Editing Dr. Mario (SSBU)
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{{ | {{disambig2|Dr. Mario's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Dr. Mario}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Dr. Mario | |name = Dr. Mario | ||
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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Dr. Mario''' ({{ja|ドクターマリオ|Dokutā Mario}}, ''Doctor Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was | {{cquote|''He has more attack and launch power than Mario, but his jump and recovery is not as good. Pro tip: You can repeatedly press the B button when using his down special, Dr. Tornado, to float a bit!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | ||
'''Dr. Mario''' ({{ja|ドクターマリオ|Dokutā Mario}}, ''Doctor Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]. Dr. Mario is classified as fighter #18. | |||
As in ''[[ | As in ''[[SSB4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Dr. Mario being the 62nd character to be unlocked. | *Play [[VS. match]]es, with Dr. Mario being the 62nd character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the seventh character in his unlock tree after {{SSBU|Roy}}. | ||
*Have Dr. Mario join the player's party in [[World of Light]]. | *Have Dr. Mario join the player's party in [[World of Light]]. | ||
With the exception of the third method, Dr. Mario must then be defeated on [[New Donk City Hall]]. | With the exception of the third method, Dr. Mario must then be defeated on [[New Donk City Hall]]. | ||
==Attributes== | ==Attributes== | ||
As a [[clone]] of {{SSBU|Mario}}, Dr. Mario is a [[Weight|middleweight]] that can [[wall jump]]. Like his normal self, Dr. Mario also has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is very fast. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although | As a [[clone]] of {{SSBU|Mario}}, Dr. Mario is a [[Weight|middleweight]] that can [[wall jump]]. Like his normal self, Dr. Mario also has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is very fast. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although they share an overwhelming number of identical animations and even the exact same values for certain attributes ([[falling speed]]; [[fast fall]]ing speed; [[traction]]; and [[gravity]]), Dr. Mario nevertheless has a number of traits that differ from his normal self. Like Mario, Dr. Mario's height is below-average; oddly, however, he is marginally shorter in comparison, and does not [[crouch]] as low as his normal self. | ||
Dr. Mario functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Aside from six moves, the remainder of Dr. Mario's moveset deals more damage compared to Mario's moveset. Conversely, his [[walk]]ing and [[dash]]ing speeds are noticeably slower; his [[air speed]] and [[air acceleration]] are slower; and his [[jump]] and [[double jump]]'s initial speeds are slower, which is equivalent to their heights being slightly lower. These multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics, in which he specifically possesses a higher Attack value and a slower Speed value. Although Dr. Mario's lower jump height makes his [[short hop]] more effective than Mario's, these modified attributes collectively render his overall mobility as sub-par. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario. | |||
He shares two useful combo starters with Mario. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a [[hard read]]. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages. | |||
Outside of these moves, up smash functions similarly to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions. | |||
Dr. Mario | Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edge-guard]]s and can even combo into dash attack at 0%-20%, whereas back throw is one of the strongest back throws in the game. | ||
Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash; [[reverse aerial rush]]ed back aerial; down aerial; and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads. | |||
Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage | Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edgeguarding, due to its long hitbox duration. Back aerial is also fast; [[auto-cancel]]s in a short hop; and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind; as such, it is lethal when [[SHFF]]'d against unwary opponents that are near the edge. Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. Down aerial is a [[meteor smash]] that hits on frame 16, making it a good edgeguarding option while also having 27 frames of ending lag and 13 frames of landing lag. However, the hitbox only lasts for 5 frames, and the meteor smash sweetspot is located at Dr. Mario's feet. | ||
In regard to special moves, [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]]'s. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Like in ''SSB4'', Super Sheet no longer stalls Dr. Mario in midair like it did in ''Melee''. To alleviate the removal of Super Sheet's recovery potential, [[Dr. Tornado]] is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently. | |||
Unlike [[F.L.U.D.D.]], Dr. Tornado | Unlike [[F.L.U.D.D.]], Dr. Tornado deals damage. When coupled with its very high knockback scaling, [[Autolink angle|auto-link angle]] and [[transcendent priority]], it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding compared to F.L.U.D.D. Due to [[Super Jump Punch]] consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of {{SSBU|Luigi}}'s Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can not be canceled, Super Jump Punch can be B-reversed upon landing its clean hitbox like Mario's can upon start-up This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target. | ||
However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. | However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to approach and fight characters with long or disjointed range like {{SSBU|Link}}. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance results in his recovery being predictable like Mario's. | ||
Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to [[ | Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most [[meteor smash]]es. As a result, it is optimal for him to read the opponent when trying to return to the stage, as well as knowing when and how to make use of Dr. Tornado, which has a huge amount of ending lag (33 frames, aerial version) and cannot sweetspot [[edge]]s. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: {{SSBU|Donkey Kong}} and {{SSBU|Captain Falcon}} have more power and much better overall mobility; Mario and Luigi have much more versatile combo games; {{SSBU|Lucina}} and {{SSBU|Cloud}} have much more range; and {{SSBU|Link}} and {{SSBU|Samus}} are much better at zoning. | ||
Overall, Dr. Mario's | Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. | ||
==Differences from {{SSBU|Mario}}== | ==Differences from {{SSBU|Mario}}== | ||
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still a | Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still very much a full clone of Mario. Both characters are [[weight|middleweight]]s with the ability to [[wall jump]]. Because Dr. Mario uses external modifiers to his stats (rather than directly modifying them), Dr. Mario sports subpar mobility compared to Mario. He has the 16th-slowest [[walk|walking speed]], 7th-slowest [[dashing|dashing speed]], 8th-slowest [[air speed]], poor [[air acceleration]], 29th-slowest [[falling speed]], 31st-slowest [[fast fall|fast falling speed]], average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are greatly inferior to Mario's, giving him sluggish movement in addition to negatively impacting both his [[neutral game]] and his [[edgeguarding]] skills. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticably more damage without any compensation on knockback, which enables him to KO more easily as a result. | ||
Dr. Mario | Like Mario, Dr. Mario has excellent frame data, with most of his standard attacks having low startup and ending lag (excluding forward smash, forward aerial, down aerial and special moves). As a result, Dr. Mario is effective at [[punishing]] his opponents, while he himself is difficult to punish. Like Mario, Dr. Mario has excellent combo starters in his up tilt and down tilt, since both attacks come out rather quickly, and deal low knockback to the opponent. All of Dr. Mario's aerials have decreased landing lag compared to his previous appearance in ''SSB4'' (but still higher than Mario's), contributing to his combo game, and making setups easier to create. | ||
However, much like Mario, Dr. Mario's range is fairly short, forcing him to fight close to his opponents and limiting his ability to fight opponents with long or [[disjointed]] range. Due to Dr. Mario's slower mobility, this is considerably riskier for him. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.}} | *{{change|Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.}} | ||
*{{change|Dr. Mario's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s and [[victory pose]]s are different from Mario's.}} | *{{change|Dr. Mario's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s, and [[victory pose]]s are different from Mario's.}} | ||
*{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. Mario | *{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. He also looks in front of him with a neutral expression, whereas Mario looks slightly to the left with a smiling expression.}} | ||
*{{change|Dr. Mario is less expressive than Mario. He keeps most of the same expressions as him, such as when he grits his teeth in some of his attacks, is angry when he is attacking and appears shocked when hit or grabbed but his expressions are overall more limited, and he only smiles in one of his victory poses. Combined with the different animation and expression on the result screen, this makes him more serious than Mario.}} | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Dr. Mario | *{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}} | ||
*{{buff|The damage outputs of Dr. Mario's attacks use a 1.175x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s, and the base damage of his moves can also differ from Mario's.}} | |||
**{{nerf|However, this limits his combo game.}} | |||
*{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed, initial dash speed, [[air speed]] and [[air acceleration]] use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}} | |||
*{{nerf|Dr. Mario jumps lower.}} | |||
**{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}} | |||
*{{nerf|Dr. Mario | |||
* | |||
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery | |||
*{{buff|Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish [[out of shield]].}} | *{{buff|Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish [[out of shield]].}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff| | **{{buff|Jab 1 has higher base damage (2.2 → 2.5), further improving its damage output.}} | ||
**{{buff| | **{{buff|All of Jab 1's hitboxes are further out (Z offset: 6/8.7/12 → 6.7/9.3/12.5), improving its range.}} | ||
**{{nerf| | **{{nerf|Jab 2's base damage is slightly lower (1.7 → 1.5).}} | ||
*[[Dash attack]]: | |||
**{{buff|Clean dash attack has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}} | |||
**{{change|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them horizontally. It also deals less knockback (100 (base)/43 (scaling) → 90/38). These differences make it effective for combos at low percentages, but less useful for edgeguarding.}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has higher base damage (7% → 9%) with knockback scaling not fully compensated (70 → 65). When combined with Dr. Mario's damage multiplier, this gives the move KO potential near the ledge.}} | **{{buff|Forward tilt has higher base damage (7% → 9%) with knockback scaling not fully compensated (70 → 65). When combined with Dr. Mario's damage multiplier, this gives the move KO potential near the ledge.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has higher base damage (5.5 | **{{buff|Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential when combined with Dr. Mario's damage multiplier.}} | ||
***{{nerf|However, | ***{{nerf|However, its combo potential is weaker as a result.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.}} | **{{buff|Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.}} | ||
***{{nerf|However | ***{{nerf|However this makes the sourspot (which is better for comboing) harder to connect with.}} | ||
**{{buff| | **{{buff|Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. When combined with Dr. Mario's damage multiplier increasing the move's damage output, this makes it a more damaging and effective combo starter that loses its combo potential later, and gives him access to multiple KO confirms.}} | ||
**{{change| | **{{change|Down tilt's foot sweep visual starts earlier and has a different routine, more closely tracking his foot's current position.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{change|Dr. Mario's forward smash's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively. This means Dr. Mario's forward smash does more damage | **{{change|Dr. Mario's forward smash's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively. This means Dr. Mario's forward smash does more damage at closer range than it would at farther range.}} | ||
**{{nerf| | **{{nerf|Dr. Mario's forward smash has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partially compensating for the increased damage.}} | ||
**{{nerf| | **{{nerf|Dr. Mario's forward smash has noticeably less range (outer hitbox size: 5u → 3.7u).}} | ||
**{{change| | **{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it capable of hurting {{SSBU|Olimar}}'s Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash launches at a lower angle ( | **{{change|Up smash launches at a lower angle (83 → 120), allowing it to KO opponents horizontally if they DI away, but weakening its vertical KO and anti-air potential.}} | ||
**{{change| | **{{change|Up smash has altered knockback (32 (base)/94 (scaling) → 0/117), making it much more effective for combos at lower damages while still making it stronger at higher damages. However, this also makes it unsafe on hit at low percents.}} | ||
**{{buff| | **{{buff|Dr. Mario's up smash lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|The sweeping visual on down smash is purple and white, rather than yellow, blue and white.}} | **{{change|The sweeping visual on down smash is purple and white, rather than yellow, blue and white.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO | **{{change|Dr. Mario's neutral aerial (known as "Dr. Kick" in the tips) deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO confirm into down smash and makes it less useful as an instant combo finisher.}} | ||
**{{buff| | **{{buff|Neutral aerial's late hit is larger (2.8u/2.8u → 3.6u/3.6u) and has higher knockback scaling (90 → 102).}} | ||
**{{buff|It autocancels earlier (frame 39 → 34).}} | **{{buff|It autocancels earlier (frame 39 → 34).}} | ||
**{{nerf|It has more landing lag (6 frames → 7).}} | **{{nerf|It has more landing lag (6 frames → 7 frames).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{change|Dr. Mario's forward aerial launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and | **{{change|Dr. Mario's forward aerial (known as "Dr. Punch" in the tips) launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and renders it incapable of starting combos on landing.}} | ||
**{{change|The sweeping visual commences one frame earlier, and the last frame of the visual is absent.}} | |||
**{{change|The sweeping visual commences | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's clean hit has higher base damage (10.5 | **{{buff|Back aerial's clean hit has higher base damage (10.5 → 12) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).}} | ||
**{{buff|Back aerial's clean hit and late hit have a longer duration (2 frames (clean) → 3, 3 (late) → 5).}} | |||
**{{buff| | **{{nerf|Back aerial's clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u).}} | ||
**{{nerf| | **{{nerf|It has more landing lag (6 frames → 10 frames).}} | ||
**{{nerf|It has more landing lag (6 frames → 10).}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{change|Up aerial launches at a lower angle ( | **{{change|Up aerial launches at a lower angle (75 → 45), severely weakening its combo potential but improving its edgeguarding potential.}} | ||
**{{buff| | **{{buff|Up aerial has higher base damage (7 → 8.7) with knockback scaling compensated (135 → 114), further improving its damage output.}} | ||
**{{nerf|It has more landing lag (6 frames → 8).}} | **{{nerf|It has more landing lag (6 frames → 8 frames).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{change|Dr. Mario's down aerial is a | **{{change|Dr. Mario's down aerial (known as "CLEAR!" in the tips) is a powerful downward stomp, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it consists of one strong hitbox instead of six weaker hitboxes.}} | ||
**{{change| | **{{change|Down aerial can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding and tech-chasing, but less effective at KOing and combos.}} | ||
**{{buff|Down aerial has reduced landing lag (15 → 13).}} | |||
**{{buff| | **{{nerf|Down aerial has significantly increased startup lag (5 → 16).}} | ||
**{{nerf| | **{{nerf|Down aerial lacks a landing hit.}} | ||
**{{nerf| | **{{nerf|Down aerial has significantly smaller hitboxes.}} | ||
**{{nerf| | |||
=== | ===Grabs and throws=== | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf|Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing despite the damage multiplier.}} | **{{nerf|Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing away from ledge and making it as strong as Mario's despite the damage multiplier.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{change|Back throw has a different animation: Dr. Mario heaves the opponent off the ground and above his head, then tosses them away behind him, as opposed to swinging them around multiple times.}} | **{{change|Back throw has a different animation: Dr. Mario heaves the opponent off the ground and above his head, then tosses them away behind him, as opposed to swinging them around multiple times.}} | ||
***{{buff|Compared to Mario's back throw, Dr. Mario releases the opponent earlier (frame 44 → 30), making it harder to DI and increasing its consistency.}} | ***{{buff|Compared to Mario's back throw, Dr. Mario releases the opponent earlier (frame 44 → 30), making it harder to DI and increasing its consistency.}} | ||
***{{nerf|However, its FAF remains unchanged, increasing its ending lag.}} | ***{{nerf|However, its FAF remains unchanged, increasing its ending lag.}} | ||
***{{buff| | ***{{buff|Back throw has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.}} | ||
***{{nerf| | ***{{nerf|Back throw lacks a collateral hitbox.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it | **{{nerf|Up throw has reduced knockback scaling (72 → 65), making it as strong as Mario's despite the damage multiplier, while possessing inferior combo potential due to Dr. Mario's lower jumps.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{change|Down throw launches at a higher angle ( | **{{change|Down throw (known as "Hospital Bed" in the tips) launches at a higher angle (68 → 80) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up and back aerials more consistent, it makes other followups like down tilt and neutral attack impossible.}} | ||
===Special moves=== | ===Special moves=== | ||
*[[ | *[[Neutral special]]: | ||
**{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed | **{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}} | ||
**{{change|Megavitamins | **{{change|Megavitamins launch at a higher angle ([[361]] → 65), and deals more knockback (base knockback: 35 (clean)/28 (mid)/22 (late) → 60/55/50, knockback scaling: 20 (clean)/15 (mid)/10 (late) → 40/40/40), improving its setup potential but hindering its jab reset and edgeguarding potential.}} | ||
**{{change|Megavitamins' hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7/1.7/1.7, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.}} | |||
**{{change| | **{{change|Megavitamins deal more hitlag (0.6x → 1x) improving their safety but making them easier to DI/SDI.}} | ||
**{{change| | **{{change|Megavitamins do not have a [[flame]] effect unlike Fireball. This makes them capable of hurting Olimar's Red Pikmin, but renders them incapable of instantly detonating explosives.}} | ||
**{{change| | **{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}} | ||
*[[ | *[[Side special]]: | ||
**{{change|Compared to Mario's [[Cape]], Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}} | **{{change|Compared to Mario's [[Cape]], [[Super Sheet]]'s hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}} | ||
**{{change|Super Sheet has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.}} | |||
**{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at [[B-reversing]], but unusable for recovery.}} | **{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at [[B-reversing]], but unusable for recovery.}} | ||
**{{buff|Super Sheet reflects for slightly longer (9-20 → 9-22).}} | |||
**{{buff|Projectiles reflected by Super Sheet do more damage (1.5x → 1.6x), making it as strong as {{SSBU|Joker}}'s [[Makarakarn]].}} | |||
*[[Up special]]: | |||
**{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes. However, the angle of the attack remains the same as Mario's on all hitboxes, which makes it launch diagonally upon startup.}} | |||
**{{buff|Projectiles reflected by Super Sheet do more damage (1. | |||
*[[ | |||
**{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of | |||
***{{nerf|Due to this, Dr. Mario's variant is much less safe on hit at lower percents and is not as deadly of a stage spike until higher ones.}} | ***{{nerf|Due to this, Dr. Mario's variant is much less safe on hit at lower percents and is not as deadly of a stage spike until higher ones.}} | ||
**{{buff|Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing when not near the upper blast line.}} | |||
**{{nerf|Dr. Mario's Super Jump Punch travels a much shorter distance, making it less effective for recovery.}} | |||
**{{buff|Due to its higher damage output, | **{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}} | ||
**{{nerf| | **{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}} | ||
**{{nerf|Unlike Mario's, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}} | |||
**{{change| | |||
*[[Down special]]: | *[[Down special]]: | ||
**{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}} | **{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}} | ||
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at | **{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at mid percents.}} | ||
**{{buff|Compared to F.L.U.D.D., Dr. Tornado | **{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}} | ||
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}} | **{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}} | ||
**{{nerf|Due to lacking a powerful windbox that pushes opponents away, | **{{nerf|Due to lacking a powerful windbox that pushes opponents away, Dr. Tornado is less effective at gimping.}} | ||
*[[ | *[[Final Smash]] | ||
**{{change|Doctor Finale produces 2D and 3D Megavitamin-based effects and emits Megavitamins' contact sound effect, whereas [[Mario Finale]] produces 3D fiery effects and emits a burning sound effect.}} | **{{change|[[Doctor Finale]] produces 2D and 3D Megavitamin-based effects and emits Megavitamins' contact sound effect, whereas [[Mario Finale]] produces 3D fiery effects and emits a burning sound effect.}} | ||
***{{change| | ***{{change|Doctor Finale does not have a flame effect as a result.}} | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Dr. Mario | Dr. Mario has been buffed in the transition from ''SSB4'' to ''Ultimate''. One of his biggest buffs were to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; his Dr. Tornado has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. His Megavitamins and Dr. Tornado have also been given notable improvements; the Megavitamins deal enough damage and knockback to cause opponents to [[tumble]], and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. Dr. Tornado, outside of its improved recovery potential, has been significantly buffed; it has gained notoriety for being able to KO offstage effectively at very low percentages, and when combined with its increased distance, make it a deadly edgeguarding option. It also has gained heavy armor on startup if used on the ground, which further improves its safety and viability. Additionally, Dr. Mario has a new down aerial which can meteor smash opponents much like Mario's forward aerial, which when combined with the changes to Dr. Tornado give him an improved edgeguarding game. | ||
One of | |||
However, Dr. Mario has received a few nerfs. Dr. Mario's up tilt has had its hitbox placement adjusted, giving it inferior range in front of and underneath him. Additionally, his grabs have increased ending lag, hindering their utility and combos. Furthermore, his already sub-par mobility is slower, especially in comparison to the rest of the cast, given the nerfs to his air speed and jump height. His overall mobility remains largely unaltered from his previous appearance, resulting in him now being much slower relative to the roster, considering as most other fighters have received buffs to their mobility. | |||
Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him. Aside from having an updated [[idle animation]], slightly higher traction compared to Mario, an altered animation for his [[side special]], as well as receiving a new down aerial | Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him. However, he is not classified as an [[Echo Fighter]]. There is currently no confirmed reason for this oddity, though it is likely due to Dr. Mario debuting in ''Melee'' rather than ''SSB4'' or ''Ultimate'' as with the other Echo Fighters. Aside from having an updated [[idle animation]], slightly higher traction compared to Mario, an altered animation for his [[side special]], as well as receiving a new [[back throw]] and down aerial, he has not been further decloned. He has also received many of the same changes as Mario. | ||
Compared to his appearance in ''SSB4'', his damage-racking potential has increased and his recovery is safer and better overall (though it is still considered among the worst in the game, along with {{SSBU|Little Mac}} and {{SSBU|Ganondorf}}). Because of these changes, he is better in ''Ultimate'', but nowhere as close to his ''Melee'' incarnation, where he was a high or mid tier. He has seen results in the competitive scene, achieving some representation from players like {{Sm|Locus}} and {{Sm|Lui$}}. However, Dr. Mario's overall tournament representation is poor in spite his buffs, as he is regarded as a mid, low or even bottom-tier character, with most players drawing comparisons to Mario being a much better character, contrasting Dr. Mario’s slow speed, and abysmal recovery. However, patch 7.0.0 awarded Doc with a myriad of buffs to his damage racking and edgeguarding potential, which has caught the eyes of some players, such as {{Sm|Goblin}}, who notably sees Dr. Mario as a high tier and that he is underrated and slept on. Overall, his buffs may not be as significant as other changes that most characters got. His tier placement is questionable due to the young meta of ''Ultimate''. | |||
{{SSB4 to SSBU changelist|char=Dr. Mario}} | {{SSB4 to SSBU changelist|char=Dr. Mario}} | ||
==Update history== | ==Update history== | ||
Initially, Dr. Mario had received a mixture of minor buffs and nerfs. In 1.1.0, Super Sheet was buffed, as reflected projectiles are now somewhat stronger. 3.0.0 nerfed the shield damage of Megavitamins like with most other projectiles, but it also slightly improved Dr. Mario's Final Smash as well. Overall, these changes had little to no effect whatsoever on Dr. Mario's competitive viability. | |||
However, 7.0.0 gave Dr. Mario more noticeable buffs. His down tilt has received reduced knockback scaling and increased hitstun which improves its utility as a combo starter and grants it combo potential even at percents where Mario's stops working, down aerial has a longer hitbox duration, and strong moves such as Super Jump Punch have been made better for KOing and out of shield option. Despite the notable buffs, the overall opinion on him remains the same and that his base fighter, {{SSBU|Mario}}, outshines him in nearly every category. His buffs unarguably benefit the character, but he is still considered one of the worst characters in the game by many players. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | ||
{{UpdateList (SSBU)/8.0.0|char=Dr. Mario}} | {{UpdateList (SSBU)/8.0.0|char=Dr. Mario}} | ||
==Moveset== | ==Moveset== | ||
Line 256: | Line 204: | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2. | |neutral1dmg=2.9375% | ||
|neutral2dmg=1. | |neutral2dmg=1.7625% | ||
|neutral3dmg=4. | |neutral3dmg=4.7% | ||
|neutraldesc= | |neutraldesc=Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first and second hits can jab lock. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=10. | |ftiltdmg=10.5% | ||
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge | |ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7. | |utiltdmg=7.4025% | ||
|utiltdesc=A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140 | |utiltdesc=A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5. | |dtiltdmg=5.875% (foot), 8.225% (leg) | ||
|dtiltdesc=A legsweep. A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms. | |dtiltdesc=A legsweep. A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms. | ||
|dashname= | |dashname= | ||
|dashdmg=11. | |dashdmg=11.515% (clean), 7.05% (late) | ||
|dashdesc= | |dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|17. | |fsmashdmg={{ChargedSmashDmgSSBU|17.2725}} (electricity), {{ChargedSmashDmgSSBU|20.915}} (arm) | ||
|fsmashdesc= | |fsmashdesc=Steps back, then does a palm thrust that produces electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options. Its electric properties also make it safer on shield compared to Mario's, especially if spaced. | ||
|usmashname=Ear, Nose, and Throat | |usmashname=Ear, Nose, and Throat | ||
|usmashdmg={{ChargedSmashDmgSSBU|16.45}} | |||
|usmashdesc=An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. | |usmashdesc=An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge, although it weakens its potential as an anti-air and punishment tool. | ||
|dsmashname | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|11.75}} (front), {{ChargedSmashDmgSSBU|14.1}} (back) | |||
|dsmashdesc=A | |dsmashdesc=A 360º breakdance sweep kick. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool. | ||
|nairname=Dr. Kick | |||
|nairdmg={{ShortHopDmgSSBU|5. | |nairdmg={{ShortHopDmgSSBU|5.875}} (clean), {{ShortHopDmgSSBU|9.4}} (late) | ||
|nairdesc=A | |nairdesc=A [[sex kick]] that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has surprisingly high knockback for a sex kick, KOing at the edge at around 130%. | ||
|fairname=Dr. Punch | |fairname=Dr. Punch | ||
|fairdmg={{ShortHopDmgSSBU|11. | |fairdmg={{ShortHopDmgSSBU|11.75}} (early), {{ShortHopDmgSSBU|17.625}} (clean), {{ShortHopDmgSSBU|10.575}} (late) | ||
|fairdesc= | |fairdesc=Throws an [[wikipedia:Overhand (boxing)|overhand]] punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (tied with his down aerial for the slowest of his other aerials), high ending and landing lag, and is the only aerial that cannot autocancel in a short hop, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|14. | |bairdmg={{ShortHopDmgSSBU|14.1}} (clean), {{ShortHopDmgSSBU|8.225}} (late) | ||
|bairdesc=A {{ | |bairdesc=A {{s|wikipedia|dropkick}}. Comes out quickly and has above-average knockback, which makes it a viable edgeguarding and KO move and a [[reverse aerial rush]] option. Can also chain into itself at low percents, or set up tech-chase situations. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU| | |uairdmg={{ShortHopDmgSSBU|10.2225}} | ||
|uairdesc=A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single [[short hop]], or the second up aerial can be replaced with a neutral aerial instead | |uairdesc=A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single [[short hop]], or the second up aerial can be replaced with a neutral aerial instead. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage. | ||
|dairname=CLEAR! | |dairname=CLEAR! | ||
| | |dairdmg={{ShortHopDmgSSBU|14.1}} | ||
|dairdesc=Performs a double foot stomp similar to those of {{SSBU|Captain Falcon}} and {{SSBU|Ganondorf}}. While it has noticeable startup, it can powerfully [[meteor smash]] opponents when hitting with the sweetspot in the legs. It has a sourspot on his hips, which launches away instead. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado; however it can be difficult to hit as it only has four active frames. | |||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Has average range and above average speed. | |||
|pummelname= | |pummelname= | ||
|pummeldmg=1. | |pummeldmg=1.5275% | ||
|pummeldesc= | |pummeldesc=Headbutts the opponent. Moderately fast. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9. | |fthrowdmg=9.4% | ||
|fthrowdesc=Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw | |fthrowdesc=Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw as it can KO middleweights at around 178% at the edge of Final Destination, which is about 10% earlier. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=12. | |bthrowdmg=12.925% | ||
|bthrowdesc=Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass {{SSBU|Ness}}' back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI | |bthrowdesc=Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass {{SSBU|Ness}}'s back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=8. | |uthrowdmg=8.225% | ||
|uthrowdesc=Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around | |uthrowdesc=Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around 224% on Final Destination, which is about 5% earlier than Mario's up throw. | ||
|dthrowname=Hospital Bed | |dthrowname=Hospital Bed | ||
|dthrowdmg=5. | |dthrowdmg=5.875% | ||
|dthrowdesc= | |dthrowdesc=Throws the opponent down to the ground. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for setting up aerial combos and can even has KO setups into forward aerial and Super Jump Punch, although both require a read. It can KO at percentages as low as 60% if followed up with Dr. Tornado at the sides of the stage, though this is also reliant on reads. It also has KO setups into up aerial and back aerial. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7 | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Sweepkicks, then gets up. Identical to Mario's. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7 | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Punches on both sides, then gets up. Identical to Mario's. | ||
|floortname= | |floortname= | ||
|floortdmg=5 | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Sweepkicks, then gets up. Identical to Mario's. | ||
|edgename= | |edgename= | ||
|edgedmg=10 | |edgedmg=10% | ||
|edgedesc=Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage. | |edgedesc=Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage. | ||
|nsname=Megavitamins | |nsname=Megavitamins | ||
|nsdmg=5. | |nsdmg=5.875% (early), 4.7% (late) | ||
|nsdesc=Throws a {{ | |nsdesc=Throws a {{s|mariowiki|Megavitamin}}. Useful approach and pressure option. Unlike [[Fireball]], it cannot be absorbed, bounces on a different trajectory, and does not have a [[flame]] effect. At higher percentages, it launches opponents slightly upward, which potentially can make it a combo starter, and even opens up into KO setups if timed correctly. | ||
|ssname=Super Sheet | |ssname=Super Sheet | ||
|ssdmg=8. | |ssdmg=8.225%, 1.6x times the reflected projectile | ||
|ssdesc=Flips | |ssdesc=Flips his white sheet upward. Can turn opponents around (which also temporarily reverses their controls and aerial momentum) and can function as a reflector, which deals more damage than Mario's variant due to Dr. Mario's attack multipliers. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]]. | ||
|usname=Super Jump Punch | |usname=Super Jump Punch | ||
|usdmg=14. | |usdmg=14.1% (clean), 7.05% (late) | ||
|usdesc=A jumping uppercut | |usdesc=A jumping uppercut. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly [[out of shield]] option. However, it travels a short distance compared to Mario's version. | ||
|dsname=Dr. Tornado | |dsname=Dr. Tornado | ||
|dsdmg=1. | |dsdmg=1.88% (hits 1-6), 3.525% (final hit) | ||
|dsdesc= | |dsdesc=A series of clothesline spins. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. It gains good vertical and horizontal distance if mashed fast enough. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery. | ||
|fsname=Doctor Finale | |fsname=Doctor Finale | ||
|fsdmg=3. | |fsdmg=3.1% (front Megavitamin), 2.3% (back Megavitamin) | ||
|fsdesc= | |fsdesc=Similar to [[Mario Finale]], but the fireballs are replaced with huge Megavitamins with their respective sounds, and their trails consist of red, yellow, and blue pixelated streaks and circles. Slightly stronger than Mario Finale. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
* | *Starts behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Has his eyes closed until all of the Megavitamins are gone, in which he opens them and assumes fighting stance. | ||
<gallery> | <gallery> | ||
Dr.MarioOnScreenAppearanceSSBU.gif|Dr. Mario's on-screen appearance | Dr.MarioOnScreenAppearanceSSBU.gif|Dr. Mario's on-screen appearance | ||
</gallery> | </gallery> | ||
===[[ | ===[[Taunts]]=== | ||
*'''Up taunt''': Looks to the ground and rubs the sole of one of his shoes to the floor. | *'''Up taunt''': Looks to the ground and rubs the sole of one of his shoes to the floor. | ||
*'''Side taunt''': Pulls out a randomly colored Megavitamin, | *'''Side taunt''': Pulls out a randomly-colored Megavitamin, tosses it up in the air with his shoulder, and then catches it and swipes it away. | ||
*'''Down taunt''': Balls one of his fists and lightly pounds his shoulder. | *'''Down taunt''': Balls one of his fists and lightly pounds his shoulder. | ||
<gallery> | <gallery> | ||
Line 409: | Line 307: | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Pounds his fist into his palm. | |||
*Rolls his neck as if stretching it. | *Rolls his neck as if stretching it. | ||
<gallery> | <gallery> | ||
SSBUDrMarioIdle1.gif|Dr. Mario's first idle pose | SSBUDrMarioIdle1.gif|Dr. Mario's first idle pose | ||
SSBUDrMarioIdle2.gif|Dr. Mario's second idle pose | SSBUDrMarioIdle2.gif|Dr. Mario's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles. | *'''Left:''' Throws two randomly-colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles. | ||
*'''Up:''' | *'''Up:''' Waves his stethoscope in front of him, off to his side, then to the other, and then back in front of him. | ||
*'''Right:''' Taps his shoe on the ground, | *'''Right:''' Taps his shoe on the ground, puts his right hand on his chin in a thinking manner, and then glares at the screen while rubbing his chin. | ||
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{ | [[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}'']] | ||
<gallery> | <gallery> | ||
Dr Mario Pose 2.gif | Dr Mario Pose 2.gif | ||
Line 464: | Line 325: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Although his power, out-of-shield options, and damage-racking capabilities were improved in the transition to ''Ultimate'', Dr. Mario has been consistently perceived as an inferior version of {{SSBU|Mario}}. While {{Sm|Lui$}}, {{Sm|Stroder}}, and {{Sm|Locus}} achieved decent success very early on, his recurring flaws from ''Smash 4'' would still remain prominent, as his sluggish speed, atrocious recovery, and mediocre range would only highlight his still poor approach options. However, he does have a few strengths over {{SSBU|Mario}}, such as his out of shield game and KO power with back throw and Dr. Tornado. Even with these specific strengths, both of Doc's best players would eventually drop him or relegate him as a secondary in favor of {{SSBU|Terry}} and {{SSBU|Fox}}. | |||
Dr. Mario would arguably only get worse throughout subsequent patches, as characters such as {{SSBU|Palutena}}, {{SSBU|Samus}}, and {{SSBU|Lucina}} would continue to hinder him in competitive play. Even with players such as {{Sm|Oryon}}, {{Sm|Fons}}, and {{Sm|Tsumusuto}} achieving notable success with the character, top players such as {{Sm|Mr.R}}, {{Sm|Samsora}}, and {{Sm|Dark Wizzy}} continue to see him as a low tier character, with some like {{Sm|ESAM}} and {{Sm|Maister}} viewing him as one of the worst characters in the game. Some people asserted their argument for Doc to connect to {{SSBU|Mario}} as a better version. However, his viability continues to remain questionable. For example, {{Sm|ZeRo}}, {{Sm|Nairo}}, {{Sm|Armada}}, and {{Sm|Leffen}} now believe Dr. Mario is a mid tier due to his scary attributes and improved punish game after 7.0.0. {{Sm|ESAM}} and {{Sm|MkLeo}} also believed Dr. Mario's buffs helped him in certain character matchups he struggled with prior, such as their mains {{SSBU|Pikachu}} and {{Sm|Joker}}, respectively. In addition, {{Sm|Goblin}} views him as a high tier and says that Doc is underrated after 7.0.0 because of his improved combo game and out of shield options. {{Sm|Lui$}} is thinking of picking him back up as a co-main with {{SSBU|Fox}} due to these buffs. | |||
=== | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
====Active==== | |||
*{{Sm|Aion|Japan|p=Japan}} - Placed 13th at {{Trn|Karisuma SP 8}}, 17th at both {{Trn|Karisuma SP 5}} and {{Trn|Karisuma SP 6}}. Has a win over {{Sm|Gaia}}. | |||
*{{Sm|Fons|USA}} - One of the two best Dr. Mario players in the United States after {{Sm|Lui$}}’s inactivity with the character. Placed 7th at {{Trn|Overextend}}, 17th at {{Trn|Combo Breaker 2019}}, and 25th at {{Trn|Midwest Mayhem Ultimate}}, while also having wins over {{Sm|Raito}} and {{Sm|big_mak}}. | |||
*{{Sm|Lui$|USA}} (#39) - Considered the best Dr. Mario player in the world prior to relegating him as a secondary in favor of {{SSBU|Fox}}. Placed 5th at {{Trn|Esports Arena Smash Ultimate Tournament - Oakland}}, 9th at {{Trn|Super Splat Bros}}, 33rd at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}. Ranked 2nd on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]]. | |||
*{{Sm|Oryon|France}} - Uses Dr. Mario as a secondary to his {{SSBU|Wolf}}, and is considered the best Dr. Mario player in Europe. Placed 5th at both {{Trn|Pop-Off Arena}} and {{Trn|Syndicate 2019}}, and 9th at {{Trn|Albion 4}} in conjunction with Wolf. | |||
*{{Sm|Shissho|Japan}} - Placed 7th at {{Trn|Sumabato SP 12}} with solo Dr. Mario. | |||
*{{Sm|Tday4444|USA}} - One of the two best Dr. Mario players in the United States. Placed 17th at {{Trn|Get in the Game! 2020}}, 25th at {{Trn|2GG: SoCal Chronicles 2020}} and 33rd at {{Trn|2GG: Nightmare on Smashville}}. | |||
*{{Sm|Tsumusuto|Japan}} - The best active Dr. Mario player in the world. Placed 1st at {{Trn|Miebato}}, 7th at {{Trn|Sumabato SP 9}}, 9th at both {{Trn|Sumabato SP 5}} and {{Trn|Sumabato SP 6}}, 13th at {{Trn|Sumabato SP 12}}, 17th at {{Trn|Sumabato SP 4}}, 33rd at {{Trn|Sumabato SP 2}}, 49th at both {{Trn|Sumabato SP}} and {{Trn|Sumabato SP 3}} with solo Dr. Mario, and 9th at {{Trn|Karisuma SP 7}}, 17th at {{Trn|Maesuma TOP 1}} and 25th at {{Trn|Maesuma TOP 2}} in conjunction with {{SSBU|Mii Gunner}}. | |||
====Inactive==== | |||
*{{Sm|Locus|Canada}} - Considered the best Dr. Mario player in Canada. Placed 9th at {{Trn|Battle of BC 3}}. Has dropped him in favor of {{SSBU|Terry}}. | |||
*{{Sm|Stroder|USA}} - Placed 5th at {{Trn|Port Priority 5}} and 33rd at {{Trn|Smash 'N' Splash 5}} as one of his characters. | |||
=={{SSBU|Classic Mode}}: Colorful Treatment Plan== | =={{SSBU|Classic Mode}}: Colorful Treatment Plan== | ||
[[File:SSBU Congratulations Dr Mario.png|thumb|Dr. Mario's congratulations screen.]] | [[File:SSBU Congratulations Dr Mario.png|thumb|right|Dr. Mario's congratulations screen.]] | ||
Dr. Mario's opponents are all trios of the same character in red, blue, and yellow costumes, referencing the three viruses: Fever, Chill, and Weird. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Blue}} | |1||{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Blue}}||[[Flat Zone X]]||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''|| | ||
|- | |- | ||
|2||{{Head|Kirby|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Red}} | |2||{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Red}}||[[Green Greens]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''|| | ||
|- | |- | ||
|3||{{Head|Yoshi|g=SSBU|s=20x20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Yellow}} | |3||{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20x20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Yellow}}||{{SSBB|Yoshi's Island}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (Brawl)}}''|| | ||
|- | |- | ||
|4||{{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Red}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Yellow}} | |4||{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Red}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Yellow}}||[[Wii Fit Studio]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''|| | ||
|- | |- | ||
|5||{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Yellow}} | |5||{{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20x20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Yellow}}||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''|| | ||
|- | |- | ||
|6||{{Head|Wario|g=SSBU|s=20x20px|cl=Classic}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicRed}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicCyan}} | |6||{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20x20px|cl=Classic}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicRed}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicCyan}}||[[Luigi's Mansion]]||''{{SSBUMusicLink|Other|Tetris: Type A}}''|| | ||
|- | |- | ||
|colspan="5"| | |colspan="5"|Bonus Stage | ||
|- | |- | ||
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand. | |Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand. | ||
|} | |} | ||
Note: Every stage plays a track | Note: Every stage plays a track from the {{uv|Mario}} or {{uvm3|Tetris}} universe, no matter what universe the stage originates from. <!--This is NOT a reference to the SNES game "Tetris and Dr. Mario". Tetris and Dr. Mario never got a Japanese release.--> | ||
[[Credits]] roll after completing Classic Mode. Completing it as Dr. Mario has ''{{SSBUMusicLink|Super Mario Bros.|Fever}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Dr. Mario has ''{{SSBUMusicLink|Super Mario Bros.|Fever}}'' accompany the credits. | ||
{{clr}} | {{clr}} | ||
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===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|18 | | 18 | ||
|[[File:Dr. Mario SSBU.png|center|108x108px]] | | [[File:Dr. Mario SSBU.png|center|108x108px]] | ||
|Dr. Mario | | {{SSBU|Dr. Mario}} | ||
| | | [[File:SpiritTypeShield.png|20px|center|Shield]] <center>{{color|#18aef5|Shield}}</center> | ||
|3,400 | | 3,400 | ||
|[[Mario Bros.]] ([[Ω form]]) | | [[Mario Bros.]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Super Mario Bros.|Fever}}'' | | ''{{SSBUMusicLink|Super Mario Bros.|Fever}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Dr. Mario's | Dr. Mario's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dr. Mario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces it with the fighter's artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Dr. Mario Fighter Spirit.png|8. '''''Dr. Mario''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 575: | Line 435: | ||
|- | |- | ||
|592 | |592 | ||
|{{ | |[[File:Dr. Stewart Spirit.png|center|64x64px]] | ||
|{{anchor|Dr. Stewart}}{{s|fzerowiki|Dr. Stewart}} | |||
|''F-Zero'' Series | |''F-Zero'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|9,500 | |9,500 | ||
|[[Mute City SNES]] ([[Battlefield form]]) | |[[Mute City SNES]] ([[Battlefield form]]) | ||
|•Item: [[Food]] | |•Item: [[Food]] | ||
|•Timed battle | |•Timed battle<br>•The enemy heals over time<br>•Items will be pulled toward the enemy | ||
|{{SSBUMusicLink|F-Zero|Mute City (Original)}} | |{{SSBUMusicLink|F-Zero|Mute City (Original)}} | ||
| | | | ||
|- | |- | ||
|736 | |736 | ||
|{{ | |[[File:Dr Crygor.png|center|64x64px]] | ||
|{{anchor|Dr. Crygor}}Dr. Crygor | |||
|''WarioWare'' Series | |''WarioWare'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,400 | |3,400 | ||
|[[WarioWare, Inc.]] (hazards off) | |[[WarioWare, Inc.]] (hazards off) | ||
Line 599: | Line 461: | ||
|- | |- | ||
|752 | |752 | ||
|{{ | |[[File:Halemmerich.png|center|64x64px]] | ||
|{{anchor|Hal Emmerich}}[[Hal Emmerich]] | |||
|''Metal Gear Solid'' Series | |''Metal Gear Solid'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•Giant Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•Giant Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|4,500 | |4,500 | ||
|[[Prism Tower]] | |[[Prism Tower]] | ||
Line 611: | Line 474: | ||
|- | |- | ||
|867 | |867 | ||
|{{ | |[[File:Dr light.png|center|64x64px]] | ||
|{{anchor|Dr. Light}}Dr. Light | |||
|''Mega Man'' Series | |''Mega Man'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|10,000 | |10,000 | ||
|[[Wily Castle]] ([[Battlefield form]]) | |[[Wily Castle]] ([[Battlefield form]]) | ||
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|- | |- | ||
|873 | |873 | ||
|{{ | |[[File:Drwily.png|center|64x64px]] | ||
|{{anchor|Dr. Wily}}[[Dr. Wily]] | |||
|''Mega Man'' Series | |''Mega Man'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•Metal {{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Green}} (×8) | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|12,600 | |12,600 | ||
|[[Wily Castle]] (hazards off) | |[[Wily Castle]] (hazards off) | ||
Line 635: | Line 500: | ||
|- | |- | ||
|1,132 | |1,132 | ||
|{{ | |[[File:Hockey Players Spirit.png|center|64x64px]] | ||
|{{anchor|Hockey Players}}Hockey Players | |||
|''Ice Hockey'' | |''Ice Hockey'' | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|1,500 | |1,500 | ||
|[[Pokémon Stadium]] ([[Ω form]]) | |[[Pokémon Stadium]] ([[Ω form]]) | ||
Line 647: | Line 513: | ||
|- | |- | ||
|1,135 | |1,135 | ||
|{{ | |[[File:AndySpirit.PNG|center|64x64px]] | ||
|{{anchor|Andy}}Andy | |||
|''Advance Wars'' Series | |''Advance Wars'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}}×8 | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}} (×8) | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,400 | |3,400 | ||
|[[Halberd]] (Ship deck) | |[[Halberd]] (Ship deck) | ||
|•Health Recovery<br>•Item: Exploding Types | |•Health Recovery<br>•Item: Exploding Types | ||
|•The enemy is healed when the enemy's at high damage<br>•Defeat an army of fighters | |•The enemy is healed when the enemy's at high damage<br>•Defeat an army of fighters | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Filled with Hope}} | ||
| | | | ||
|- | |- | ||
|1,195 | |1,195 | ||
|{{ | |[[File:Sick Beats Doctor Spirit.png|center|64x64px]] | ||
|''Rhythm Heaven'' Series | |{{anchor|Sick Beats Doctor}}Sick Beats Doctor | ||
|''Rhythm Heaven'' Series | |||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|2,200 | |2,200 | ||
|[[Wrecking Crew]] | |[[Wrecking Crew]] | ||
Line 671: | Line 539: | ||
|- | |- | ||
|1,214 | |1,214 | ||
|{{ | |[[File:Dr Kawashima Spirit.png|center|64x64px]] | ||
|''Brain Age: Train Your Brain in Minutes a Day!'' Series | |{{anchor|Dr. Kawashima}}[[Dr. Kawashima]] | ||
|''Brain Age: Train Your Brain in Minutes a Day!'' Series | |||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,800 | |3,800 | ||
|[[PictoChat 2]] (hazards off) | |[[PictoChat 2]] (hazards off) | ||
|•Assist Trophy Enemies (Dr. Kawashima) | |•Assist Trophy Enemies ([[Dr. Kawashima]]) | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Brain Age: Train Your Brain in Minutes a Day!}} | ||
| | | | ||
|- | |- | ||
|1,216 | |1,216 | ||
|{{ | |[[File:Drlube.png|center|64x64px]] | ||
|{{anchor|Dr. Lobe}}Dr. Lobe | |||
|''Big Brain Academy'' Series | |''Big Brain Academy'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} (×2) ({{Head|Kirby|g=SSBU|s=20px|cl=White}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}}) | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,400 | |3,400 | ||
|[[PictoChat 2]] | |[[PictoChat 2]] | ||
|•Hazard: Low Gravity<br>•Hazard: High Gravity | |•Hazard: Low Gravity<br>•Hazard: High Gravity | ||
|•All fighters have reduced jump ability<br>•Gravity is reduced after a little while | |•All fighters have reduced jump ability<br>•Gravity is reduced after a little while | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Title Theme - Big Brain Academy}} | ||
| | | | ||
|- | |- | ||
|1,266 | |1,266 | ||
|{{ | |[[File:Plague Knight Spirit.png|center|64x64px]] | ||
|{{anchor|Plague Knight}}Plague Knight | |||
|''Shovel Knight'' Series | |''Shovel Knight'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,900 | |1,900 | ||
|[[Unova Pokémon League]] | |[[Unova Pokémon League]] | ||
Line 707: | Line 578: | ||
|- | |- | ||
|1,319 | |1,319 | ||
|{{ | |[[File:Professor Riggs Spirit.png|center|64x64px]] | ||
|{{anchor|Professor Riggs & Plaise & Lerna}}Professor Riggs & Plaise & Lerna | |||
|''Nintendo Labo'' Series | |''Nintendo Labo'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|2,500 | |2,500 | ||
|[[Paper Mario]] | |[[Paper Mario]] | ||
Line 716: | Line 588: | ||
|•The enemy has increased defense after a little while<br>•The enemy has increased attack power after a little while | |•The enemy has increased defense after a little while<br>•The enemy has increased attack power after a little while | ||
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Super Mario Maker}} | |{{SSBUMusicLink|Super Mario Bros.|Title Theme - Super Mario Maker}} | ||
|Professor Riggs | |Professor Riggs | ||
|- | |- | ||
|1,390 | |1,390 | ||
|{{ | |[[File:Seteth.png|center|64x64px]] | ||
|{{anchor|Seteth}}{{s|fireemblem|Seteth}} | |||
|''Fire Emblem'' Series | |''Fire Emblem'' Series | ||
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|4,200 | |4,200 | ||
|[[Garreg Mach Monastery]] (Cathedral) | |[[Garreg Mach Monastery]] (Cathedral) | ||
|N/A | |N/A | ||
|•Timed battle | |•Timed battle<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy has increased power for the first part of the battle | ||
|{{SSBUMusicLink|Fire Emblem|Chasing Daybreak}} | |{{SSBUMusicLink|Fire Emblem|Chasing Daybreak}} | ||
| | | | ||
Line 733: | Line 606: | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 751: | Line 625: | ||
|- | |- | ||
|1,344 | |1,344 | ||
|{{ | |[[File:Gruntilda Spirit.png|center|64x64px]] | ||
|{{anchor|Gruntilda}}Gruntilda | |||
|''Banjo-Kazooie'' Series | |''Banjo-Kazooie'' Series | ||
| | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}}<br>•Giant {{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (×3) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|13,900 | |13,900 | ||
|[[Find Mii]] ([[Ω form]]) | |[[Find Mii]] ([[Ω form]]) | ||
|•Hazard: Poison Floor | |•Hazard: Poison Floor | ||
|•Defeat the main fighter to win<br>•The floor is poisonous<br>•[[Stamina battle]] | |•Defeat the main fighter to win<br>•The floor is poisonous<br>•[[Stamina battle]] | ||
|{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}} | |{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}} | ||
|[https://banjokazooiewiki.com/wiki/Klungo Klungo] | |[https://banjokazooiewiki.com/wiki/Klungo Klungo] | ||
|} | |} | ||
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Dr. Mario unlock notice SSBU.jpg|Dr. Mario's unlock notice | Dr. Mario unlock notice SSBU.jpg|Dr. Mario's unlock notice | ||
SSBUWebsiteDrMario1.jpg|Dr. Mario [[idling]] on [[Wuhu Island]]. | SSBUWebsiteDrMario1.jpg|Dr. Mario [[idling]] on [[Wuhu Island]]. | ||
SSBUWebsiteDrMario2.jpg|[[ | SSBUWebsiteDrMario2.jpg|[[Taunting]] on [[Mario Galaxy]]. | ||
SSBUWebsiteDrMario3.jpg| | SSBUWebsiteDrMario3.jpg|Attacking {{SSBU|Link}} with his [[forward smash]] on [[New Pork City]]. | ||
SSBUWebsiteDrMario4.jpg|Jumping | SSBUWebsiteDrMario4.jpg|Jumping in [[Mushroomy Kingdom]]. | ||
SSBUWebsiteDrMario5.jpg|Tossing a [[Megavitamin]] on [[Moray Towers]]. | SSBUWebsiteDrMario5.jpg|Tossing a [[Megavitamin]] on [[Moray Towers]]. | ||
SSBUWebsiteDrMario6.jpg|Holding a [[Fairy Bottle]] while running towards Link on [[Great Bay]]. | SSBUWebsiteDrMario6.jpg|Holding a [[Fairy Bottle]] while running towards Link on [[Great Bay]]. | ||
SSBUWebsiteLittleMac4.jpg|Taunting next to {{SSBU|Little Mac}} on [[Tomodachi Life]]. | SSBUWebsiteLittleMac4.jpg|Taunting next to {{SSBU|Little Mac}} on [[Tomodachi Life]]. | ||
SSBUWebsiteMimikyu2.jpg|Snared by [[Mimikyu]] on [[ | SSBUWebsiteMimikyu2.jpg|Snared by [[Mimikyu]] on [[Pictochat 2]]. | ||
DrMarioSSBUDownAerial.png|Using his [[down aerial]] on {{SSBU|Wario}} on [[Skyworld]]. | DrMarioSSBUDownAerial.png|Using his [[down aerial]] on {{SSBU|Wario}} on [[Skyworld]]. | ||
DrMarioSSBUDoctorFinale.png| | DrMarioSSBUDoctorFinale.png|Performing [[Doctor Finale]] on [[Wii Fit Studio]]. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=w0qVpaEtEF4}} | {{#widget:YouTube|id=w0qVpaEtEF4}} | ||
==Trivia== | ==Trivia== | ||
*With {{SSBU|Link}} and {{SSBU|Young Link}} now representing different incarnations of Link, {{SSBU|Zelda}} and {{SSBU|Sheik}} now representing different incarnations of Princess Zelda, and {{SSBU|Zero Suit Samus}} now briefly transforming into [[Samus (SSBU)|her Varia Suited form]] for her [[Zero Laser (Zero Suit Samus)|Final Smash]], Dr. Mario is the only playable character to represent an alternate identity for another character, namely {{SSBU|Mario}}, with no gameplay connection between | *Excluding {{SSBU|Cloud}}, whose universe only has his fighter spirits, Dr. Mario is the only character in the initial release of ''Ultimate'' to not appear in any spirit battles from their home series. He shares this distinction with downloadable characters {{SSBU|Piranha Plant}} and {{SSBU|Terry}}. | ||
*During {{SSBU|Luigi}}'s character showcase trailer, [[Super Sheet]] uses | *With {{SSBU|Link}} and {{SSBU|Young Link}} now representing different incarnations of Link, {{SSBU|Zelda}} and {{SSBU|Sheik}} now representing different incarnations of Princess Zelda, and {{SSBU|Zero Suit Samus}} now briefly transforming into [[Samus (SSBU)|her Varia Suited form]] for her [[Zero Laser (Zero Suit Samus)|Final Smash]], Dr. Mario is the only playable character to represent an alternate identity for another character, namely {{SSBU|Mario}}, with no gameplay connection between the two (not counting Dr. Mario being a costume in ''Super Mario Odyssey''). | ||
*''Ultimate'' is the first '' | *During {{SSBU|Luigi}}'s character showcase trailer, Dr. Mario's [[Super Sheet]] uses Mario's Cape animation, rather than the new animation specific to Dr. Mario. Additionally, the sheet is unanimated, and is attached to Dr. Mario's left arm. | ||
*''Ultimate'' is the first ''Smash'' game to feature Dr. Mario and have his inclusion be planned from the start. | *''Super Smash Bros. Ultimate'' is the first ''Smash Bros.'' game where Dr. Mario is not holding his Megavitamins in his official art. | ||
*Dr. Mario's official art resembles one of his victory poses. | |||
*One of the images on the ''Smash Bros.'' website shows Dr. Mario and Link, with the former holding a [[Fairy Bottle]] and the latter laying face-down. This is a reference to the fact that [[zeldawiki:Fairy|Fairies]] are a healing item in the ''The Legend of Zelda'' series, alluding to Dr. Mario's status as a doctor. | |||
**This is further joked with in Dr. Mario's highlight video, in which he fights [[King Dedede]] on top of [[Onett]]'s Drug Store. | |||
***Once again, this is referenced once more in ''Ultimate'''s Opening Movie, in which he throws a Fairy Bottle at {{SSBU|Little Mac}} to heal him. | |||
*''Super Smash Bros. Ultimate'' is the first ''Smash'' game to feature Dr. Mario and have his inclusion be planned from the start. | |||
*Like in ''Melee'' and ''Smash for 3DS'', Dr. Mario can be unlocked by playing Classic Mode as {{SSBU|Mario}} (though Dr. Mario is one of the last characters in his unlock column). | |||
*When looking under Dr. Mario's coat, there appears to be a gap around his waist area. | |||
*When KOed by reaching 0 HP during his final stock in [[Stamina Mode]], Dr. Mario uses his heavy knockback scream rather than his standard KO scream. This trait is shared with {{SSBU|Mario}}, {{SSBU|Hero}}, {{SSBU|Terry}} and {{SSBU|Byleth}}. | |||
*Using [[Megavitamins]] and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later. | *Using [[Megavitamins]] and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later. | ||
*Prior to version 2.0.0, Dr. | *Prior to version 2.0.0, Dr. Mario’s down aerial was named '''Bone Drill''', a name arguably more fitting for his old down aerial in ''Smash 4''. The current name, '''CLEAR!''', references the message appearing when a level is completed in the original ''Dr. Mario'', as well as the shout paramedics give when using defibrillators. | ||
*Dr. Mario | *Dr. Mario technically has the most victory screens of any fighter. Although it may seem he has only three like most fighters, the colors of the pills in the animation where he throws them are random, totaling up to 6,561 combinations. When the other two are added, Dr. Mario has 6,563 victory screens. | ||
*Despite the sound effects having been removed from the Sound Test, as well as Dr. Mario having no Sound Test section in ''Smash 4'', he now has his own Sound Test section, similar to ''Melee'', though it is now functionally identical to that of Mario's, with some voice clips not used by Dr. Mario (such as "Let's-a go!" from Mario's [[on-screen appearance]]) being removed. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Mario universe}} | {{Mario universe}} | ||
[[Category: Dr. Mario (SSBU)| ]] | |||
[[Category:Dr. Mario (SSBU)| ]] | |||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Dr. Mario (SSBU)]] | [[es:Dr. Mario (SSBU)]] |