Editing Dr. Tornado
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In ''Smash 4'', Dr. Tornado deals less damage but has more knockback on the last hit, giving it decent KO potential at high percents. It is also harder to break out of and has a much longer duration, while also having more range at startup. It has slightly more startup than before but is noticeably easier to mash, making it easier to use for recovery. It has more horizontal recovery distance but has significantly less vertical distance. It now also has transcendent priority on the last hit, but not on the looping hits. | In ''Smash 4'', Dr. Tornado deals less damage but has more knockback on the last hit, giving it decent KO potential at high percents. It is also harder to break out of and has a much longer duration, while also having more range at startup. It has slightly more startup than before but is noticeably easier to mash, making it easier to use for recovery. It has more horizontal recovery distance but has significantly less vertical distance. It now also has transcendent priority on the last hit, but not on the looping hits. | ||
In ''Ultimate'', Dr. Tornado now hits seven times instead of five, and deals increased damage and knockback, making the move infamous for reliably KOing at significantly earlier percentages off-stage (the move is a kill confirm out of down throw akin to Luigi's variant, though every character that isn't a heavyweight can avoid this with outwards DI and it doesn't work at all on [[Fox]]). Additionally, Dr. Mario now gets 10% worth of percentage-based [[heavy armor]] from frames 2-10 when initiated on the ground, and the move is marginally better for recovery as it gives him increased vertical distance and has decreased ending lag. | In ''Ultimate'', Dr. Tornado now hits seven times instead of five, and deals increased damage and knockback, making the move infamous for reliably KOing at significantly earlier percentages off-stage (the move is a kill confirm out of down throw akin to Luigi's variant, though every character that isn't a heavyweight can avoid this with outwards DI and it doesn't work at all on [[Fox]]). Additionally, Dr. Mario now gets 10% worth of percentage-based [[heavy armor]] from frames 2-10 | ||
when initiated on the ground, and the move is marginally better for recovery as it gives him increased vertical distance and has decreased ending lag. | |||
==Instructional quotes== | ==Instructional quotes== |