Super Smash Bros. Ultimate

Dr. Mario (SSBU): Difference between revisions

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*Have Dr. Mario join the player's party in [[World of Light]].
*Have Dr. Mario join the player's party in [[World of Light]].
With the exception of the third method, Dr. Mario must then be defeated on [[New Donk City Hall]].
With the exception of the third method, Dr. Mario must then be defeated on [[New Donk City Hall]].
==Attributes==
Dr. Mario is a small [[weight|middleweight]] with subpar mobility, having the sixty-second fastest [[walk|walking speed]], seventy-first fastest [[dashing|dashing speed]], seventieth fastest [[air speed]], poor [[air acceleration]], tying for the forty-ninth through fifty-first fastest [[falling speed]], tying for the forty-seventh through forty-ninth fastest [[fast fall|fast falling speed]], having average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are inferior to Mario's, and renders him with sluggish movement, depsite his increased walking and dashing speeds.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==

Revision as of 21:42, December 23, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Dr. Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dr. Mario.
Dr. Mario
in Super Smash Bros. Ultimate
Dr. Mario SSBU.png
MarioSymbol.svg
Universe Mario
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Doctor Finale
Dr. Mario (SSBU)
He has more attack and launch power than Mario, but his jump and recovery is not as good. Pro tip: You can repeatedly press the B button when using his down special, Dr. Tornado, to float a bit!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Dr. Mario (ドクターマリオ, Doctor Mario) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed as playable on June 12th, 2018. Dr. Mario is classified as fighter #18.

As in Smash 4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Dr. Mario in Ultimate.

How to unlock

Complete one of the following:

  • Play VS. matches, with Dr. Mario being the 62nd character to be unlocked.
  • Clear Classic Mode with Mario or any character in his unlock tree, being the seventh character in his unlock tree after Roy.
  • Have Dr. Mario join the player's party in World of Light.

With the exception of the third method, Dr. Mario must then be defeated on New Donk City Hall.

Attributes

Dr. Mario is a small middleweight with subpar mobility, having the sixty-second fastest walking speed, seventy-first fastest dashing speed, seventieth fastest air speed, poor air acceleration, tying for the forty-ninth through fifty-first fastest falling speed, tying for the forty-seventh through forty-ninth fastest fast falling speed, having average gravity and traction, and below-average jump force. As a result of these traits, Dr. Mario's approach and recovery are inferior to Mario's, and renders him with sluggish movement, depsite his increased walking and dashing speeds.

Changes from Super Smash Bros. 4

Dr. Mario has been overall buffed in Ultimate. His damage output has been increased substantially throughout his moveset, now being able to rack up damage far more reliably than in Smash 4. His recovery, while still being rather lackluster, has nevertheless improved slightly; his Doctor Tornado has less ending lag, allowing him to act out of it sooner, and the re-addition of directional air dodges gives him another option to possibly extend his recovery. Dr. Mario has received a few nerfs, however, with one of them being a small decrease to his already sub-par mobility, given the nerfs to his air speed and jump height.

Although Dr Mario's attack animations are very similar to Mario's, he is not classified as an Echo Fighter, due to drastic differences in his physical attributes and overall performance.

Aesthetics

  • Change As with all veterans returning from Smash 4, Dr. Mario's model features a more subdued color scheme. Like Mario, his hair and clothing now feature simple detailing, with his head mirror's headband reverting back to a cordovan brown from his design in Super Smash Bros. Melee, instead of a dark taupe gray.
  • Change The inside of Dr. Mario's pants are now slate grey instead of white.
  • Change Dr. Mario has a new idle animation with less exaggerated bouncing. It no longer reverts to Mario's idle when holding an item.
  • Change Dr. Mario's helpless animation is altered slightly, with his body faced more towards the screen.
  • Change The victory animation where Dr. Mario rubs his chin now has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.
  • Change The victory animation where Dr. Mario throws Megavitamins now has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.
  • Change The victory animation where Dr. Mario poses with his stethoscope is now more exaggerated.

Attributes

  • Buff Like all characters, Dr. Mario's jumpsquat animation now takes three frames to complete (down from 5).
  • Change Dr Mario's attributes have been adjusted relative to Mario's. He now has attributes as if he was Mario with +22 attack and -65 speed equipment (SSB4)
    • Buff Dr. Mario dashes slightly faster (1.3312 → 1.397792).
    • Buff Dr. Mario's initial dash is faster (1.3312 → 1.936).
    • Buff Dr. Mario walks slightly faster (0.9152 → 0.917301).
    • Nerf Dr. Mario's air speed is slower (0.9292 → 0.9238784).
    • Nerf Dr. Mario jumps lower.

Ground attacks

  • Neutral attack:
    • Buff Jab deals more damage (2.8% → 2.9% (hit 1), 1.68% → 1.7% (jab 2), 4.48% → 4.7% (hit 3)).
    • Buff Jab was reverted to match Mario's, meaning that it can now jab lock.
    • Buff The last hit of neutral attack comes out faster and goes higher. These changes allow it to connect better from the first two hits.
  • Buff All tilt attacks deal more damage (7.84% → 8.2% (forward tilt), 7.056% → 7.4% (up tilt), 5.6%/7.84% → 5.8/8.2% (down tilt), 8.96%/6.72% → 11.5%/7% (dash attack (clean/late))).
  • Up tilt:
    • Change Up tilt has more base knockback, decreasing its combo potential but increasing its kill power.
  • Down tilt:
    • Nerf Down tilt has more base knockback and a more horizontal launch angle, lowering its combo potential.
  • Dash attack:
    • Buff Dash attack travels further.
    • Nerf Dash attack has an altered animation that no longer lowers Dr. Mario's hurtbox, which prevents him from sliding under certain attacks unlike his previous dash attack.
  • Buff All smash attacks deal significantly more damage (19.04%/15.68% → 20.9%/17.2% (forward smash), 15.68% → 16.4% (up smash), 11.2%/13.44 → 11.7%/14.1% (down smash (hit 1/hit 2))).
  • Forward smash:
    • Change The electricity produced from Dr. Mario's forward smash is now magenta/lavender instead of light blue. That electricity also stems out from the player being hit with his forward smash.
    • Buff Forward smash deals consistent damage.
  • Down smash:

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 28 frames → 17 (forward), 16 frames → 10 (back), 14 frames → 8 (up), 21 frames → 13 (down)).
  • Buff All aerials deal more damage (5.6%/8.96 → 5.8%/9.4% (neutral aerial (clean/late)), 11.2/16.8/10.08% → 11.7%/17.6%/10.5 (forward aerial (early/clean/late)), 13.44/7.84 → 14.1/8.2 (back aerial (clean/late)), 7.84% → 10.2% (up aerial), 10.976% → 14.1% (down aerial)).
  • Forward aerial:
    • Change Forward aerial has a different animation, with Dr. Mario now punching downwards with his opposite hand and twisting around afterwards instead of flipping.
  • Down aerial:
    • Buff Dr. Mario has a new down aerial, a downward stomp similar to that of Captain Falcon and Ganondorf, as opposed to a drill kick. Compared to the old down aerial, it deals more damage, has reduced ending lag, has a larger autocancel window and can meteor smash.
      • Nerf However, the new down aerial has slower start-up (frame 11 → 16), less active hitboxes, and lacks a landing hit.

Throws/other attacks

  • Change Pummel deals less damage but is noticeably faster.
    • Change Pummel has a slightly different animation: Dr. Mario now uses one hand during his pummel instead of both of his hands like in previous installments, to keep consistent with his grab animation.
  • Buff All throws deal more damage (8.96% → 9.4% (forward), 12.32% → 12.9% (back), 7.84% → 8.2% (up), 5.6% → 5.8% (down)).
  • Change All of Dr. Mario's throws have been altered with more exaggerated animations.
  • Back throw:
    • Change Dr. Mario has a new back throw where he heaves the opponent overhead behind him.
    • Buff The new back throw is slightly faster.
    • Buff The new back throw does much higher knockback, now KOing at around 90% against middleweights near the edge.
    • Nerf The new back throw doesn't have a collateral hit.

Special Moves

  • Megavitamin:
    • Change Dr. Mario no longer opens his mouth when using Megavitamin.
    • Buff Megavitamins deal more damage (5.6%/4.48% (clean/late) → 5.8%/4.7%) and knockback.
      • Nerf Because of this higher knockback, it can no longer jab reset.
    • Buff Megavitamins are slightly larger.
  • Super Sheet:
    • Change Super Sheet has an updated animation to differentiate it from Cape. The sheet now starts flat on the floor, with Dr. Mario lifting it up above his head. This now indicates the move's better vertical reach.
    • Change Like Mario's Cape, Super Sheet forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
    • Buff Super Sheet deals slightly more damage (7.84% → 8.2%).
  • Super Jump Punch:
    • Buff Super Jump Punch deals slightly more damage.
  • Dr. Tornado:
    • Buff Dr. Tornado now hits seven times instead of four, and deals much more damage.
    • Buff Dr. Tornado now has a percent-based heavy armor during start up.
    • Buff Dr. Tornado now deals significantly more knockback, KOing very early at the side of the stage.
    • Buff Dr. Tornado has less ending lag. This improves its safety and makes it better as a recovery option offstage.
    • Change Dr. Mario now opens his hands when using the move, and he rises slightly upwards on the ground
    • Change Dr. Tornado has a vortex form around Dr. Mario when used.
    • Change Dr. Tornado has a slightly altered animation in the air.
  • Final Smash:
    • Change Dr. Mario appears to be much angrier than in the previous game when unleashing Doctor Finale.

Classic Mode: Colorful Treatment Plan

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.

Round Opponent Stage Music Notes
1 Mr. Game & Watch Team Flat Zone X Chill (for 3DS / Wii U)
2 Kirby Team Green Greens Fever
3 Yoshi Team Yoshi's Island Chill (Brawl)
4 Wii Fit Trainer Team Wii Fit Studio Fever
5 R.O.B. Team Battlefield Chill (for 3DS / Wii U)
6 Wario Team Luigi's Mansion Tetris: Type A
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Dr. Mario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Dr. Mario has his own awakening battle separate from that of Mario, who appears in the opening cutscene.

Dr. Mario can be awakened in a cloud that is found on a pathway connected by a ribbon that also leads to a city-like area.

Alternate costumes

Palette swap (SSBU)
Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU)

Gallery

Character Showcase Video

<youtube>w0qVpaEtEF4</youtube>

Trivia

  • Dr. Mario is the only character with custom equipment incorporated into his attributes.
  • With Link and Young Link now representing different incarnations of Link and Zelda and Sheik now representing different incarnations of Princess Zelda, along with Zero Suit Samus briefly transforming into her Varia Suited form for her Final Smash, Dr. Mario is the only playable character to represent an alternate identity for another character with no gameplay connection between the two.
  • During Luigi's character showcase trailer, Dr. Mario's Super Sheet uses Mario's Cape animation, rather than the new animation specific to Dr. Mario.
  • Super Smash Bros. Ultimate is the first Smash Bros. game where Dr. Mario is not holding his Vitamins in his official art.
  • Dr. Mario's official art resembles one of the victory animations he has in Super Smash Bros. 4.
  • 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 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 Drugstore.
  • Super Smash Bros. Ultimate is the first Smash game to feature Dr. Mario and have his inclusion be planned from the start.