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

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→‎Special moves: Added the 13.0.0 buff to the armor
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m (→‎Special moves: Added the 13.0.0 buff to the armor)
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===Aesthetics===
===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's model features a more subdued color scheme. Like Mario, the fabric of his clothes features 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 is 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|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 {{SSBU|Mario}}'s aesthetic and animation changes also apply to Dr. Mario}}:
*{{change|Most, if not all, of {{SSBU|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, 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|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, in line with his canon depiction, 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 now faces the screen instead of away while [[sleeping]].}}
**{{change|[[Walking]], [[air dodge]], [[helpless]], skidding, and ledge-hanging animations have changed. Additionally, Dr. Mario now faces the screen instead of away while [[sleeping]].}}
**{{change|Dr. Mario's mustache has independent physics, as it moves during certain animations.}}
**{{change|Dr. Mario's mustache now moves during certain animations, such as while falling.}}
*{{change|The idle pose where Dr. Mario pounds his fist into his palm has been slightly altered; he now smiles during it.}}
*{{change|The idle pose where Dr. Mario pounds his fist into his palm has been slightly altered; he now smiles during it.}}
*{{change|All of Dr. Mario's victory poses have been slightly altered.}}
*{{change|All of Dr. Mario's victory poses have been slightly altered.}}
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**{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}}
**{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}}
**{{nerf|Dr. Mario's [[short hop]] (14.171785912 → 13.414592) and [[midair jump]] (29.356105712 → 27.785184) cover less distance.}}
**{{nerf|Dr. Mario's [[short hop]] (14.171785912 → 13.414592) and [[midair jump]] (29.356105712 → 27.785184) cover less distance.}}
*{{buff|Dr. Mario's [[Jump|Full Hop]] no longer uses external multiplier and covers more longer distance (29.356105712 → 30.8805).}}
*{{buff|Dr. Mario's [[Jump|full hop]] no longer uses an external multiplier and covers greater distance (29.356105712 → 30.8805).}}
*{{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.}}
*{{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.}}
*{{change|Dr. Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}}
*{{change|Dr. Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}}
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*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, noticeably reducing its range in front of Dr. Mario, to the point where it can no longer hit most characters on the ground unless they are very close.}}
**{{nerf|Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, noticeably reducing its range in front of Dr. Mario, to the point where it can no longer hit most characters on the ground unless they are very close.}}
**{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}}
**{{change|Its animation has been flipped, with Dr. Mario spinning toward the screen rather than away from it.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}}
**{{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.}}
**{{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.}}
**{{change|Its animation has been flipped, with Dr. Mario spinning toward the screen rather than away from it.}}
*[[Dash attack]]:
*[[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|Dash attack's clean hit deals more damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.}}
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*[[Up smash]]:
*[[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|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.}}
**{{change|Its animation has been flipped, with Dr. Mario facing toward the screen rather than away from it.}}
*[[Down smash]]:
*[[Down smash]]:
**{{change|Down smash's animation has been altered, resembling both the {{s|mariowiki|Sweep Kick}} move from ''{{s|supermariowiki|Super Mario 64}}'', and the breakdance Mario performs on the cover of ''{{s|mariowiki|Dance Dance Revolution: Mario Mix}}''.}}
**{{change|Down smash's animation has been altered, resembling both the {{s|mariowiki|Sweep Kick}} move from ''{{s|supermariowiki|Super Mario 64}}'', and the breakdance Mario performs on the cover of ''{{s|mariowiki|Dance Dance Revolution: Mario Mix}}''.}}
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*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Dr. Mario has a new down aerial: a downward stomp similar to that of {{SSBU|Captain Falcon}}. It consists of only one hit instead of five.}}
**{{change|Dr. Mario has a new down aerial: a downward stomp similar to that of {{SSBU|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 has a shorter total duration (FAF 52 → 43), 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 smash]]es 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 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 smash]]es 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 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).}}
**{{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|Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 14-17), which also increases its ending lag despite its total duration being reduced.}}
**{{nerf|It no longer possesses a landing hit.}}
**{{nerf|It no longer possesses a landing hit.}}


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===Special moves===
===Special moves===
*[[Megavitamin]]:
*[[Megavitamins]]:
**{{buff|Megavitamin has less ending lag (FAF 53 → 50), improving its safety.}}
**{{buff|Megavitamins has less ending lag (FAF 53 → 50), improving its safety.}}
**{{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.}}
**{{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.}}
***{{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).}}
**{{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).}}
**{{change|The pills are generally less bouncy (bounce speed: 1.8 (min)/2.2 (max) → 1.65/2).}}
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}}
**{{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.}}
**{{change|Dr. Mario no longer opens his mouth when using Megavitamins on the ground.}}
*[[Super Sheet]]:
*[[Super Sheet]]:
**{{buff|Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).}}
**{{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.}}
**{{buff|It no longer gives the opponent [[super armor]] on hit.}}
**{{buff|The Super Sheet makes now [[flinch]] when used on opponents grabbing the ledge.}}
**{{buff|The Super Sheet now deals knockback and hitstun to opponents grabbing the ledge.}}
**{{nerf|The reflective hitbox is smaller, and has been moved forward. As such, it can no longer cover behind Dr. Mario, making it less safe to use.}}
**{{nerf|The reflective hitbox is smaller (9u → 7.7u), and has been moved forward (2 → 6.5). As such, it can no longer cover behind Dr. Mario, making it less safe to use.}}
***{{buff|Although, it is easier to reflect projectiles that otherwise would have stopped short of Dr. Mario.}}
***{{buff|Although, it is easier to reflect projectiles that otherwise would have stopped short of Dr. Mario.}}
**{{nerf|The reflective hitbox has more startup with a shorter duration (frame 6-22 → 9-22), although it has a new function causing it to start two frames earlier (frame 7) if a projectile is very close to Dr. Mario at the time. This slightly reduces its safety.}}
**{{nerf|The reflective hitbox has more startup with a shorter duration (frame 6-22 → 9-22), although it has a new function causing it to start two frames earlier (frame 7) if a projectile is very close to Dr. Mario at the time. This slightly reduces its safety.}}
***{{buff|In the same circumstances, the entire move loses two frames of startup, allowing the offensive hitbox to come out earlier (on frame 10) and reducing the move's total duration.}}
***{{buff|In the same circumstances, the entire move loses two frames of startup, allowing the offensive hitbox to come out earlier (on frame 10) and reducing the move's total duration.}}
**{{nerf|The animation is considerably longer (41 frames → 58). In the air, this increases the amount of time Dr. Mario's air mobility is restricted if the move is not interrupted.}}
**{{change|It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Dr. Mario, causing them to turn away from the screen.}}
**{{change|It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Dr. Mario, causing them to turn away from the screen.}}
**{{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|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.}}
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*[[Dr. Tornado]]:
*[[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|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 gained percent-based [[heavy armor]] during frames 2-9 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 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|It gains more height via [[button mashing]], improving Dr. Mario's recovery.}}
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*[[Doctor Finale]]:
*[[Doctor Finale]]:
**{{buff|At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.}}
**{{buff|At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.}}
**{{nerf|The Megavitamins have a shorter duration with a faster travel speed (260 frames → 210). This makes them more likely to drop opponents, and makes them worse at timing out offstage opponents.}}
**{{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|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.}}
**{{change|Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.}}
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