Editing Dr. Mario (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 78
}}
}}
'''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 officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|R.O.B.}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. While Dr. Mario remains a close [[clone]] of {{SSBU|Mario}}, he is not classified as an Echo Fighter. As such, Dr. Mario is classified as [[Fighter number|Fighter #18]].
'''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 officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|R.O.B.}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. While Dr. Mario remains a full [[clone]] of {{SSBU|Mario}}, he is not classified as an Echo Fighter. As such, Dr. Mario is classified as [[Fighter number|Fighter #18]].


As in ''[[Super Smash Bros. 4]]'', {{iw|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Dr. Mario. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->
As in ''[[SSB4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''.
 
Dr. Mario is currently ranked 78th out of 82 on the ''Ultimate'' [[tier list]], placing him in the D- tier and making him a bottom five character. Despite being buffed overall, this is a slight drop from his placement in ''Smash 4'', where he was ranked 48th out of 54, and is his worst placement in the series. Dr. Mario's playstyle is basically a slower but stronger version of Mario with most of Mario's great frame data, which allows him to perform [[combo]]s despite his reduced mobility. Dr. Mario's signature projectile in [[Megavitamin]] is an effective projectile in neutral, and it also opens up combos and KO confirms at higher percents. In addition, Dr. Mario's KO potential is impressive for his weight class, as he has several effective KO options which his counterpart lacks, including [[Super Jump Punch]], [[Dr. Tornado]], most of his aerials, and back throw. This means players have to play more carefully when close to Dr. Mario, as a single whiff could lead to a deadly [[punish]].
 
However, Dr. Mario's weaknesses overshadow many of his strengths. His most notable weakness is his poor mobility, which cripples his [[neutral game]] since making use of his impressive moveset requires getting close to his opponent, and makes him vulnerable to camping even with access to a reflector. In addition, his low speed also makes it harder for him to avoid retaliation from opponents, as Dr. Mario's short range means he is vulnerable to moves with long range or disjoints. His good KO power is hampered by him having relatively few KO conversions that can be done from a combo. Finally, Dr. Mario's recovery, while improved from the previous installment, is still one of the worst in the game, with its short distance and his slow air physics making him vulnerable to [[gimping]].
 
Overall, Dr. Mario is a character that has good frame data, damage output, and KO potential, but his sluggish movements cause him to rely more on a bait-and-punish playstyle. Although his representation has remained below average for most of the game's lifespan, he has nonetheless seen success from players such as {{Sm|JaZaR}} and {{Sm|Tsumusuto}}.


==How to unlock==
==How to unlock==
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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 the two share an overwhelming number of identical animations and even the exact same values for certain attributes ([[weight]], [[falling speed]], [[fast fall]]ing speed 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.
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 the two share an overwhelming number of identical animations and even the exact same values for certain attributes ([[weight]], [[falling speed]], [[fast fall]]ing speed 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.


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. Most of Dr. Mario's moveset deals 1.176× more damage compared to Mario's moveset. Conversely, his [[jump|full hop]] height is 0.85× lower; his [[walk]]ing and [[dash]]ing speeds are 0.7942× slower; his [[air speed]], [[air acceleration]], [[short hop]] height, and [[double jump]] height are 0.7648× lower. Most of the multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics from ''[[Super Smash Bros. 4]]'', in which he specifically possesses a +22 Attack value and a -65 Speed value.<ref name="DamageMultiplier">[https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1974906014]</ref> 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. His wall jump and ledge jump also cover less distance as a result. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario. His [[traction]] is also slightly higher than Mario's, though merely average when compared to the roster.
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. Most of Dr. Mario's moveset deals 1.176x more damage compared to Mario's moveset. Conversely, his [[jump|full hop]] height is 0.85x; his [[walk]]ing and [[dash]]ing speeds are 0.7942x; his [[air speed]], [[air acceleration]], [[short hop]] height, and [[midair jump]] height are 0.7648x multiplier. Most of multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics from ''Smash 4'', in which he specifically possesses a +22 Attack value and a -65 Speed value<ref name="DamageMultiplier">[https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1974906014]</ref>. 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. His wall jump and ledge jump also cover less distance as a result. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.


Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's overall frame data is only very slightly slower than Mario's (if even at all), his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's, especially with regard to aerial combos. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to characters like {{SSBU|Incineroar}}.
Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's overall frame data is only very slightly slower than Mario's (if even at all), his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's, especially with regard to aerial combos. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to characters like {{SSBU|Incineroar}}.


Dr. Mario's grounded moveset has plenty of utility in spite of his slow speed. Neutral attack is Dr. Mario's fastest attack, and the first two hits can [[lock]] opponents. Forward tilt is a great get-off-me option, and possesses situational KO potential at very high percentages unlike Mario's version. Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in ''Smash 4'', and its hitboxes start from a higher position, allowing shorter, crouching or prone characters to potentially low-profile the move. Down tilt is one of Dr. Mario's best combo starters; although it is short-ranged, it is very reliable at a wide range of percentages, with its lower knockback scaling compared to Mario's even allowing it to combo at percentages where Mario's would not work, and depending on the percentage, it can lead into neutral attack, forward tilt, up tilt (only on certain characters), itself, up smash (only on certain characters), down smash, neutral aerial, up aerial, back aerial and Super Jump Punch. His dash attack has vertical knockback, allowing it to serve as a combo starter but hindering its edgeguarding potential. His forward smash, while slower than his other smash attacks, is extremely powerful for an attack of its speed, especially if the sweetspot connects; unlike Mario's, it possesses the [[electric]] effect, has shorter range, and the sweetspot and sourspot hitboxes are swapped around. Up smash functions more similarly to Luigi's version than to Mario's version, as it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing as long as they are in front of him; compared to Luigi's, however, it launches at a lower angle, and it has lower base knockback than both Mario and Luigi's up smashes. Nevertheless, up smash's launch angle does make it much better at edgeguarding or setting up edgeguards than both Mario and Luigi's versions, and its higher damage output and knockback scaling compared to both of them also makes it a highly lethal KOing option. His down smash is his fastest smash attack, hitting on both sides (with the back hit being stronger than the front hit), and like Mario's version, it is useful for punishing rolls.
Dr. Mario's grounded moveset has plenty of utility in spite of his slow speed. Neutral attack is Dr. Mario's fastest attack, and the first two hits can [[lock]] opponents. Forward tilt is a great get-off-me option, and possesses situational KO potential at very high percentages unlike Mario's version. Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in ''SSB4'', and its hitboxes start from a higher position, allowing shorter, crouching or prone characters to potentially low-profile the move. Down tilt is one of Dr. Mario's best combo starters; although it is short-ranged, it is very reliable at a wide range of percentages, with its lower knockback scaling compared to Mario's even allowing it to combo at percentages where Mario's would not work, and depending on the percentage, it can lead into neutral attack, forward tilt, up tilt (only on certain characters), itself, up smash (only on certain characters), down smash, neutral aerial, up aerial, back aerial and Super Jump Punch. His dash attack has vertical knockback, allowing it to serve as a combo starter but hindering its edgeguarding potential. His forward smash, while slower than his other smash attacks, is extremely powerful for an attack of its speed, especially if the sweetspot connects; unlike Mario's, it possesses the [[electric]] effect, has shorter range, and the sweetspot and sourspot hitboxes are swapped around. Up smash functions more similarly to Luigi's version than to Mario's version, as it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing as long as they are in front of him; compared to Luigi's, however, it launches at a lower angle, and it has lower base knockback than both Mario and Luigi's up smashes. Nevertheless, up smash's launch angle does make it much better at edgeguarding or setting up edgeguards than both Mario and Luigi's versions, and its higher damage output and knockback scaling compared to both of them also makes it a highly lethal KOing option. His down smash is his fastest smash attack, hitting on both sides (with the back hit being stronger than the front hit), and like Mario's version, it is useful for punishing rolls.


Like Mario, Dr. Mario possesses a decent grab game. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edgeguard]]s; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only), neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage.
Like Mario, Dr. Mario possesses a decent grab game. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edgeguard]]s; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only), neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage.
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==Differences from {{SSBU|Mario}}==
==Differences from {{SSBU|Mario}}==
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still a close clone of Mario. 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.
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still very much a full clone of Mario. That said, he uses external modifiers to most of his stats rather than directly modifying them, so he sports subpar mobility compared to Mario. 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 noticeably more damage without any compensation on knockback, which enables him to KO more easily as a result.
 
Dr. Mario uses external modifiers to most of his stats rather than directly modifying them, so he sports subpar mobility compared to Mario. 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 noticeably more damage without any compensation on knockback, which enables him to KO more easily as a result.


Aside from that, Dr. Mario also has other differences in his moveset. These include a few moves not cloned from Mario, such as [[back throw]], [[down aerial]] and [[Dr. Tornado]], as well as many moves with altered functionality, such as his [[dash attack]] launching upward, his [[up smash]] launching opponents behind him, his [[forward smash]] possessing an electric effect, his [[neutral aerial]] being a "reverse [[sex kick]]," his [[forward aerial]] not being a [[meteor smash]], his [[Megavitamins]] not being [[Absorption|absorbable]] and [[Super Jump Punch]] being a powerful singular hit at the cost of less vertical distance. Despite the aesthetic similarities, the different properties of the aforementioned moves, as well as his altered attributes, are enough to noticeably change Dr. Mario's playstyle compared to Mario's, although not quite to the same extent as {{SSBU|Luigi}}.
Aside from that, Dr. Mario also has other differences in his moveset. These include a few moves not cloned from Mario, such as [[back throw]], [[down aerial]] and [[Dr. Tornado]], as well as many moves having a different function, such as his [[dash attack]] launching upward, his [[up smash]] launching opponents behind him, his [[forward smash]] possessing an electric effect, his [[neutral aerial]] being a "reverse [[sex kick]]," his [[forward aerial]] not being a [[meteor smash]], his [[Megavitamins]] not being [[Absorption|absorbable]] and [[Super Jump Punch]] being a powerful singular hit at the cost of less vertical distance. Despite the aesthetic similarities, the different properties of the aforementioned moves, as well as his radically different attributes, drastically alter Dr. Mario's playstyle compared to Mario.  


===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 has a new animation in which he looks slightly to the left with a smiling expression, while Dr. Mario retains his animation from ''Smash 4'', which is identical to Mario's from ''Brawl'' and ''Smash 4'' (and like the latter, features him with a neutral expression), except that Dr. Mario looks directly in front of himself.}}
*{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. Mario has a new animation in which he looks slightly to the left with a smiling expression, while Dr. Mario retains his animation from ''SSB4'', which is identical to Mario's from ''Brawl'' and ''SSB4'' (and like the latter, features him with a neutral expression), except that Dr. Mario looks directly in front of himself.}}


===Attributes===
===Attributes===
*{{buff|Dr. Mario has a much less exaggerated idle animation than Mario's, as he does not move his legs up and down as much. This gives him a consistently lower stance and thus a consistently shorter hurtbox, making him slightly harder to hit compared to Mario if he stands still.}}
*{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}}
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +22 attack and -65 speed in ''Smash 4''.<ref name="DamageMultiplier" />}}
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +22 attack and -65 speed in ''Smash 4''<ref name="DamageMultiplier" />.}}
**{{buff|The damage outputs of Dr. Mario's attacks use a 1.176× multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}}
**{{buff|The damage outputs of Dr. Mario's attacks use a 1.176x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}}
***{{nerf|However, this limits his combo game.}}
***{{nerf|However, this limits his combo game.}}
**{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.7942× multiplier; while his [[short hop]] height, [[double jump]] height, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.7648× multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
**{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.7942x multiplier; [[short hop]] height, [[midair jump]] height, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.7648x multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
***{{change|Dr. Mario's lower short hop makes it easier for him to pressure opponents with short hops and use short hop aerials against grounded opponents, but limits his ability to perform two aerials in a short hop.}}
***{{change|Dr. Mario's lower short hop makes it easier for him to pressure opponents with short hops and use short hop aerials against grounded opponents, but limits his ability to perform two aerials in a short hop.}}
*{{nerf|Dr. Mario's [[Jump|full hop]] height is 15% lower than Mario's (36.33 → 30.8805), although the mobility multiplier is not applied fully due to the new mechanic which speeds up full hops.}}
*{{nerf|Dr. Mario's [[Jump|full hop]] height is 15% lower than Mario's (36.33 → 30.8805), though does not use a mobility multiplier.}}
**{{nerf|Despite this, the mobility multiplier applies fully when using shooting items, which makes it 35% lower than Mario's (36.33 → 23.6174064). It is also applied fully when performing a [[softhop]].}}
**{{nerf|Despite this, the mobility multiplier is used when using shooting items, which makes it 35% lower than Mario's (36.33 → 23.6174064).}}
*{{buff|Dr. Mario's [[shield jump]] is lower (44.1 → 40), causing him to land sooner.}}
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}}
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}}
**{{change|His ledge jump is also lower (38.165 → 35.4402).}}
*{{buff|Dr. Mario walks faster when carrying heavy items.}}
*{{buff|Dr. Mario has higher base acceleration when carrying heavy items (0 → 0.03) causing him to accelerate faster when walking while carrying heavy items.}}
*{{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]].}}
*{{buff|Dr. Mario's ledge grab hitbox is positioned slightly higher, and extends up slightly further, making it easier for him to grab the ledge.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first two hits have different base damage values (2.2% → 2.5% (hit 1), 1.7% → 1.5% (hit 2)), resulting in the move dealing slightly more base damage in total (7.9% → 8%).}}
**{{buff|The first two hits have different base damage values (2.2 → 2.5 (hit 1), 1.7 → 1.5 (hit 2)), resulting in the move dealing slightly more base damage in total (7.9 → 8).}}
**{{buff|The first hit's hitboxes are further out (Z offset: 6u/8.7u/12u → 6.7u/9.3u/12.5u), improving its range.}}
**{{buff|The first hit's hitboxes are further out (Z offset: 6/8.7/12 → 6.7/9.3/12.5), improving its range.}}
**{{nerf|The second hit's hitboxes are not attached to Dr. Mario's arm, giving it less range.}}
**{{nerf|The second hit's hitboxes are not attached to Dr. Mario's arm, giving it less range.}}
*[[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% → 6.3%), further improving its damage racking and KO potential when combined with Dr. Mario's damage multiplier and making it safer on hit at low percents.}}
**{{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 and making it safer on hit at low percents.}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
*[[Down tilt]]:
*[[Down tilt]]:
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**{{change|Its foot sweep visual starts earlier and has a different routine, more closely tracking his foot's current position.}}
**{{change|Its foot sweep visual starts earlier and has a different routine, more closely tracking his foot's current position.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's clean hit has higher base damage (8% → 9.8%), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}}
**{{buff|Dash attack's clean hit has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}}
**{{change|It 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 incapable of effectively edgeguarding.}}
**{{change|It 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 incapable of effectively edgeguarding.}}
*[[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 and knockback at closer range than it would at farther range.}}
**{{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 and knockback at closer range than it would at farther range.}}
**{{nerf|It has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partially compensating for the increased damage.}}
**{{nerf|It has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partially compensating for the increased damage.}}
**{{nerf|It has noticeably less range (outer hitbox size: 5u → 3.7u), making it incapable of [[2 frame punish]]ing opponents.}}
**{{nerf|It has noticeably less range (outer hitbox size: 5u → 3.7u), making it incapable of 2-framing opponents.}}
**{{change|It 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.}}
**{{change|It 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 (83° → 120°), allowing it to KO opponents horizontally, but weakening its vertical KO and anti-air potential.}}
**{{change|Up smash launches at a lower angle (83° → 120°), allowing it to KO opponents horizontally, but weakening its vertical KO and anti-air potential.}}
**{{change|It has altered knockback (32 (base)/94 (scaling) → 0/117), making it combo more consistently at lower damages while still making it stronger at higher damages. However, this also makes it unsafe on hit at low percents and combo less consistently at mid percents.}}
**{{change|It has altered knockback (32 base/94 scaling → 0/117), making it combo more consistently at lower damages while still making it stronger at higher damages. However, this also makes it unsafe on hit at low percents.}}
**{{buff|It lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.}}
**{{buff|It lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.}}
*[[Down smash]]:
*[[Down smash]]:
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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 confirms and makes it less useful as an instant combo finisher and combo breaker.}}
**{{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 confirms and makes it less useful as an instant combo finisher and combo breaker.}}
**{{buff|The late hit has larger hitboxes (2.8u/2.8u → 3.6u/3.6u).}}
**{{buff|The late hit has larger hitboxes (2.8u/2.8u → 3.6u/3.6u).}}
**{{buff|The late hit has higher base damage than Mario's clean hit (8% → 10%) with higher knockback scaling (90 → 100). Combined with the damage multiplier, this allows it to KO under 120% at the edge.}}
**{{buff|The late hit has higher base damage than Mario's clean hit (8 → 10) with higher knockback scaling (90 → 100). Combined with the damage multiplier, this allows it to KO under 120% at the edge.}}
**{{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 makes it less effective at starting combos on landing.}}
**{{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 makes it less effective at starting combos on landing.}}
**{{buff|The clean hit has higher base damage (14% → 15%) and has much more knockback scaling (78 → 102), improving its KO potential even further.}}
**{{buff|The clean hit has higher base damage (14 → 15), improving its KO potential even further.}}
**{{nerf|The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%), though with their knockback scaling compensated (80 → 95).}}
**{{nerf|The early and late hits have lower base damage (12 (early)/10 (late) → 10/9).}}
**{{change|The sweeping visual commences a frame earlier, and the last frame of the visual is absent.}}
**{{change|The sweeping visual commences one frame earlier, and the last frame of the visual is absent.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{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 has higher base damage (10.5 → 12) with knockback partly compensated (12 base/106 scaling → 10/95).}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
**{{buff|The clean hit and late hit both have a longer duration (2 frames → 3 (clean), 3 frames → 5 (late)).}}
**{{buff|The clean hit and late hit both have a longer duration (2 frames (clean) → 3, 3 (late) → 5).}}
**{{nerf|The clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u), slightly reducing its range.}}
**{{nerf|The clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u), reducing its range.}}
**{{nerf|It has more landing lag (6 frames → 10).}}
**{{nerf|It has more landing lag (6 frames → 10 frames).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial launches at a lower angle (75° → 45°), severely weakening its combo potential but granting it edgeguarding potential.}}
**{{change|Up aerial launches at a lower angle (75° → 45°), severely weakening its combo potential but granting it edgeguarding potential.}}
**{{buff|It has noticeably higher base damage (7% → 10.2%) with knockback scaling compensated (135 → 100), further improving its damage output.}}
**{{buff|It has noticeably higher base damage (7 → 10.2) with knockback scaling compensated (135 → 100), 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 double foot stomp, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it hits once instead of six times.}}
**{{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|It can meteor smash and send opponents horizontally instead of vertically (94° (looping hits), 75° (final hit) → (270°/361°). This makes it very good at edgeguarding, tech-chasing and starting combos, but less effective at KOing on-stage, juggling and extending/finishing combos.}}
**{{change|It can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding, tech-chasing and starting combos, but less effective at KOing on-stage and extending/finishing combos.}}
**{{nerf|It deals slightly less base damage (1.4% (hits 1-5), 5.5% (hit 6); 12.5% (total) → 12%).}}
**{{buff|It has reduced landing lag (15 → 13).}}
**{{buff|It has reduced landing lag (15 frames → 13).}}
**{{nerf|It has significantly increased startup lag (5 → 14).}}
**{{nerf|It has significantly increased startup lag (frame 5 → 14), less active frames (frame 5/7/9/11/13/23 → 14-17) and more ending lag (frame 38 → 43).}}
**{{nerf|It lacks a landing hit.}}
**{{nerf|It lacks a landing hit.}}
**{{nerf|It has significantly smaller hitboxes (4.3u/7.0u (looping hits), 11u (final hit) →  4.5u/5.2u), giving it significantly less range around Dr. Mario. Unlike Mario's, it cannot hit opponents above him.}}
**{{nerf|It has significantly smaller hitboxes.}}
**{{change|Dr. Mario is silent when performing this move, unlike Mario.}}


===Throws and other attacks===
===Throws and other attacks===
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***{{nerf|It lacks a collateral hitbox.}}
***{{nerf|It lacks a collateral hitbox.}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably despite the damage multiplier.}}
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably 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 (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 and allows it to combo earlier and for longer, it makes other followups like down tilt and neutral attack impossible.}}
**{{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 and allows it to combo earlier and for longer, it makes other followups like down tilt and neutral attack impossible.}}
*{{nerf|Dr. Mario's [[floor attack]]s and [[edge attack]] have decreased base damage (front and back floor attacks: 7% → 6% (both hits), trip floor attack: 5% → 4.3% (both hits), edge attack: 9% → 8.51%). As a result, his floor attacks deal roughly the same damage as Mario's despite the damage multiplier.}}
*{{nerf|Dr. Mario's [[floor attack]]s and [[edge attack]] have decreased base damage (front and back floor attacks: 7 → 6 (both hits), trip floor attack: 5 → 4.3 (both hits), edge attack: 9 → 8.51). As a result, his floor attacks deal roughly the same damage as Mario's despite the damage multiplier.}}
**{{buff|However, Dr. Mario's edge attack still outdamages Mario's version despite its lower base damage, thanks to his attack multiplier.}}
**{{buff|However, Dr. Mario's edge attack still outdamages Mario's version despite its lower base damage, thanks to his attack multiplier.}}


Line 161: Line 146:
**{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed by moves like Ness's [[PSI Magnet]].}}
**{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed by moves like Ness's [[PSI Magnet]].}}
**{{change|Megavitamins bounce higher (bounce speed: 1.4 (min)/1.6 (max) → 1.65/2, restitution: 0.97 → 1).}}
**{{change|Megavitamins bounce higher (bounce speed: 1.4 (min)/1.6 (max) → 1.65/2, restitution: 0.97 → 1).}}
**{{change|It launch at a higher angle ([[361]]° → 65°), and deals more knockback (35 (base)/20 (scaling) → 60/40 (clean), 28 (base)/15 (scaling) → 55/40 (mid), 22 (base)/10 (scaling) → 50/40 (late)), improving its setup potential but hindering its jab reset and edgeguarding potential.}}
**{{change|It launch at a higher angle ([[361]]° → 65°), and deals more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), improving its setup potential but hindering its jab reset and edgeguarding potential.}}
**{{change|Its hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7u/1.7u/1.7u, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.}}
**{{change|Its 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|It deals more hitlag (0.) improving its safety but making it easier to DI/SDI.}}
**{{change|It deals more hitlag (0.6x 1x) improving its safety but making it easier to DI/SDI.}}
**{{change|It does not have a [[flame]] effect unlike Fireball. This makes it capable of hurting Olimar's Red Pikmin, but renders it incapable of instantly detonating explosives.}}
**{{change|It does not have a [[flame]] effect unlike Fireball. This makes it capable of hurting Olimar's Red Pikmin, but renders it incapable of instantly detonating explosives.}}
*[[Super Sheet]]:
*[[Super Sheet]]:
Line 171: Line 156:
**{{change|It has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.}}
**{{change|It 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.}}
**{{change|The reflect box is positioned closer and higher up (Y offset: 6.5 → 8, Z offset: 8 → 6.5), combined with its larger size (6.5u → 7.7u) it has more vertical range, and less horizontal range.}}
**{{change|The reflect box is positioned closer and higher up (y offset: 6.5 → 8, z offset: 8 → 6.5), combined with its larger size (6.5u → 7.7u) it has more vertical range, and less horizontal range.}}
***{{buff|It covers more of Dr. Mario's hurtbox.}}
***{{buff|It covers more of Dr. Mario's hurtbox.}}
**{{buff|Its hitbox has a longer duration (frames 12-14 → 12-16).}}
**{{buff|Its hitbox has a longer duration (12-14 → 12-16).}}
**{{buff|It reflects for slightly longer (frames 9-20 → 9-22).}}
**{{buff|It reflects for slightly longer (9-20 → 9-22).}}
**{{buff|Projectiles reflected by Super Sheet do more damage (1.→ 1.).}}
**{{buff|Projectiles reflected by Super Sheet do more damage (1.5x → 1.6x), making it as strong as {{SSBU|Joker}}'s [[Makarakarn]].}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of several looping hitboxes. However, the angle of the attack remains the same as Mario's on all hitboxes, which makes it launch diagonally upon startup.}}
**{{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.}}
***{{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.}}
**{{change|It has altered hitbox placements.}}
**{{change|It has altered hitbox placements.}}
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**{{nerf|It travels a much shorter distance, making it less effective for recovery.}}
**{{nerf|It travels a much shorter distance, making it less effective for recovery.}}
**{{nerf|Unlike Mario's, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
**{{nerf|Unlike Mario's, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
**{{change|It has a wider array of angles (max angle change: 12° 18°), though this is nullified by the significant distance reduction.}}
**{{change|It has a wider array of angles (max angle change: 12 18), though this is nullified by the significant distance reduction.}}
**{{change|[[Cappy]] does not appear, and it does not produce {{iw|mariowiki|Coin}}s upon contact.}}
**{{change|It does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*[[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 higher percents.}}
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at higher percents.}}
**{{buff|Compared to F.L.U.D.D., Dr. Tornado extends Dr. Mario's recovery, making it significantly more effective to get back on-stage.}}
**{{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, it is less effective at gimping and is worse at stage control.}}
**{{nerf|Due to lacking a powerful windbox that pushes opponents away, it is less effective at gimping.}}
*[[Doctor Finale]]:
*[[Doctor Finale]]:
**{{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|It does not have a flame effect as a result.}}
***{{change|It does not have a flame effect as a result.}}
**{{change|Its hitboxes are longer and thinner, better matching the shape of the capsules.}}
**{{change|Its hitboxes are gradually expanding, better matching the shape of a capsules.}}
***{{nerf|The shorter vertical range of its hitboxes allows for a wider spacing between Megavitamins, making it easier to miss opponents.}}
<!-- size: 16u → 5u/8u/9u/12u/13u (early/front), 4u/6u/9u/10u/12u/13u (early/back), 16u (mid 1, mid 2, mid 3, late) -->
<!-- X offset: 0 → -30—30 -->
<!-- X offset: 0 → -30—30 -->
<!-- Y offset: -3—3 → 0 -->
<!-- Y offset: -3—3 → 0 -->
<!-- Z offset: 0 → -1—1/-1—1/-6—6/-9—9/-10—10 (early/front), -3—3/-4—4/-7—7/-8—8/-9—9/-10—10 (early/back), -10—10 (mid 1, mid 2, mid 3, late) -->
<!-- Z offset: 0 → -1—1/-1—1/-6—6/-9—9/-10—10 (early/front), -3—3/-4—4/-7—7/-8—8/-9—9/-10—10 (early/back), -10—10 (mid 1, mid 2, mid 3, late) -->
***{{nerf|Its hitboxes are gradually expanding.}}
**{{change|It launches at a averaged angle (20°-50° → 28°-36°) and has altered knockback.}}
<!-- size: 16u → 5u/8u/9u/12u/13u (early/front), 4u/6u/9u/10u/12u/13u (early/back), 16u (mid 1, mid 2, mid 3, late) -->
**{{change|It launches at an averaged angle (20°-50° → 28°-36°) and has altered knockback.}}
<!-- forward hit angle front: 23°/50° → 34° (early), 36° (mid 1), 30° (mid 2, mid 3, late) -->
<!-- forward hit angle front: 23°/50° → 34° (early), 36° (mid 1), 30° (mid 2, mid 3, late) -->
<!-- back hit angle: back: 20°/48° → 30° (early, mid 1), 28° (mid 2, mid 3, late) -->
<!-- back hit angle: back: 20°/48° → 30° (early, mid 1), 28° (mid 2, mid 3, late) -->
<!-- base knockback: 25 (early), 20/15 (mid), 10/5 (late) → 35/40 (early, mid 1), 18/22 (mid 2), 16/20 (mid 3), 14/18 (late) -->
<!-- base knockback: 25 (early), 20/15 (mid), 10/5 (late) → 35/40 (early, mid 1), 18/22 (mid 2), 16/20 (mid 3), 14/18 (late) -->
<!-- knockback scaling: 40 (early), 90/100 (mid), 120/130 (late) → 70 (early), 110 (mid 1), 120 (mid 2, mid 3), 130 (late) -->
<!-- knockback scaling: 40 (early), 90/100 (mid), 120/130 (late) → 70 (early), 110 (mid 1), 120 (mid 2, mid 3), 130 (late) -->
**{{nerf|It deals higher base damage per hit (2/2.5/3 → 3/3.2/3.4/3.6 (front), 2.3/2.5/2.6/2.8 (back))<!-- early/mid/late → early/mid 1/mid 2 and 3/late -->, but has longer gaps between hits (7 frames → 9) and a shorter duration (frames 65-224 → 65-214 (front), 79-214 (back)). As a result, it only hits 17 times instead of 24, and despite using a damage multiplier, the maximum damage it deals is significantly reduced (74% → 65.3856%).}}
**{{buff|The front Megavitamin deals more base damage per hit than the back Megavitamin (2/2.5/3 → 3/3.2/3.4/3.6 (front), 2.3/2.5/2.6/2.8 (back)), increasing it overall.}}
<!-- early/mid/late → early/mid 1/mid 2 and 3/late -->
***{{nerf|However, it has longer gaps between hits (7 frames → 9) and a shorter duration (frames 65-224 → 65-214 (front), 79-214 (back)). As a result, it hits only 17 times instead of 24, causing the move to deal less damage overall despite using a damage multiplier (maximum damage: 74% → 65.3856%).}}


===Misc.===
===Misc.===
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Dr. Mario was previously a poorly regarded character in ''SSB4'' due to a large combination of factors, including his lackluster mobility and short range granting him a poor neutral game, as well as his abysmal recovery and limited combo game, the latter especially compared to [[Mario (SSB4)|his regular incarnation]]. Likely due to these factors, Dr. Mario has been buffed in the transition to ''Ultimate'', though not enough to raise his standing.
Dr. Mario was previously considered a low tier in ''SSB4'' due to a large combination of factors, including his lackluster mobility and short range granting him a poor neutral game, as well as his abysmal recovery and limited combo game, the latter especially compared to [[Mario (SSB4)|his regular incarnation]]. This was reflected in his tier placement, where he was ranked 49th out of 55 characters. Likely due to these factors, Dr. Mario has been buffed in the transition from ''SSB4'' to ''Ultimate'', though not enough to raise his standing.


One of Dr. Mario's biggest buffs was 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 his previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; [[Dr. Tornado]] has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. Additionally, Dr. Mario has a new [[down aerial]] and [[back throw]]; the former can now meteor smash opponents much like Mario's forward aerial, giving him an option that he notoriously lacked in the previous game. Meanwhile, the latter, albeit losing its collateral hitbox, has gained more knockback, now being among the strongest of its kind and even stronger than Mario's own.
One of Dr. Mario's 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 his previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; [[Dr. Tornado]] has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. Additionally, Dr. Mario has a new [[down aerial]] and [[back throw]]; the former can now meteor smash opponents much like Mario's forward aerial, giving him an option that he notoriously lacked in the previous game. Meanwhile, the latter, albeit losing its collateral hitbox, has gained more knockback, making it now stronger than Mario's own back throw as well as one of the strongest back throws in the game by far.


Dr. Mario's entire special moveset has also seen numerous buffs. [[Megavitamins]] now 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. [[Super Sheet]] has a higher reflection multiplier compared to Mario's Cape, and [[Super Jump Punch]] deals more knockback, making a superior KO move and deadlier [[out of shield]] option. However, Dr. Tornado was buffed significantly; outside of its improved recovery potential, it has gained heavy armor on startup if used on the ground, which makes it useful for tanking through attacks and breaking pressure. Additionally, it deals more damage and knockback, to the point it has gained notoriety for being able to KO offstage effectively at very low percentages; combined with its increased distance, it is now a deadly edgeguarding option. As a result of the improvements to Dr. Tornado, coupled with his revamped down aerial, Dr. Mario's edgeguarding game is now much more powerful in its own right.
Dr. Mario's entire special moveset has also seen bountiful buffs. [[Megavitamins]] now 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. Finally, [[Super Sheet]] has a higher reflection multiplier compared to Mario's Cape, and [[Super Jump Punch]] deals more knockback, making a superior KO move and deadlier [[out of shield]] option. However, Dr. Tornado was buffed significantly: outside of its improved recovery potential, it has gained heavy armor on startup if used on the ground, which makes it useful for tanking through attacks and breaking pressure. Additionally, it deals more damage and knockback, to the point 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. As a result of the improvements to Dr. Tornado, combined with his revamped down aerial, Dr. Mario's edgeguarding game is much more powerful, albeit not as deadly or safe as Mario.


In spite of this, Dr. Mario has received a few nerfs. Most notably, Dr. Mario's already sub-par mobility is slightly worse, given the nerfs to his air speed and jump height; while his mobility otherwise remains largely unaltered from his previous appearance, Dr. Mario is now much slower in comparison to the rest of the cast, especially considering most other fighters have received buffs to their mobility. He also shares some other nerfs with Mario, such as up tilt's hitbox placement adjusted, giving it inferior range in front of and underneath him, and his grabs having increased ending lag, hindering their utility and combos.
In spite of this, Dr. Mario has received a few nerfs. Most notably, Dr. Mario's already sub-par mobility is slightly worse, given the nerfs to his air speed and jump height- While it otherwise remains largely unaltered from his previous appearance, Dr. Mario is now much slower in comparison to the rest of the cast, especially considering most other fighters have received buffs to their mobility. He also shares some other nerfs with Mario, such as up tilt's hitbox placement adjusted, giving it inferior range in front of and underneath him, and his grabs having increased ending lag, hindering their utility and combos.


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 and back throw, he has not been further decloned. He has also received many of the same changes as Mario.
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 down aerial and back throw, he has not been further decloned. He has also received many of the same changes as Mario.


Overall, Dr. Mario's damage-racking potential has increased and his recovery is safer and slightly better overall, though none of his buffs have benefitted him enough to raise his tier list placement significantly. He also retains many of his weaknesses from ''SSB4'', such as short range, poor mobility, and awful recovery, none of which were toned down in game updates. Thus, despite performing better in ''Ultimate'', Dr. Mario has not improved significantly from his appearance in ''SSB4'', which is made more egregious when coupled with the buffs other veterans have received and the introduction of plentiful, more powerful DLC characters Dr. Mario struggles against. Ultimately, despite his buffs, Dr. Mario is worse relative to the cast in ''Ultimate''.
Compared to his appearance in ''SSB4'', Dr. Mario's 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 slightly better in ''Ultimate'', but nowhere close to his ''Melee'' incarnation, where he was a mid tier character. While Dr. Mario has also gained some buffs in updates 7.0.0 and 13.0.0, they haven't improved him enough to raise his tier list placement significantly. Dr. Mario's competitive reception has thus been negative; while he has seen results in the competitive scene from players like {{Sm|Mabel}}, (as well as {{Sm|Locus}}, and {{Sm|Lui$}} before both dropped the character), his overall tournament representation has been poor throughout the game's lifespan, and he is generally regarded as a 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.  


{{SSB4 to SSBU changelist|char=Dr. Mario}}
{{SSB4 to SSBU changelist|char=Dr. Mario}}
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutralname=&nbsp;
|neutral1dmg=2.94%
|neutral1dmg=2.94%
|neutral2dmg=1.764%
|neutral2dmg=1.764%
|neutral3dmg=4.704%
|neutral3dmg=4.704%
|neutraldesc=The {{iw|mariowiki|Punch}} + Punch + {{iw|mariowiki|Kick}} combo from ''{{iw|mariowiki|Super Mario 64}}''. Useful for spacing and comes out quickly. The first and second hits can also jab lock. Additionally, unlike Mario, the close-range hitbox of the first hit can [[jab cancel]] into Super Jump Punch at high percentages for a guaranteed KO confirm.
|neutraldesc=Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first and second hits can jab lock. Based on the {{s|MarioWiki|Punch}} + Punch + {{s|MarioWiki|Kick}} Combo from ''Super Mario 64''.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=&nbsp;
|ftiltdmg=10.584%
|ftiltdmg=10.584%
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge and 209% from center stage.
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=&nbsp;
|utiltdmg=7.4088%
|utiltdmg=7.4088%
|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. It vaguely resembles the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''{{iw|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|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=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=5.88% (foot), 8.232% (leg)
|dtiltdmg=5.88% (foot), 8.232% (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=Sliding ({{ja|スライディング|Suraidingu}})
|dashname=&nbsp;
|dashdmg=11.5248% (clean), 7.056% (late)
|dashdmg=11.5248% (clean), 7.056% (late)
|dashdesc=The {{iw|mariowiki|Slide Kick}} from ''Super Mario 64''. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
|dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]] from ''Super Mario 64''. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (arm)
|fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (arm)
|fsmashdesc=A palm thrust that produces a small burst of 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, KOing at as low as 55% at the ledge and 78% center stage. Its electric properties also make it safer on shield compared to Mario's, especially if spaced.
|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 ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Ear, Nose, and Throat
|usmashdmg={{ChargedSmashDmgSSBU|16.464}}
|usmashdmg={{ChargedSmashDmgSSBU|16.464}}
|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. It's fast, coming out on frame 9, is powerful and its ending lag is only moderate, making it difficult to punish. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge if it hits opponents behind him, although it weakens its potential as an anti-air and punishment tool. Its hitboxes and head intangibility last 1 more frame than Mario's, hitting small opponents on the ground more easily.
|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=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back)
|dsmashdesc=A breakdancing version of the {{iw|MarioWiki|Sweep Kick}} from ''Super Mario 64''. 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. The front hit KOs at around 130%, while the back hit KOs at 106%.
|dsmashdesc=A 360º breakdance {{s|MarioWiki|sweep kick}} from ''Super Mario 64''. 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 ({{ja|ドクターキック|Dokutā Kikku}})
|nairname=Dr. Kick
|nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late)
|nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late)
|nairdesc=A flying kick. It is 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%. It can autocancel in a short hop.
|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 ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairname=Dr. Punch
|fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late)
|fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late)
|fairdesc=An {{iw|wikipedia|overhand|boxing}}. Unlike Mario's version, it does not have a meteor smash hitbox. It is the slowest of his aerials, coming out at frame 16 and having high ending lag 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.
|fairdesc=Throws an {{iw|wikipedia|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=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late)
|bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late)
|bairdesc=A {{iw|wikipedia|dropkick}}. Comes out quickly, autocancels in a short hop fast fall 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.
|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=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|11.9952}}
|uairdmg={{ShortHopDmgSSBU|11.9952}}
|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, and can autocancel in a short hop fast fall. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage.
|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! ({{ja|全力メテオキック|Zen Ryoku Meteo Kikku}}, ''Full Power Meteor Kick'')
|dairname=CLEAR!
|dairdmg={{ShortHopDmgSSBU|14.112}}
|dairdmg={{ShortHopDmgSSBU|14.112}}
|dairdesc=A double foot stomp. While it has noticeable startup, it deals consistent damage and can powerfully [[meteor smash]] opponents when hitting with the sweetspot on his legs. It has a sourspot on his hips, which instead launches away with strong knockback. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado. It can autocancel in a short hop and is decently quick for a meteor smash, coming out at frame 14.
|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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Has average range and above-average speed.
|grabdesc=Reaches out. Has average range and above average speed.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=1.5288%
|pummeldmg=1.5288%
|pummeldesc=A headbutt. It retains its average speed, while being stronger than Mario due to his damage multiplier.
|pummeldesc=Headbutts the opponent. Moderately fast.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname=&nbsp;
|fthrowdmg=9.408%
|fthrowdmg=9.408%
|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 190% at the edge of Final Destination, which is about 10% earlier.
|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=Airplane Throw ({{ja|ヒコーキ投げ|Hikōki Nage}})
|bthrowname=&nbsp;
|bthrowdmg=12.936%
|bthrowdmg=12.936%
|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, and even from center stage can generally secure KOs around the 150-160% range.
|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=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname=&nbsp;
|uthrowdmg=8.232%
|uthrowdmg=8.232%
|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 225% on Final Destination, which is about 5% earlier than Mario's up throw. Due to its new animation, it heavily resembles the Upward {{iw|mariowiki|Cap Throw}} from ''{{iw|mariowiki|Super Mario Odyssey}}''.
|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 ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowname=Hospital Bed
|dthrowdmg=5.88%
|dthrowdmg=5.88%
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for initiating aerial combos. It even has KO setups into up aerial, forward aerial, back aerial, Super Jump Punch and Dr. Tornado, although the latter four followups are reliant on reading the opponent.
|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 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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7.056%
|floorfdmg=7.056%
|floorfdesc=Punches behind himself and then in front of himself while getting up.
|floorfdesc=Punches on both sides, then gets up. Identical to Mario's.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7.056%
|floorbdmg=7.056%
|floorbdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up.
|floorbdesc=Sweepkicks, then gets up. Identical to Mario's.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5.0568%
|floortdmg=5.0568%
|floortdesc=Performs a side kick behind himself and then in front of himself while getting up.
|floortdesc=Sweepkicks, then gets up. Identical to Mario's.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10.00776%
|edgedmg=10.00776%
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|nsname=Megavitamins
|nsname=Megavitamins
|nsdmg=5.88% (early), 4.704% (late)
|nsdmg=5.88% (early), 4.704% (late)
|nsdesc=Throws a {{iw|mariowiki|Megavitamin}}. Useful approach and pressure option. Unlike [[Fireball]], it cannot be absorbed, bounces on a different trajectory, and lacks a [[flame]] effect. It launches opponents slightly upward, which can potentially set up a combo. At higher percents, it can even set up for a KO confirm if timed correctly.
|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=8.232%, 1.6× (reflection)
|ssdmg=8.232%, 1.6x times the reflected projectile
|ssdesc=Flips a white sheet upward. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]]. Compared to Mario's version, Dr. Mario's Super Sheet has slightly increased vertical reach in exchange for slightly lower horizontal reach, and has a longer hitbox and reflecting duration along with a higher reflection multiplier. In essence, it is better for reflection in exchange for bringing less utility.
|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=14.112% (clean), 7.056% (late)
|usdmg=14.112% (clean), 7.056% (late)
|usdesc=A jumping uppercut. Unlike Mario's (which deals multiple hits), Dr. Mario's version consists of a powerful main hit that hits once, with a weaker late hit. 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. KOs at 124% from center stage.
|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=1.8816% (hits 1-6), 3.528% (final hit)
|dsdmg=1.8816% (hits 1-6), 3.528% (final hit)
|dsdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Can hit up to seven times, with the final hit sending opponents diagonally. The grounded version grants Dr. Mario 10% [[armor]] during frames 2-9. 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, allowing it to extend Dr. Mario's recovery, although it only grants aerial distance once before landing. 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.
|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=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back)
|fsdmg=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back)
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins, which trap and repeatedly damage any opponents in their path. Compared to [[Mario Finale]], the front Megavitamin deals more damage than the back Megavitamin, and the Megavitamins don't deal flame damage.
|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. Unlike Mario Finale, the front Megavitamin deals more damage than the back Megavitamin.
}}
}}
===Stats===
{{Attributes
|weight    = 98
|rweight    = 33-36
|cast      = 89
|dash      = 1.5375712
|rdash      = 82
|run        = 1.397792
|rrun      = 82
|walk      = 0.917301
|rwalk      = 67
|trac      = 0.106
|rtrac      = 50-54
|airfric    = 0.011472
|rairfric  = 39
|air        = 0.9238784
|rair      = 77
|baseaccel  = 0.007648
|rbaseaccel = 58
|addaccel  = 0.053536
|raddaccel  = 58
|gravity    = 0.087
|rgravity  = 54-56
|fall      = 1.5
|rfall      = 58-61
|ff        = 2.4
|rff        = 57-59
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 30.8805
|rjumpheight= 61
|djump      = 27.785184
|rdjump    = 83
|shorthop  = 13.414592
|rshorthop  = 75
}}
Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.7942, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.7648.
===[[Announcer]] calls===
<gallery>
Dr. Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Dr. Mario French Announcer SSBU.wav|French
Dr. Mario German Announcer SSBU.wav|German
Dr. Mario Italian Announcer SSBU.wav|Italian
Dr. Mario Russian Announcer SSBU.wav|Russian
Dr. Mario Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*[[Megavitamins]] fall to the ground, and Dr. Mario appears when they recede. Based on a Megavitamin chain from ''{{iw|mariowiki|Dr. Mario|game}}''.
*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
Line 400: Line 335:
===[[Taunt]]s===
===[[Taunt]]s===
*'''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, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
*'''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 344:


===[[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.
*Pounds his fist into his palm.
<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>


Line 454: Line 389:


===[[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:''' Flourishes his stethoscope around himself.
*'''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, places a hand on his chin, and then looks at the screen while contemplatively rubbing his chin.
*'''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 ''{{iw|mariowiki|Super Mario Bros.}}'']]
[[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 399:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
In the early metagame, opinions on Dr. Mario remained largely the same as it was in ''Smash 4''. Although his power, out-of-shield options, and damage-racking capabilities were improved in the transition to ''Ultimate'', his sluggish speed, atrocious recovery, and mediocre range indicated that his worst weaknesses were still largely unaddressed, leaving him with poor matchups against characters such as {{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Lucina}}. Although players such as {{Sm|Lui$}}, {{Sm|Locus}}, and {{Sm|Oryon}} saw success with the characters, most would either drop the character or relegated him to a secondary, worsening his poor representation. As a result, most players, including {{Sm|Dark Wizzy}} and {{Sm|Mr.R}}, viewed Dr. Mario as a low tier, with some going as far as to say the character was one of the worst characters in the game.
 
Despite the negative perception, however, Dr. Mario still saw glimpses of success thanks to the efforts of dedicated mains, including {{Sm|Tsumusuto}} in Japan and {{Sm|Mabel}} during the online metagame. Furthermore, Dr. Mario received buffs in subsequent patches that improved his combo and punish games. This left his true viability up to debate, with players such as {{Sm|Nairo}} and {{Sm|Leffen}} believing the character was potentially mid-tier, while other players maintained the character was low tier, due to improvements to other characters and the introductions of {{SSBU|Min Min}}, {{SSBU|Steve}}, and {{SSBU|Sephiroth}}. Nevertheless, although Dr. Mario's perception has improved since the early metagame, he is unanimously agreed to be inferior to {{SSBU|Mario}}.
 
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Dr. Mario players (SSBU)]]''
''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.''


*{{Sm|JaZaR|Mexico}} - The best Dr. Mario player in the world since 2023 and the second Dr. Mario player to be ranked on a global ranking, at 144th on the [[LumiRank 2023]]. He is known for his consistent strong performances as Mexican regionals, including winning {{Trn|Laguna Championship 2023}} and placing 3rd at {{Trn|Xcution Summit II}} defeating {{Sm|Skyjay}}. He also has some of Dr. Mario's best major performances, including 13th at {{Trn|Delfino Maza 2023}} and 25th at {{Trn|Smash Factor X}} and {{Trn|S Factor 11}}.
''See also: [[:Category:Dr. Mario professionals (SSBU)]]''
*{{Sm|Lui$|USA}} - The first notable and successful Dr. Mario player in competitive play who primarily played the character in the game's early months. He is known for placing 33rd at {{Trn|GENESIS 6}} with solo-Dr. Mario, 17th at {{Trn|Smash 'N' Splash 5}} with mostly Dr. Mario, and 33rd at {{Trn|Frostbite 2019}} using Dr. Mario to defeat {{Sm|ESAM}}. He eventually dropped Dr. Mario for other characters.
*{{Sm|Meowscarada|USA}} - The best Dr. Mario player in the United States' online metagame. They placed highly at several online events such as 2nd at {{Trn|Frame Perfect Series 2: ONLINE}} and 7th at {{Trn|Smash Out Breast Cancer}}, and was ranked 37th on the [[Wi-Fi Warrior Rank v6]]. Although their activity has largely been in-region in the post-online metagame, they nonetheless have seen strong results, such as placing 2nd at {{Trn|Ignition 300}} defeating some of the Midwest's best players including {{Sm|skittles}} and {{Sm|Ikan}}. They are currently inactive.
*{{Sm|Oryon|France}} - Although more known for his {{SSBU|Wolf}}, he also played Dr. Mario from 2019 to 2021 and was considered the best Dr. Mario player in Europe. He placed 5th at {{Trn|VCA 2021}} playing mostly Dr. Mario, and has also placed 5th at {{Trn|Syndicate 2019}}, 9th at {{Trn|Albion 4}}, and 13th at {{Trn|GENESIS 8}} using Dr. Mario in notable bracket games and sets. He has since dropped Dr. Mario for other secondaries.
*{{Sm|Shissho|Japan}} - The second-best Dr. Mario player in Japan. He is best known for winning {{Trn|KOWLOON 1}} over {{Sm|Paseriman}} and {{Sm|Munekin}}, the largest tournament won by a Dr. Mario player. In addition, he has also seen success at majors despite being inconsistent, including placing 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Maesuma TOP 10}}.
*{{Sm|Tsumusuto|Japan}} - The best Dr. Mario player of all-time and the definitive best Dr. Mario player from mid-2019 to 2022. He remains the only Dr. Mario player who has ever finished top 8 at a major, placing 3rd at {{Trn|Maesuma TOP 9}} after defeating {{Sm|Shirayuki}} and {{Sm|Shogun}}. He had placed well at many other majors, including 9th at both {{Trn|Sumabato SP 5}} and {{Trn|Sumabato SP 6}}. He was ranked 115th on the [[OrionRank Ultimate: Eclipse]], the highest ranking yet for a Dr. Mario player.


===Tier placement and history===
*{{Sm|Lui$|USA}} (#39) - The best Dr. Mario player in the world during early metagame but has since dropped him in favor of {{SSBU|Palutena}} and {{SSBU|Fox}}. Placed 9th at {{Trn|Super Splat Bros}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 33rd at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}} with wins over {{Sm|ESAM}}, {{Sm|Sparg0}}, and {{Sm|varun}}. Previously ranked 1st on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]] when he mained Dr. Mario.
In the early metagame, opinions on Dr. Mario remained largely the same as they were in ''Super Smash Bros. 4''. Although his power, out of shield options, and damage-racking capabilities were improved in the transition to ''Ultimate'', his sluggish speed, poor recovery, and mediocre range indicated that his worst weaknesses were still largely unaddressed, leaving him with poor matchups against characters such as {{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Lucina}}. Although players such as {{Sm|Lui$}}, {{Sm|Locus}}, and {{Sm|Oryon}} saw success with Dr. Mario, most would either drop him or relegate him to a secondary, worsening his poor representation. As a result, most players, including {{Sm|Dark Wizzy}} and {{Sm|Mr.R}}, viewed Dr. Mario as a bottom tier, with the collective unanimous opinion being that he was one of the worst characters in the game.
*{{Sm|Mabel|USA}} - The best Dr. Mario player online. Placed 7th at {{Trn|Smash Out Breast Cancer}}, 13th at {{Trn|The Box: El Jugo Box}}, and 17th at {{Trn|Ultimate 32}} with wins over players such as {{Sm|LeoN}}, {{Sm|WaDi}}, and {{Sm|Mr. E}}. Currently ranked 13th on the [[Chicago 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|Syndicate 2019}} and {{Trn|VCA 2021}}, 7th at {{Trn|VCA 2019}}, and 9th at {{Trn|Albion 4}} with wins over players such as {{Sm|PeW}}, {{Sm|Neeroz}}, and {{Sm|Jeda}}.
Despite this negative perception, however, Dr. Mario still saw glimpses of success thanks to the efforts of dedicated mains, including {{Sm|Tsumusuto}} in Japan, {{Sm|JaZaR}} in Mexico, and {{Sm|Mabel}} during the online metagame. Furthermore, Dr. Mario received buffs from game updates that improved his combo and punish games. This left his true viability up to debate, with players such as {{Sm|Nairo}} and {{Sm|Leffen}} believing Dr. Mario was potentially a viable character, while other players maintained that he was still an unviable fighter due to improvements to other fighters, as well as the introductions of {{SSBU|Min Min}}, {{SSBU|Steve}}, and {{SSBU|Sephiroth}}. Nevertheless, Dr. Mario's perception has slightly improved since the early metagame, although he is unanimously agreed to be inferior to {{SSBU|Mario}}.
*{{Sm|Shissho|Japan}} - Placed 2nd at {{Trn|Shulla-bra SP 7}}, 3rd at {{Trn|Shulla-bra SP 5}}, 4th at {{Trn|Shulla-bra SP 6}}, and 7th at {{Trn|Sumabato SP 12}} with wins over players such as {{Sm|Ri-ma}} and {{Sm|Parme}}. Currently ranked 85th on the [[Japan Player Rankings]].
 
*{{Sm|Tsumusuto|Japan}} - The best Dr. Mario player in the world. Placed 1st at {{Trn|Sumabato SP 20}}, 2nd at {{Trn|Sumabato SP 22}}, 3rd at {{Trn|Sumabato SP 21}}, 4th at {{Trn|Karisuma SP 6}}, 7th at both {{Trn|Sumabato SP 9}} and {{Trn|Sumabato SP 18}}, 9th at both {{Trn|Sumabato SP 6}} and {{Trn|Sumabato SP 16}} with wins over players such as {{Sm|Gackt}} and {{Sm|Etsuji}}. Currently ranked 41st on the [[Japan Player Rankings]].
While Doctor Mario's perception has risen, with most players not considering him to be a definitive bottom tier anymore, he is still widely considered a low tier and seen as an unviable character. Doctor Mario has not made any notable impact in the current meta, with there only being a few respectable placements by JaZaR in recent times, thus there has not warranted a justified principle for considering him to possess any viability in the current meta. The first tier list reflects this, as Dr. Mario was ranked just above the likes of {{SSBU|King Dedede}}, {{SSBU|Little Mac}}, and {{SSBU|Ganondorf}}, with him being ranked at 79th. He would rise one spot to 78th on the second and current tier list, but this is likely due to the decline of {{SSBU|King K. Rool}}, as he now falls below the doctor.


=={{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.]]
In reference to the three viruses, [[mariowiki:Virus|Fever, Chill, and Weird]], Dr. Mario's opponents are trios consisting of red, blue, and yellow alternates of a particular fighter.
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" style="text-align:center"
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|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}} {{SSBU|R.O.B.}} Team||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''||
|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}} {{SSBU|R.O.B.}} Team||{{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}} {{SSBU|Wario}} Team||[[Luigi's Mansion]]||''{{SSBUMusicLink|Other|Tetris: Type A}}''||Possibly references his rivalry with Wario in ''{{iw|mariowiki|Dr. Mario 64}}'', as well as Wario's bad diet and hygiene in the ''{{iw|mariowiki|WarioWare|series}}'' series. The music that plays references how ''{{b|Dr. Mario|game}}'' and ''{{iw|harddroptetriswiki|Tetris}}'' have similar gameplay, being both puzzle games that involve moving blocks. The use of Luigi's Mansion could be a reference to how in previous games, "Tetris: Type A" is one of the songs that can play on the stage.
|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}} {{SSBU|Wario}} Team||[[Luigi's Mansion]]||''{{SSBUMusicLink|Other|Tetris: Type A}}''||References his rivalry with Wario in ''Dr. Mario 64'', as well as Wario's bad diet and hygiene in the ''WarioWare'' series.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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|}
|}


Note: Every stage plays a track related to Dr. Mario or from the {{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.-->
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.
Line 541: Line 474:
|''{{SSBUMusicLink|Super Mario Bros.|Fever}}''
|''{{SSBUMusicLink|Super Mario Bros.|Fever}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
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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|[[Taunt]]ing on [[Mario Galaxy]].
SSBUWebsiteDrMario2.jpg|[[Taunting]] on [[Mario Galaxy]].
SSBUWebsiteDrMario3.jpg|Hitting {{SSBU|Link}} with his [[forward smash]] on [[New Pork City]].
SSBUWebsiteDrMario3.jpg|Attacking {{SSBU|Link}} with his [[forward smash]] on [[New Pork City]].
SSBUWebsiteDrMario4.jpg|Jumping on [[Mushroomy Kingdom]].
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 [[PictoChat 2]].
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|Using [[Doctor Finale]] on [[Wii Fit Studio]] against {{SSBU|Toon Link}}, {{SSBU|Wii Fit Trainer}} and {{SSBU|King Dedede}}.
DrMarioSSBUDoctorFinale.png|Performing [[Doctor Finale]] on [[Wii Fit Studio]].
</gallery>
</gallery>


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==Trivia==
==Trivia==
*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}}, {{SSBU|Terry}}, and {{SSBU|Sephiroth}} (who do not appear in any spirit battles at all for that matter).
*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 each other in ''Ultimate''.
*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 each other in ''Ultimate''.
*During {{SSBU|Luigi}}'s character showcase trailer, [[Super Sheet]] uses [[Cape]]'s animation instead of its new animation. Additionally, the sheet is unanimated and is attached to Dr. Mario's left arm.
*Dr. Mario, {{SSBU|Pichu}}, and {{SSBU|Young Link}} are the only non-Echo Fighters who are full clones.
*''Ultimate'' is the first ''Super Smash Bros.'' game where he is not holding a Megavitamin in his official art.
*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. In ''Super Smash Bros. Melee'', Dr. Mario was a late development addition to pad out the roster. In ''Smash 4'', Dr. Mario was originally going to be an {{SSB4|alternate costume}} of {{SSB4|Mario}}, but remained a clone as a last minute decision in order to appeal to his fanbase from ''Melee''.
*''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. In ''Melee'', Wario was originally going to be playable but was replaced by Dr. Mario since he would be faster to develop. In ''Smash 4'', he was originally going to be an alternate costume of Mario, but was separated into his own character at the last second.
*Like in ''Melee'' and ''Smash for 3DS'', Dr. Mario can be unlocked by playing Classic Mode as 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 KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Dr. Mario uses one of his heavy knockback voice clips rather than his standard KO voice clip. He shares this trait with Mario and all vocal DLC fighters except for {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Byleth}}'s Japanese voice.
*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. Mario's down aerial was named Bone Drill, the name used for his down aerial from previous games. 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.
*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 technically has the second most victory screens of any fighter behind {{SSBU|Joker}}. 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 (namely, only the first two are, and the two he pulls out next are the same colors as the first two), totaling up to 81 combinations. When the other two are added, Dr. Mario has 83 victory screens.
*Dr. Mario's section in the Sound Test is 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.
*Dr. Mario's section in the Sound Test is 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.
**Unlike Mario, Dr. Mario's Star KO voice clip is listed before his heavy knockback voice clips rather than after after them, matching the order of the other base roster characters excluding {{SSBU|Pikachu}} and {{SSBU|Roy}}.
**Unlike Mario, Dr. Mario's Star KO voice clip is listed before his heavy knockback voice clips rather than after after them, matching the order of the other base roster characters excluding Pikachu and Roy.
**The voice clips of Dr. Mario's forward aerial, back throw, double jump, [[Doctor Finale]], and [[Home-Run Bat]] swing are omitted despite Dr. Mario using them in-game.
**Interestingly, the voice clips of Dr. Mario's forward aerial, back throw, midair jump, Final Smash, and Home-Run Bat swing are omitted despite Dr. Mario using them in-game.
*Dr. Mario is the only character with custom [[equipment]] incorporated into his attributes.
*Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes.
*Dr. Mario is the only playable fighter in ''Super Smash Bros. Ultimate'' to never appear in an animated trailer.


==References==
==References==
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{{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)]]

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