Editing Dr. Mario (SSBM)

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{{ArticleIcons|melee=y}}
{{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|Dr. Mario}}
{{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 = SSBM
|game         = Melee
|ssbgame1 = SSB4
|ssbgame1     = SSB4
|ssbgame2 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|tier         = D
|tierPAL = D
|tierPAL     = D
|ranking = 13
|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.


''Melee'' marks Dr. Mario's 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's voice consists of the same voice clips regular Mario has; they come from ''Super Mario 64'' and were originally performed by Charles Martinet.
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 currently ranks 13th on the ''Melee'' [[tier list]], at the end of B- tier, two places higher than Mario's rank and his best placement in the series. His [[combo]] ability possesses unique qualities, 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 while subsequently keeping away others. 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|Marth}}.
==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.


==How to unlock==
Dr. Mario must be defeated in battle before he can be unlocked. There are two ways the player can encounter Dr. Mario:
*One way is to complete Classic Mode, Adventure Mode, or All-Star Mode as Mario without using any continues. If the player fails to defeat Dr. Mario, they can re-fight him by doing this same method again.
*Another way is to play 100 VS. matches to completion. If the player fails to defeat Dr. Mario, they can re-fight him by playing another VS. match to completion. If this method is used, {{SSBM|Jigglypuff}} must be unlocked before Dr. Mario can be fought.
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, and aerial attack landing lag). 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 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. [[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.
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 from {{SSBM|Mario}}==
==Differences with {{SSBM|Mario}}==
The most notable difference between the two is that Dr. Mario boasts higher attack power than Mario. Almost all of his attacks do more damage than his counterpart which allows him to rack up damage easily. He can also spike foes with his up smash, albeit only if they are on the ground, and has 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.
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 lifts him up once and gains minimal height on usage, and both his Super Jump Punch and Dr. Tornado specials gain less 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. His combo game is also worse than Mario's, as his up and down tilts launch at very awkward angles, his down aerial lacks a landing hitbox, his neutral aerial's sourspot is much harder to hit with, and his throws' higher power make them less effective at setting up. Despite this, he has the aforementioned up smash, and his up special can be cancelled, making this nerf negligible. His grab range is also worse overall.
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 outnumber his disadvantages and makes him a solid choice in ''Melee'', placing in the upper middle tier.
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 (0.86 → 0.9), improving his ability to approach opponents.}}
*{{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 torso hurtbox is slightly bigger than Mario's, making him easier to hit.}}
*{{nerf|Dr. Mario's body hurtbox is slightly bigger than Mario's, making him easier to hit.}}


====Ground attacks====
====Ground attacks====
*[[Neutral attack]]:
*{{nerf|Neutral attack has more startup (frame 2 to 3) and ending lag.}}
**{{buff|All hits deal more damage (3% (first hit)/2% (second hit)/5% (third hit) → 4%/3%/6%).}}
*{{buff|Neutral attack deals more damage than Mario's (the fifth most powerful neutral attack in the game).}}
**{{buff|The third hit has more base knockback (10 → 18).}}
*{{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|The first two hits transition significantly slower into the subsequent hits (Frame 6 (both) → 14 (hit 1)/16 (hit 2)).}}
*{{nerf|Forward smash has shorter reach than Mario's. It also lacks transcendent priority compared to Mario's sweetspot.}}
**{{change|The first two hits have higher set knockback (20 → 30).}}
**{{buff|The lack of transcendent priority allows it to cancel out projectiles better than Mario's.}}
*[[Forward tilt]]:
*{{change|Forward smash deals [[electric]] damage instead of [[flame]] damage.}}
**{{buff|It has less startup with a longer hitbox duration (Frames 5-7 → 4-8).}}
*{{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|It has a shorter animation (32 frames → 29), giving it less ending lag.}}
*{{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 down angled variant does not have weak set-knockback.}}
*{{nerf|Down smash has less reach (12u/6.8u (front) and -10.8u/-6u (back) → 10u/6u and -10u/-6u).}}
**{{nerf|Forward tilt deals less damage on all angles (10%/9%/8% → 9%/8%/7%), although its knockback was somewhat compensated (6 base → 11/10/9).}}
*{{buff|Down smash's second hit has a longer duration than Mario's (14-15 14-16).}}
*[[Up tilt]]:
*{{change|Down smash has a 'cone' effect instead of a smoke effect.}}
**{{change|Dr Mario's up tilt consists of a clean hit that is active on the first frame of activation.}}
*{{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).}}  
***{{buff|It does more damage (8% → 10%).}}
*{{change|Dr Mario's up tilt launches grounded opponents on at the [[Sakurai Angle]].}}
***{{change|It sends at the [[Sakurai Angle]] instead of a vertical angle (96°), allowing it to be used as a horizontal launcher but it loses its combo potential.}}
*{{buff|Up tilt has a longer duration (Frames 4-12 → 4-13).}}
***{{nerf|It deals slightly less base knockback, and despite the damage increase, its KBG was lowered enough to give it slightly less knockback scaling too (26 (base)/125 (scaling) → 20/95).}}
*{{change|Up tilt is stronger overall.}}
**{{change|It also has a late hitbox that functions more like Mario's.}}
*{{change|Dash attack has less knockback growth (50 → 30), making it weaker.}}
***{{nerf|It has a very slightly smaller hitbox on the fist (4.8u → 4.6u).}}
*{{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|It sends opponents further away (96° 100°).}}
*{{nerf|Forward tilt deals 1% less damage, along with slightly less knockback.}}  
***{{change|It has altered knockback (26 (base)/125 (scaling) → 30/122).}}
*{{buff|Forward tilt starts up quicker, has a longer hitbox duration (Frames 5-7 4-8), and has less ending lag.}}
**{{buff|Up tilt has a longer duration (Frames 4-12 4-13).}}
*{{change|Dr. Mario's down tilt sends opponents behind him at a semi-spike angle (80° → 150°) and has slightly increased knockback (10 (base)/80 (growth) →  20/82). This allows it to set up edgeguards, but significantly reduces its combo potential.}}
*[[Dash attack]]:
**{{buff|Its hitboxes are larger (3.6u/2.4u (clean), 3.2/0.8u (late) → 3.6u (all)), and have more favorable placements (X offset: -0.4u/0.8u 3.6u/0u (clean), 2.4 (late)).}}
**{{buff|It deals more damage on the late hit (7% → 8%).}}
**{{change|It has less knockback on the clean hit (50 (scaling) → 30), but has more on the late hit (45 (base)/30 (scaling) → 60/50).}}
**{{change|It has a higher launch angle that sends opponents in front of him instead of behind (110°/120° → 80°/85°).}}
**{{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.}}
*[[Forward smash]]:
**{{buff|Forward smash deals more damage (18% → 19%) and has slightly 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 significantly shorter reach, making it significantly harder to connect with.}}
**{{change|Forward smash lacks transcendent priority and deals [[electric]] damage instead of [[flame]] damage.}}
*[[Up smash]]:
**{{change|Up smash a clean and late hit that deals more and less damage respectively (15% → 16% (clean)/13% (late)), the late hit also has a different launch angle (83° → 76°) on aerial opponents.}}
**{{change|Up smash can spike grounded opponents (83° → 259°).}}
***{{buff|This noticeably improves the move's combo potential against grounded opponents.}}
***{{nerf|However, it also significantly hinders its KO potential against them.}}
**{{buff|Up smash has larger hitboxes (3.2 → 3.6), slightly improving its range.}}
**{{nerf|The early and clean hits of up smash deal slightly less knockback (32 (base)/97 (scaling) → 35/95), hindering their KO potential.}}
*[[Down smash]]:
**{{buff|Down smash deals marginally more base knockback (40 → 45) and damage (16% and 10%/12% → 18%/17% and 15%/13%). Additionally, its second hit has a slightly longer duration (frame 14-15 14-16), enabling it to punish rolls better than Mario's.}}
**{{nerf|Down smash has less reach (12u/6.8u (front) and -10.8u/-6u (back) → 10u/6u and -10u/-6u).}}
**{{change|Down smash has a 'cone' effect instead of a smoke effect.}}


====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).}}
*[[Neutral aerial]]:
*{{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.}}
**{{buff|It does more damage than Mario's (12% (sweetspot)/8% (sourspot) → 14%/10%).}}
*{{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|Neutral aerial has a slightly shorter duration (3-33 → 3-32).}}
*{{buff|Sweetspotted Neutral aerial does more damage than Mario's (12% → 14%).}}
*[[Forward aerial]]:
*{{nerf|Neutral aerial has a shorter duration (3-32 → 3-31).}}
**{{buff|Dr. Mario's forward aerial deals more damage (15% → 17%/16%) and sends opponents at a different angle (280° → 60°) that can reliably KO at 80-100%. It also deals significantly more knockback (30 (base)/70 (growth) → 50 and 40/100). It's less risky to use as a finisher than Mario's since Dr. Mario does not need to be offstage for it to be effective.}}
*{{buff|Back aerial can [[semi spike]] in which Mario cannot (361° → 28°). It also has much higher base knockback than Mario's (10 → 43).}}
**{{buff|Its fist hitbox is larger (4u → 4.6u).}}
*{{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).}}
**{{nerf|Dr. Mario's forward aerial is slightly less useful for edgeguarding due to lacking meteor smash hitboxes.}}
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker.}}
***{{Buff|However, it is more reliable than Mario's forward aerial due to its angle rendering it immune to meteor cancelling.}}
*{{buff|Down aerial's maximum damage output is much higher.}}
*[[Back aerial]]:
*{{change|Down aerial has a different launch angle (94° → 80°).}}
**{{buff|The clean hit sends at a [[semi-spike]] angle (361° → 28°).}}
*{{nerf|Down aerial has a smaller hitbox than Mario's, lacks a landing hitbox, and the last hit has set knockback. }}
**{{buff|The clean hit has more range (Z-offset: 1.5624 → 3.1248).}}
**{{buff|It has has much more base knockback (10 (clean)/7 (late) → 43/20).}}
***{{nerf|This makes it less practical for combos.}}
**{{nerf|It does less damage (11% (clean)/9% (late) → 8%/7%).}}
**{{nerf|The clean hit has much less knockback scaling (100 → 65), making it much weaker for KOing at center stage.}}
**{{nerf|Back aerial has a slightly shorter duration (6-17 → 6-16).}}
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker. This hinders its gimping potential, but improves its combo potential.}}
*[[Down aerial]]:
**{{buff|Down aerial's looping hits deal more damage (2% → 3%).}}
**{{buff|It has a different launch angle (94° → 80°), improving its gimping potential.}}
**{{nerf|It has smaller hitboxes (6u → 5.6u).}}
**{{nerf|It does not have a landing hitbox.}}


====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. Additionally, dash grab has slightly less range behind Dr. Mario.}}
*{{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 throws have knockback growth (65 → 72), improving their KO potential.}}
*{{nerf|Dash grab has slightly less range behind Dr. Mario.}}
*{{change|Up throw has more 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; it additionally cannot chaingrab as effectively.}}
*{{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 has more knockback growth (30 → 40). Like the up throw, except it can never KO under realistic circumstances, and as a result, it has less combo potential overall.}}
**{{buff|Forward and back throw knockback growth (65 → 72).}}
**{{buff|This makes it slightly easier to chaingrab fast fallers at low percent.}}
**{{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.}}
**{{buff|Megavitamins deals more damage (6% → 8%) and has a larger hitbox.}}
*{{change|Megavitamins travel slower (1.5 → 1.4).}}
**{{change|Megavitamins does not have a [[flame]] effect.}}
*{{change|Megavitamins uses the normal and virus line clear sound effects from the NES release of ''Dr. Mario''.}}
**{{change|Megavitamins travel slower (1.5 → 1.4).}}
*{{buff|[[Super Sheet]] deals more damage and has more vertical range than Mario's [[Cape]].}}
**{{change|Megavitamins uses the normal and virus line clear sound effects from the original ''Dr. Mario''.}}
*{{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|It deals more damage (8% → 10%).}}
*{{buff|[[Super Jump Punch]] deals stronger knockback and can be cancelled, which can be use to setup combo moves.}}
**{{change|Super Sheet contains three hitboxes instead of two, these hitboxes are larger (6.4u → 7.2u) and have altered placements (X-offset: 0u/7.2u → 2.4u/4u/-1.6u, Y-offset: 0u → 0u/-5.6/5.6, Z-offset: 0u → 0u/-5.6/5.6), this gives it significantly more vertical range, but gives it less horizontal range.}}
*{{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.}}
**{{nerf|Super Sheet stalls Dr. Mario in the air for a much shorter time (Frames 12-34 → 12-15).}}
*{{change|Super Jump Punch does not make a coin sound effect.}}
*[[Super Jump Punch]]:
*{{buff|[[Dr. Tornado]] does more damage than the Mario Tornado.}}
**{{buff|[[Super Jump Punch]] can be cancelled, which can be use to set up into other moves.}}
*{{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.}}
**{{buff|The last hit has increased knockback scaling (140 → 160).}}
**{{change|The last hit sends at a vertical angle instead of a horizontal one (50° → 80°).}}
**{{change|The looping hits deal more damage (1% → 2%) but hit fewer times (11 → 6).}}
**{{nerf|It has higher set knockback on the initial and first half of the looping hits (130 (initial)/(110/150 (first half)) → 150/(140/180)), and the gap between hits is longer (2 frames → 4), making it connect less reliably.}}
**{{nerf|Super Jump Punch only has one [[intangibility]] frame (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.}}
*[[Dr. Tornado]]:
**{{buff|Dr. Tornado does more knockback than the Mario Tornado, improving its KO potential.}}
**{{change|Dr. Tornado hits less times (7 → 5) and the last hit launches opponents horizontally instead of vertically. Dr. Mario also lacks a voice clip when performing the move.}}
**{{nerf|Dr. Tornado's looping hits use one large hitbox rather than 3 small ones, which reaches out less far overall. The hitboxes are also less active, with each hitbox except the final two lasting for only 1 frame instead of 2. Combined with the lower hit rate, this makes Dr. Mario far more vulnerable while using the move.}}
**{{buff|The final hit is much bigger, especially on the ground (6.25u → 9.37u (ground)/8.2u (air)). Additionally, the delay between the penultimate and final hits is 2 frames shorter, due to the altered timing of the multi-hits, making the final hit less likely to drop.}}


==Moveset==
==Moveset==
[[File:DrMarioAerialAttacksSSBM.png|thumb|200px|Dr. Mario's aerial attacks.]]
<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=Left Jab ({{ja|左パンチ|Hidari Panchi}}, ''Left Punch'') / Right Cross ({{ja|右パンチ|Migi Panchi}}, ''Right Punch'') / Toe Kick ({{ja|けりあげ|Kiri Age}}, ''Kick Up'')
|neutralname=&nbsp;
|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|ミドルキック|Midoru Kikku}}, ''Middle Kick'')
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=9%
|ftiltupdmg=9%
|ftiltsidedmg=8%
|ftiltsidedmg=8%
|ftiltdowndmg=7%
|ftiltdowndmg=7%
|ftiltdesc=Kick straight forward. Is weaker than {{SSBM|Mario}}'s (despite having slightly more base knockback), but has less ending lag.
|ftiltdesc=Kick straight forward. Is stronger than {{SSBM|Mario}}'s and has less ending lag.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=&nbsp;
|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|スピニングローキック|Supiningu Rō Kikku}}, ''Spinning Low Kick'')
|dtiltname=&nbsp;
|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|スライディング|Suraidingu}}, ''Sliding'')
|dashname=&nbsp;
|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. Launches foes in a different trajectory compared to Mario's.
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashname=&nbsp;
|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%. It does, however, have less range than Mario's and lacks transcendent priority.
|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=Ear, Nose and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=&nbsp;
|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 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=Surgical Sweep ({{ja|ダブルキック|Daburu Kikku}}, ''Double Kick'')
|dsmashname=&nbsp;
|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. Considered to be his best KO move.
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}}, ''Doctor Kick'')
|nairname=&nbsp;
|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.
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Gū Panchi}}, ''Doctor Rock Punch'')
|fairname=&nbsp;
|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 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=Drop Kick, M.D. ({{ja|ドロップキック|Doroppu Kikku}}, ''Drop Kick'')
|bairname=&nbsp;
|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).
|uairname=Bicycle Kick ({{ja|エアスラッシュ|Ea Surasshu}}, ''Air Slash'')
|uairname=&nbsp;
|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.
|dairname=Bone Drill ({{ja|ドリルキック|Doriru Kikku}}, ''Drill Kick'')
|dairname=&nbsp;
|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=
|grabdesc=
|grabdesc=
|pummelname=Eye Exam ({{ja|つかみヘッドバット|Tsukami Heddobatto}}, ''Grab Headbutt'')
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts the opponent. Relatively slow.
|pummeldesc=Headbutts opponent. Relatively slow.
|fthrowname=Routine Physical ({{ja|ヒコーキ投げ|Hikōki Nage}}, ''Airplane Throw'')
|fthrowname=&nbsp;
|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=Traction ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=&nbsp;
|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=Check Up ({{ja|スルーアップ|Surū Appu}}, ''Throw Up'')
|uthrowname=&nbsp;
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a forward air for a KO.
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a fair for a KO.
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowname=&nbsp;
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Slams the opponent to the ground. Good for a short-hopped neutral air follow up. Weirdly, the move's knockback on {{SSBM|Mr. Game & Watch}} is affected by port priority; if the Dr. Mario player has the higher 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].
|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%
Line 237: Line 195:
|edgesname=
|edgesname=
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Gets up then does an attack similar to his forward tilt.
|edgesdesc=Gets up then does an attack similar to his f-tilt.
|nsname=Megavitamins
|nsname=Megavitamins
|nsdmg=8%
|nsdmg=8%
Line 249: Line 207:
|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 knocking 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.
|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.
}}
 
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-10
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-15
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.9
|rair = 12-14
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.024
|raddaccel = 24
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-9
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-16
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.9
|rair = 11-13
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.024
|raddaccel = 24
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
===[[Announcer]] call===
[[File: Dr. Mario Announcer SSBM.wav]]


===[[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.}} Can be canceled by performing it right before running off of a ledge.
{{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]]===
Line 348: Line 228:
{{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.
Line 354: Line 234:
|char=DrMario}}
|char=DrMario}}


==In [[competitive play]]==
==In [[Competitive play]]==
===Most historically significant players===
===[[Character matchup (SSBM)|Matchups]]===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
{{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}}


:''See also: [[:Category:Dr. Mario players (SSBM)]]''
====Inactive====
 
*{{Sm|Bob$|USA}}
*{{Sm|Caveman|USA}} - The best Dr. Mario player during the "Golden Age". Commonly considered the one of the first Dr. Mario players to make top 8 at notable tournaments, placing 3rd at {{Trn|MOAST 3}} as a secondary and exclusively used him at events such as 5th at {{Trn|MELEE-FC3}} and 9th at {{Trn|MLG Los Angeles 2005}}.
*{{Sm|Captain Jack|Japan}}
*{{Sm|Eagle|Denmark}} - One of the best players in Denmark and previously the best Dr. Mario in Europe. Consistently placed top 32 at notable European tournaments as a solo Dr. Mario player such as 17th at {{Trn|Heir II the Throne}} and 25th at {{Trn|B.E.A.S.T 7}}. Was formerly ranked 25th on the [[European Melee Power Rankings]] and 2nd on the [[Danish Power Rankings]].
*{{Sm|Caveman|USA}}
*{{Sm|Franz|USA}} - The best active Dr. Mario player in the world. He came to prominence in 2018 after placing 49th at {{Trn|GENESIS 5}}. In the next year, he placed 9th at {{Trn|Mainstage}} by beating {{Sm|Medz}}, {{Sm|HugS}}, and {{Sm|Aura}}, which became the highest solo Dr. Mario placement at a major since Shroomed placed 7th at {{Trn|EVO 2013}}. He is currently the sole Dr. Mario representative on global rankings, placing 93rd on the [[SSBMRank 2023]].
*{{Sm|HomeMadeWaffles|USA}}
*{{Sm|skullbro|Netherlands}} - One of the best players from the Netherlands and is the current best Dr. Mario player in Europe. He has shown the best Dr. Mario results in the modern era behind Franz, placing 5th at {{Trn|HFLAN 2022: Golden Melee Edition}} and 17th at {{Trn|Fête 2}}, as well as 49th at {{Trn|Collision 2023}}.
*{{Sm|Shroomed|USA}} - Was considered the best Dr. Mario before dropping him for {{SSBM|Sheik}}. Constantly got Top 8 places at major tournaments.
*{{Sm|Shroomed|USA}} - Started as a Dr. Mario player and is the best Dr. Mario player of all time. He consistently got top 8 finishes at major tournaments when maining the character, a feat no other Dr. Mario player has replicated. He notably upset {{Sm|Leffen}} at {{Trn|EVO 2013}}.
*{{Sm|Velocity|USA}}
*{{Sm|S-Royal|Japan}} - Was considered one of the best Dr. Mario players during the "Golden Age", though  only competed in Japan on most occasions. Placed 5th at {{Trn|NorCal Tournament 2}} and 7th at {{Trn|Jack Garden Tournament}}. He came out of hiatus in 2015, but switched to playing {{SSBM|Fox}}.


===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 uses Dr. Mario in tournament, Dr. Mario was still considered a solid high tiered character, sitting at 9th place at the top of the high tier in the eleventh tier list. However, his results have been worse as of late, with Shroomed himself stating metagame trends do not favor Dr. Mario as much. In spite of {{Sm|Franz}}’s success with the character, such as in {{Trn|Mainstage}} and {{Trn|GENESIS 5}}, Dr. Mario has fallen to 13th place in the current tier list, at the end of B- tier.
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 1-P Mode==
===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}}.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===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]]==
==Trophies==
In addition to the normal trophy about Dr. Mario as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Dr. Mario on any difficulty:
[[File:Dr. Mario Trophy Melee.png|right|thumb|100px|The Dr. Mario trophy from ''Melee''.]]
 
'''Dr Mario''' (Classic Mode, trophy #61)<br>
{{Trophy/Fighter
''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.''
|name=Dr. Mario
{{Trophy games|console1=NES|game1=Dr. Mario}}
|image=Dr. Mario Trophy Melee.png
[[File:Dr. Mario Trophy (Smash).png|right|thumb|100px|The Dr. Mario (Smash Red) trophy from ''Melee''.]]
|mode=Classic
'''Dr. Mario''' (Smash Red, Adventure Mode, trophy #62)<br>
|desc=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.
''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.''
|gamelist={{Trophy games|game1=Dr. Mario|release1=10/90}}
:*'''B:''' [[Megavitamins]]
|game=Melee
:*'''Smash B:''' [[Super Sheet]]
}}
[[File:Dr. Mario Trophy (Smash 2).png|thumb|right|100px|The Dr. Mario (Smash Blue) trophy from ''Melee''.]]
{{clrl}}
'''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.''
{{Trophy/Fighter
:*'''Up & B:''' [[Super Jump Punch]]
|name=Dr. Mario
:*'''Down & B:''' [[Dr. Tornado]]
|image=Dr. Mario Trophy (Smash).png
<br clear="right" />
|mode=Adventure
|desc=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.
|gamelist=:B: Megavitamins
:Smash B: Super Sheet
|game=Melee
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Dr. Mario
|image=Dr. Mario Trophy (Smash 2).png
|mode=All Star
|desc=The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in 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.
|gamelist=:Up & B: Super Jump Punch
:Down & B: Dr. Tornado
|game=Melee
}}
{{clrl}}
 
==[[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}}
|}
|}
==Gallery==
<center>
<gallery>
SSBMWebsiteDrMario1.jpg|Using [[Super Jump Punch]] on [[Fourside]].
SSBMWebsiteDrMario2.jpg|Using [[Megavitamins]] on [[Venusaur]] on [[Mute City]].
SSBMWebsiteDrMario3.jpg|Using [[Super Sheet]] on {{SSBM|Luigi}} on [[Pokémon Stadium]].
SSBMDOJO Doc fight.jpg|Multiple Dr. Marios fighting on [[Princess Peach's Castle]].
SSBMWebsiteDrMario5.jpg|Using his [[forward smash]] alongside {{SSBM|Mario}} on [[Brinstar Depths]].
SSBMWebsiteDrMario6.jpg|[[Idle|Idling]] on Princess Peach's Castle.
</gallery>
</center>


==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 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.
*Dr. Mario is the only playable character in the game to have a unconvential [[spike]] (being his up smash).
*Dr. Mario's Forward Smash is likely inspired by a defibrillator, with his palm emitting an electric current akin to those devices.
*When Star KO'ing Giant {{SSBM|Mario}} or Giant Dr. Mario, their voice will immediately fade out. This will not happen with any other character.
 
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0101/drmario.html Dr. Mario's page at Smabura-Ken]


*[[smashwiki:26TP/Dr. Mario|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{Mario universe}}
{{Mario universe}}
[[Category:Dr. Mario (SSBM)| ]]
[[Category:Dr. Mario (SSBM)| ]]
[[Category:Trophies (SSBM)]]
[[es:Dr. Mario (SSBM)]]

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