle|Denmark}} - Best Dr. Mario in Denmark. | |||
*{{Sm|Kevorkian|USA}} | |||
*{{Sm|Liberate|USA}} | |||
*{{Sm|Mr. Lemon|USA}} | |||
*{{Sm|OTG|USA}} | |||
*{{Sm|Reason|USA}} | |||
*{{Sm|SmashMac|USA}} | |||
====Inactive==== | |||
*{{Sm|Bob$|USA}} | |||
*{{Sm| | *{{Sm|Captain Jack|Japan}} | ||
*{{Sm| | *{{Sm|Caveman|USA}} | ||
*{{Sm| | *{{Sm|HomeMadeWaffles|USA}} | ||
*{{Sm| | *{{Sm|Shroomed|USA}} - Was considered the best Dr. Mario before dropping him for {{SSBM|Sheik}}. Constantly got Top 8 places at major tournaments. | ||
*{{Sm|Velocity|USA}} | |||
*{{Sm| | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Initially, Dr. Mario was considered an inferior version of Mario due to his slower attacks and worse recovery, with Mario ranked higher than Dr. Mario in the tier list (usually one spot above Dr. Mario). Many smashers such as {{Sm|Captain Jack}} began to show Dr. Mario's better attributes, such as better punish options than Mario. In 2005, Dr. Mario was recognized as a better character than Mario, placing at least one spot higher than him in the tier lists to come. However, even with evolutions in Dr. Mario's game, representation of him at tournaments was not very notable, with rarely anyone placing high enough to win money just using Dr. Mario. | Initially, Dr. Mario was considered an inferior version of Mario due to his slower attacks and worse recovery, with Mario ranked higher than Dr. Mario in the tier list (usually one spot above Dr. Mario). Many smashers such as {{Sm|Captain Jack}} began to show Dr. Mario's better attributes, such as better punish options than Mario. In 2005, Dr. Mario was recognized as a better character than Mario, placing at least one spot higher than him in the tier lists to come. However, even with evolutions in Dr. Mario's game, representation of him at tournaments was not very notable, with rarely anyone placing high enough to win money just using Dr. Mario. | ||
It was not until 2011 when {{Sm|Shroomed}} showed Dr. Mario's powerful grab game and projectile game, placing consistently in top 8 at national tournaments such as [[Apex 2013]] and [[EVO 2013]]. Although Shroomed no longer | It was not until 2011 when {{Sm|Shroomed}} showed Dr. Mario's powerful grab game and projectile game, placing consistently in top 8 at national tournaments such as [[Apex 2013]] and [[EVO 2013]]. Although Shroomed no longer mains Dr. Mario exclusively and reserves him for specific matchups, Dr. Mario was still considered a solid high tiered character, sitting at 9th place at the top of the High tier almost making it into the top tier in the eleventh tier list. | ||
However, with the decline in results and notoriety from other Dr. Mario players in the current metagame, and even Shroomed himself claiming that he's not as viable now, Dr. Mario has fell to 11th place in the current tier list, at the top of the mid-tiers. | |||
==In Single Player modes== | |||
===In {{SSBM|Classic Mode}}=== | ===In {{SSBM|Classic Mode}}=== | ||
Upon being unlocked, Dr. Mario can appear in one on one battles, in a team with {{SSBM|Luigi}} or as an ally, as a giant character or as a metal character. In all appearances, his stage is [[Mushroom Kingdom]]. | Upon being unlocked, Dr. Mario can appear in one on one battles, in a team with {{SSBM|Luigi}} or as an ally, as a giant character or as a metal character. In all appearances, his stage is [[Mushroom Kingdom]]. | ||
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*'''[[Event 49: All-Star Match Deluxe]]''': Dr. Mario is the first opponent fought in this series of staged battles. The selected character battles him on the [[Mushroom Kingdom]] stage with a stock of 2 while Dr. Mario has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}. | *'''[[Event 49: All-Star Match Deluxe]]''': Dr. Mario is the first opponent fought in this series of staged battles. The selected character battles him on the [[Mushroom Kingdom]] stage with a stock of 2 while Dr. Mario has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}. | ||
=== | ===Ending Images=== | ||
<center><gallery> | <center><gallery> | ||
DrMarioClassicMode.jpg|Classic Mode | File:DrMarioClassicMode.jpg|Classic Mode. | ||
DrMarioAdventureMode.jpg|Adventure Mode | File:DrMarioAdventureMode.jpg|Adventure Mode. | ||
DrMarioAllStarMode.jpg|All-Star Mode | File:DrMarioAllStarMode.jpg|All-Star Mode. | ||
</gallery></center> | </gallery></center> | ||
== | ==Trophies== | ||
[[File:Dr. Mario Trophy Melee.png|right|thumb|100px|The Dr. Mario trophy from ''Melee''.]] | |||
'''Dr Mario''' (Classic Mode, trophy #61)<br> | |||
''Immaculate in his medical garb, Dr. Mario destroys killer viruses with his amazing vitamin capsules. With his dedicated nurse, Princess Peach, at his side, Dr. Mario spends day and night in his laboratory working on new miracle cures. Somehow he's managed to keep up with all the new viruses that have arisen over the years.'' | |||
| | {{Trophy games|console1=NES|game1=Dr. Mario}} | ||
| | [[File:Dr. Mario Trophy (Smash).png|right|thumb|100px|The Dr. Mario (Smash Red) trophy from ''Melee''.]] | ||
'''Dr. Mario''' (Smash Red, Adventure Mode, trophy #62)<br> | |||
''There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad slower due to his lack of exercise, but his Megavitamins pack a bit more punch than Mario's Fireballs. The capsules travel on a unique trajectory and make a distinct sound on impact.'' | |||
:*'''B:''' [[Megavitamins]] | |||
:*'''Smash B:''' [[Super Sheet]] | |||
[[File:Dr. Mario Trophy (Smash 2).png|thumb|right|100px|The Dr. Mario (Smash Blue) trophy from ''Melee''.]] | |||
'''Dr. Mario''' ''(Smash Blue, All Star Mode, trophy #63)''<br> | |||
''The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion. While it may be hard to spot the contrasts, they do exist. For example, Dr. Mario's Super Sheet is longer and narrower than Mario's cape, and any opponents hit by Dr. Tornado will fly off in diverse directions.'' | |||
:*'''Up & B:''' [[Super Jump Punch]] | |||
:*'''Down & B:''' [[Dr. Tornado]] | |||
| | <br clear="right" /> | ||
:Smash B: Super Sheet | |||
| | |||
:Down & B: Dr. Tornado | |||
==[[Alternate costume (SSBM)#Dr. Mario|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Dr. Mario|Alternate costumes]]== | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
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|{{Head|Dr. Mario|g=SSBM|s=25px|cl=Black}} | |{{Head|Dr. Mario|g=SSBM|s=25px|cl=Black}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
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*Dr. Mario and {{SSBM|Young Link}} are the only two characters in the game that can [[taunt cancel]]. | *Dr. Mario and {{SSBM|Young Link}} are the only two characters in the game that can [[taunt cancel]]. | ||
*The trophy in ''Melee'' explains that Dr. Mario is slower due to his "lack of exercise". However, in ''Smash 4'' the explanation given is "his doctor's coat is heavier". | *The trophy in ''Melee'' explains that Dr. Mario is slower due to his "lack of exercise". However, in ''Smash 4'' the explanation given is "his doctor's coat is heavier". | ||
*Dr. Mario is actually not slower than Mario in any terms of mobility, making the trophy's description in ''Melee'' misleading. | |||
*Dr. Mario is the only clone to [[weight|weigh]] the same as his original counterpart (100 units); {{SSBM|Falco}} and {{SSBM|Ganondorf}} are heavier than {{SSBM|Fox}} and {{SSBM|Captain Falcon}}, respectively, and Young Link, {{SSBM|Pichu}}, and {{SSBM|Roy}} are lighter than {{SSBM|Link}}, {{SSBM|Pikachu}}, and {{SSBM|Marth}}, respectively, though, he is heavier than Mario in the PAL version of the game. | *Dr. Mario is the only clone to [[weight|weigh]] the same as his original counterpart (100 units); {{SSBM|Falco}} and {{SSBM|Ganondorf}} are heavier than {{SSBM|Fox}} and {{SSBM|Captain Falcon}}, respectively, and {{SSBM|Young Link}}, {{SSBM|Pichu}}, and {{SSBM|Roy}} are lighter than {{SSBM|Link}}, {{SSBM|Pikachu}}, and {{SSBM|Marth}}, respectively, though, he is heavier than Mario in the PAL version of the game. | ||
**Technically, Roy also counts towards this trait, as he weighs the same as Marth in PAL regions, where he is lighter in NTSC regions. | **Technically, {{SSBM|Roy}} also counts towards this trait, as he weighs the same as {{SSBM|Marth}} in PAL regions, where he is lighter in NTSC regions. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{Mario universe}} | {{Mario universe}} | ||
[[Category:Dr. Mario (SSBM)| ]] | [[Category:Dr. Mario (SSBM)| ]] | ||