Template:SSB4 to SSBU changelist/Dr. Mario: Difference between revisions

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(New Page: ===Aesthetics=== *{{change|Dr. Mario's model features a more subdued color scheme. Like Mario, the fabric of his clothes feature greater detailing, and his head mirror's headband is cor...)
 
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Revision as of 00:32, June 2, 2020

Aesthetics

  • Change Dr. Mario's model features a more subdued color scheme. Like Mario, the fabric of his clothes feature greater detailing, and his head mirror's headband is cordovan brown instead of a dark taupe gray like in Melee. The inside of his pants are also slate grey instead of white. Additionally, Dr. Mario has a slightly darker skin tone.
  • Change Dr. Mario has a new idle animation with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
  • Change Most, if not all, of Mario's aesthetic and animation changes also apply to Dr. Mario:
    • Change Dr. Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, although he still looks serious and with angry brows most of the time. In contrast, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
    • Change Walking, air dodge, helpless, skidding, and ledge-hanging animations have changed. Additionally, Dr. Mario's sleeping animation is mirrored.
    • Change Dr. Mario's mustache has independent physics, as it moves during certain animations.
  • Change All of Dr. Mario's victory poses have been slightly altered.
    • Change The victory animation where Dr. Mario rubs his chin 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 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 more exaggerated.

Attributes

  • Buff Like all characters, Dr. Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Dr. Mario's damage modifier has been increased from 1.12× to 1.175×, meaning that all of his attacks have increased damage output and slightly higher KO power as a result.
    • Nerf However, the damage modifier no longer applies to his floor attacks.
  • Nerf Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to Ryu and the Mii Gunner.
  • Buff Dr. Mario runs slightly faster (1.3312 → 1.397792).
    • Buff His initial dash is also faster (1.3312 → 1.5375712), although it is the slowest in the game.
  • Buff Dr. Mario walks slightly faster (0.9152 → 0.917301).
  • Buff Dr. Mario's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is slightly higher than Mario's.
  • Nerf Dr. Mario's air speed is slower (0.9292 → 0.9238784).
  • Nerf Dr. Mario's first jump covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).
  • Change Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).

Ground attacks

  • Neutral attack:
    • Buff Consecutive uses of the first hit of neutral attack are faster (11 → 6 frames).
    • Buff The first two hits transition into the subsequent hits noticeably faster (frame 10 → 5 (hit 1), 6 (hit 2)) and have less ending lag (FAF 23 → 20 (hit 1), 25 → 22 (hit 2)), no longer being slower than Mario's.
    • Buff The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • Nerf However, its total duration was not fully compensated (FAF 36 → 34), giving it more ending lag.
    • Buff The third hit has increased base knockback (45 → 60).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf All hits have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • Change The first two hits no longer use set knockback (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → 361°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to lock, and gives them jab cancel setups at high percents, but causes them to connect less reliably.
  • Forward tilt:
    • Buff Forward tilt deals slightly more damage (7% → 9%).
    • Buff Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Change It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.
  • Up tilt:
    • Nerf Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
    • Change Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
  • Down tilt:
    • Buff Down tilt's sweetspot takes priority over the sourspot.
    • Buff It has less knockback scaling (80 → 55) and has gained a hitstun modifier of 3, significantly improving its combo ability, to the point of possessing KO setups at high percents.
    • Change Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack's clean hit deals more damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.
    • Buff The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • Buff It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.
    • Buff The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • Nerf It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.
  • Forward smash:
    • Buff Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.
    • Change The electricity produced from Dr. Mario's forward smash is magenta/lavender instead of light blue.
  • Up smash:
    • Change Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to LSI and worsens its KO ability near the ledge.
    • Change Its animation has been reversed, with Dr. Mario facing toward the screen rather than away from it.
  • Down smash:

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's late hit deals more damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.
    • Buff The late hit has larger hitboxes (3u → 3.6u).
  • Forward aerial:
    • Change Forward aerial has a different animation, with Dr. Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 32 → 31).
    • Buff It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.
    • Buff It auto-cancels earlier (frame 18 → 17).
    • Nerf Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Change Dr. Mario has a new down aerial: a downward stomp similar to that of Captain Falcon. It consists of only one hit instead of five.
    • Buff It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.
    • Buff It deals more damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that meteor smashes opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.
    • Buff It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.
    • Buff It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).
    • Nerf Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-19), which also increases its ending lag despite its total duration being reduced.
    • Nerf It no longer possesses a landing hit.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
    • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.25% → 1.3%).
    • Change It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  • Change All of Dr. Mario's throws have been altered with more exaggerated animations.
  • Change The speed of Dr. Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Back throw:
    • Change Dr. Mario has a new back throw: he heaves the opponent overhead behind him.
    • Buff It releases opponents faster (frame 44 → 30), making it harder to DI.
      • Nerf However, its total duration remains unchanged, increasing its ending lag.
    • Buff It has more knockback scaling (60 → 68). In combination with Dr. Mario's higher damage multiplier, this turns it into one of the strongest back throws in the game.
    • Nerf It no longer possesses a collateral hit.
  • Up throw:
    • Buff Up throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario faces horizontally rather than facing the screen.
  • Down throw:
    • Buff Down throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario no longer spins after throwing the opponent.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 8.51%).

Special moves

  • Megavitamin:
    • Buff Megavitamin has less ending lag (FAF 53 → 50).
    • Buff It launches at a higher angle (361° → 65°), deals much more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), and has a higher hitlag multiplier (0.3× → 1×). Alongside the previous change, this greatly improves the move's camping and followup abilities.
      • Nerf Due to these changes, however, it can no longer lock opponents.
    • Buff Megavitamins are slightly larger, and have been given an extended hitbox to match their size, increasing their range despite the hitbox itself being smaller overall (2u (clean)/1.8u (mid)/1.6u (late) → 1.7u).
    • Nerf It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Change Dr. Mario no longer opens his mouth when using Megavitamin on the ground.
  • Super Sheet:
    • Buff Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).
    • Buff It no longer gives the opponent super armor on hit.
    • Change Super Sheet has an updated animation to differentiate it from Cape. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.
    • Change Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
  • Super Jump Punch:
    • Buff Super Jump Punch's clean hit has slightly more knockback scaling (100 → 105).
    • Nerf The clean hit's hitbox is no longer extended towards Dr. Mario. Thanks to the new jostle mechanics, it doesn't induce a blindspot despite the reduced range.
    • Change The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • Change The clean hit has a lower hitlag multiplier (1.5× → 1×).
    • Change It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.
  • Dr. Tornado:
    • Buff Dr. Tornado hits seven times, up from five, and deals much more damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).
    • Buff It has gained percent-based heavy armor during frames 5-9 when used on the ground, with a threshold of 10%.
    • Buff It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).
    • Buff It gains more height via button mashing, improving Dr. Mario's recovery.
    • Buff The looping hits have shorter gaps between them (6 frames → 4), different angles (90°/180° (grounded), 90°/366° (aerial) → 90°/105°/367°), a lower hitlag multiplier (1× → 0.5×), and use set knockback for all their hitboxes, allowing them to connect much more reliably despite their increased SDI multiplier (1× → 1.2×).
    • Buff The last hit has more knockback scaling (130 → 154), which combined with its increased damage greatly improves its KO potential.
    • Nerf The looping hits are only active for one frame each, instead of being fully active throughout and using a rehit rate (frames 10-33 → 10, 14, 18, 22, 26, 30).
    • Change Dr. Mario opens his hands when using the move, and rises slightly upwards on the ground.
    • Change It has a vortex form around Dr. Mario when used, much like Luigi Cyclone.
  • Doctor Finale:
    • Buff At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.
    • Change Damage from each hit is dealt solely based on how long the attack has been out, with the Megavitamins becoming more powerful as the attack continues. This makes the front Megavitamin worse early during the Final Smash, but the back Megavitamin stronger later during it.
    • Change Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.