Dr. Mario (SSB4): Difference between revisions
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However, a multiplier is also applied to almost the entirety of Dr. Mario's moveset: aside from his up tilt, forward aerial, clean back aerial, down aerial, up special and down special, a multiplier (1.12×) is applied to the remainder of Dr. Mario's attacks.<ref name="DamageMultiplier"/> This results in him being noticeably more efficient at KOing in comparison to Mario, as his smash attacks, clean forward aerial, clean back aerial and clean [[Super Jump Punch]] are all excellent KOing options. Like his normal self, Dr. Mario has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is the fifth fastest in the game. As a result, Dr. Mario is difficult to [[Punishment|punish]] and, when coupled with his above-average damage output, very effective at punishing. | However, a multiplier is also applied to almost the entirety of Dr. Mario's moveset: aside from his up tilt, forward aerial, clean back aerial, down aerial, up special and down special, a multiplier (1.12×) is applied to the remainder of Dr. Mario's attacks.<ref name="DamageMultiplier"/> This results in him being noticeably more efficient at KOing in comparison to Mario, as his smash attacks, clean forward aerial, clean back aerial and clean [[Super Jump Punch]] are all excellent KOing options. Like his normal self, Dr. Mario has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is the fifth fastest in the game. As a result, Dr. Mario is difficult to [[Punishment|punish]] and, when coupled with his above-average damage output, very effective at punishing. | ||
Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only marginally slower than Mario's, his higher overall damage output and overall slower movement speed make him much better suited to a bait and punish playstyle, instead of the healthy | Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only marginally slower than Mario's, his higher overall damage output and overall slower movement speed make him much better suited to a bait and punish playstyle, instead of the healthy balance of offense and defense that his normal self is effective at using. Dr. Mario's combo game is less varied and consistent compared to his normal self's. Despite this, his combos deal respectable damage in spite of their short lengths, similarly to {{SSB4|Ike}}'s. | ||
He also shares two useful combo starters with Mario, thanks to said moves being modified since ''Melee''. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a mix-up with KO potential at high percentages, but requires precise timing. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even makes it a situational KOing option at very high percentages. | He also shares two useful combo starters with Mario, thanks to said moves being modified since ''Melee''. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a mix-up with KO potential at high percentages, but requires precise timing. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even makes it a situational KOing option at very high percentages. | ||
Outside of these moves, Dr. Mario's neutral attack is decent at [[jab cancel]]ing, | Outside of these moves, Dr. Mario's neutral attack is decent at [[jab cancel]]ing, although it is slightly less effective at such in comparison to Mario's. However, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions. | ||
Dr. Mario possesses a decent grab game. Although his overall grab is range is average, each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game. Forward throw is useful for initiating [[Edge-guarding|edge-guards]], whereas back throw is a viable KOing option at high percentages. Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into a [[reverse aerial rush]]ed back aerial at low percentages, and | Dr. Mario possesses a decent grab game. Although his overall grab is range is average, each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game. Forward throw is useful for initiating [[Edge-guarding|edge-guards]] and can even be used for set-ups at low percentages, whereas back throw is a viable KOing option at high percentages. Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial from low to medium percentages. It can also combo into up smash, down aerial and a [[reverse aerial rush]]ed back aerial at low percentages, and even has forward aerial and Super Jump Punch as mix-ups at high percentages. However, up smash is only effective at 0%-10% against characters with above-average falling speeds and/or large hurtboxes, whereas the latter four follow-ups require [[Mindgame#Predicting|hard reads]]. | ||
Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox can be used for edge-guarding. Back aerial is also fast, [[Auto-canceling|auto-cancels]] with a short hop, and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind, which results in it being lethal when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d against opponents that are near the edge. | Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox can be used for edge-guarding. Back aerial is also fast, [[Auto-canceling|auto-cancels]] with a short hop, and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind, which results in it being lethal when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d against opponents that are near the edge. | ||
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|dtiltname= | |dtiltname= | ||
|dtiltdmg=5.6% (foot), 7.84% (body) | |dtiltdmg=5.6% (foot), 7.84% (body) | ||
|dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to its variety of follow-ups at varying percentages. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks and Super Jump Punch at 0%-20%; up tilt and short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. However, it has short range. | |dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to its variety of follow-ups at varying percentages. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks and Super Jump Punch at 0%-20%; up tilt and short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a mix-up at high percentages, but it requires a hard read. However, it has short range. | ||
|dashname= | |dashname= | ||
|dashdmg=8.96% (clean), 6.72% (late) | |dashdmg=8.96% (clean), 6.72% (late) | ||
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|dthrowname= | |dthrowname= | ||
|dthrowdmg=5.6% | |dthrowdmg=5.6% | ||
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It has average base knockback and low knockback scaling, which make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial at low percentages, and into up aerial | |dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It has average base knockback and low knockback scaling, which make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and [[Dr. Tornado]] at low percentages, and into up aerial and [[reverse aerial rush]]ed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as mix-ups at high percentages, but they also require hard reads. In comparison, its only reliable grounded combo is into up smash, which is effective at 0%-10% and only against characters with above-average falling speeds and/or large hurtboxes. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7.84% | |floorfdmg=7.84% |