Editing Dr. Mario (SSBM)
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{{disambig2|Dr. Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts | {{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)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Dr. Mario | |name = Dr. Mario | ||
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|ssbgame2 = SSBU | |ssbgame2 = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = 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|There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste.<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 | Dr. Mario currently ranks 11th on the ''Melee'' [[tier list]], at the top of the D tier, four places higher than Mario's rank and his best placement in the series. 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 arguably serves as his worst matchup. | ||
==How to unlock== | ==How to unlock== | ||
Dr. Mario | 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. | ||
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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, 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. His combo game is also worse than Mario's, as his up and down tilts have different launch 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 range is also worse overall. | ||
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's air speed is slightly faster (0.84 → 0.9), improving his ability to approach opponents.}} | ||
*{{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==== | ||
*{{buff|Neutral attack deals more damage (10% → 13%).}} | |||
*{{nerf|Neutral attack has more startup (frame 2 → 3) and ending lag than Mario's.}} | |||
*{{buff|Forward tilt has less startup and ending lag and a longer hitbox duration (Frames 5-7 → 4-8).}} | |||
*{{nerf|Forward tilt deals slightly less damage and knockback.}} | |||
*{{change|Dr Mario's up tilt consists of clean and late hitboxes and the clean hitbox launches opponents at the [[Sakurai Angle]]. This grants it spacing potential when clean, but significantly hinders its combo potential. Conversely, this improves its combo potential when late, but hinders its safety.}} | |||
*{{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.}} | *{{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.}} | ||
*{{change|Dash attack has less knockback growth (50 → 30), making it weaker. This improves its combo potential, but hinders its safety.}} | |||
*{{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.}} | |||
*{{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.}} | |||
*{{change|Up smash has a sweetspot when late that deals more damage (15% → 16%) and knockback overall and [[spike]]s grounded foes. This greatly improves its combo potential on grounded opponents, but significantly hinders its KO potential. However, on aerial opponents, the opposite is true.}} | |||
*{{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 (growth) → 35/95), hindering their KO potential.}} | |||
*{{buff|Down smash deals marginally more knockback (base 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).}} | ||
*{{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 slightly shorter duration (3-32 → 3-31).}} | |||
*{{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%. 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.}} | |||
*{{nerf|Dr. Mario's forward aerial is slightly less useful for edgeguarding due to lacking meteor smash hitboxes.}} | |||
*{{buff|Back aerial is a [[semi-spike]], unlike Mario's (361° → 28°), and its higher base knockback significantly improves its spacing potential.}} | |||
*{{nerf|Back aerial has a slightly shorter duration (6-17 → 6-16). It also has higher base knockback but much less scaling, making it less effective for comboing and KOing. }} | |||
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker. This hinders its gimping potential, but improves its combo potential.}} | *{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker. This hinders its gimping potential, but improves its combo potential.}} | ||
*{{buff|Down aerial's maximum damage output is much higher, improving its combo ability. It also has a different launch angle (94° → 80°), improving its gimping potential.}} | |||
*{{nerf|Down aerial has smaller hitboxes than Mario's, lacks a landing hitbox, and the last hit has set knockback. }} | |||
====Grab and throws==== | ====Grab and throws==== | ||
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*{{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|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.}} | ||
*{{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.}} | *{{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.}} | ||
====Special moves==== | ====Special moves==== | ||
*[[ | *{{buff|[[Megavitamin]] deals more damage (6% → 8%) than Mario's [[Fireball]] and has a larger hitbox.}} | ||
*{{change|Unlike Fireball, Megavitamin does not have a [[flame]] effect.}} | |||
*{{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 [[Cape]].}} | |||
*[[Super Sheet]] | *{{nerf|Super Sheet has less horizontal range. Super Sheet also only keeps Dr. Mario once in the air, making it less useful for recovering.}} | ||
*{{nerf|Super Sheet, Super Jump Punch, and Dr. Tornado grant less momentum than Mario's respective moves.}} | |||
*{{buff|[[Super Jump Punch]] deals stronger knockback and can be cancelled, which can be use to set up into other moves.}} | |||
*{{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.}} | |||
*{{nerf|Super Jump Punch overall deals less damage when all hits connect.}} | |||
*{{change|Super Jump Punch does not make a coin sound effect.}} | |||
*{{buff|[[Dr. Tornado]] does more knockback than the Mario Tornado, improving its KO potential.}} | |||
*{{change|Dr. Tornado hits 5 times instead of 7 and the last hit launches opponents in a random direction (commonly horizontally) instead of vertically. Dr. Mario also lacks a voiceclip when performing the move.}} | |||
**{{change|Super Jump Punch does not make a coin sound effect.}} | |||
*[[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 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.] | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
Line 237: | Line 196: | ||
|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]]=== | ||
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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}} | |||
:''See also: [[:Category:Dr. Mario | ===Notable players=== | ||
:''See also: [[:Category:Dr. Mario professionals (SSBM)]]'' | |||
====Active==== | |||
*{{Sm|Boss|USA}} | |||
*{{Sm|Eagle|Denmark}} - Best Dr. Mario in Denmark. | |||
*{{Sm|Franz|USA}} - Best active Dr. Mario main in America. Placed top 64 at [[GENESIS 5]] and has wins over {{Sm|Captain Faceroll}} and {{Sm|Squid}}. | |||
*{{Sm|Kevorkian|USA}} | |||
*{{Sm|Liberate|USA}} | |||
*{{Sm|Mr. Lemon|USA}} | |||
*{{Sm|OTG|USA}} | |||
*{{Sm|Reason|USA}} | |||
*{{Sm|SmashMac|USA}} | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm| | *{{Sm|Bob$|USA}} | ||
*{{Sm| | *{{Sm|Captain Jack|Japan}} | ||
*{{Sm| | *{{Sm|S-Royal|Japan}} - Was considered one of the best Dr. Mario players during the "Golden Age", He switched to {{SSBM|Fox}} after coming back from a hiatus in 2015 | ||
*{{Sm|Caveman|USA}} | |||
*{{Sm| | *{{Sm|HomeMadeWaffles|USA}} | ||
*{{Sm|SchlimmShady|Germany}} - Has switched to Captain Falcon. | |||
*{{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}} | |||
===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 | ==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 | DrMarioClassicMode.jpg|Classic Mode. | ||
DrMarioAdventureMode.jpg|Adventure Mode | DrMarioAdventureMode.jpg|Adventure Mode. | ||
DrMarioAllStarMode.jpg|All-Star Mode | DrMarioAllStarMode.jpg|All-Star Mode. | ||
</gallery></center> | </gallery></center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about | In addition to the normal trophy about 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 Mario on any difficulty: | ||
:'''Dr Mario''' | |||
:''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.'' | |||
:*Dr. Mario 10/90 | |||
:'''Dr. Mario''' [<span style="color:#FF0000">Smash</span>] | |||
:''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]] | |||
:'''Dr. Mario''' [<span style="color:#0000FF">Smash</span>] | |||
:''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]] | |||
: | |||
<center> | |||
<gallery> | |||
Dr. Mario Trophy Melee.png|Classic | |||
| | Dr. Mario Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Dr. Mario Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Dr. Mario|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Dr. Mario|Alternate costumes]]== | ||
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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 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, Roy also counts towards this trait, as he weighs the same as 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 is the only playable character in the game to have a unconvential [[spike]] (being his up smash). | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{Mario universe}} | {{Mario universe}} | ||
[[Category:Dr. Mario (SSBM)| ]] | [[Category:Dr. Mario (SSBM)| ]] | ||
[[Category:Trophies (SSBM)]] | [[Category:Trophies (SSBM)]] | ||