Dr. Mario (SSB4): Difference between revisions

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==Differences from {{SSB4|Mario}}==
==Differences from {{SSB4|Mario}}==
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===Aesthetics===
*{{change|Dr. Mario's victory poses, idle poses, on-screen appearance and taunts are different.}}
===Attributes===
*{{buff|Dr. Mario is stronger overall compared to Mario, as he has higher damage percentages on moves such as his up tilt, up smash, back aerial, up aerial, forward tilt and all of his throws.}}
*{{buff|Dr. Mario is stronger overall compared to Mario, as he has higher damage percentages on moves such as his up tilt, up smash, back aerial, up aerial, forward tilt and all of his throws.}}
*{{nerf|Dr. Mario's horizontal movement speeds are 18% slower than Mario's.}}
*{{nerf|Dr. Mario's horizontal movement speeds are 18% slower than Mario's.}}
*{{nerf|Dr. Mario does not jump as high as Mario. While this allows a lower short hop for Dr. Mario and thus gives him an easier time performing short hopped aerials, it negatively affects his overall recovery.}}
*{{nerf|Dr. Mario does not jump as high as Mario. While this allows a lower short hop for Dr. Mario and thus gives him an easier time performing short hopped aerials, it negatively affects his overall recovery.}}
*{{nerf|Dr. Mario does not crouch as low as Mario.}}
===Ground attacks===
*{{buff|[[Neutral attack]] combo deals more damage and knockback than Mario's. It also slightly launches the opponent with set knockback for the first two hits, allowing Dr. Mario easier followups afterwards.}}
*{{nerf|Neutral attack is slower and has slightly more ending lag, and cannot [[jab lock]].}}
*{{buff|Dash attack sends opponents completely vertically instead of obliquely, increasing his combo ability.}}
*{{buff|Forward smash is more powerful, dealing 5% more damage uncharged and 7% more damage when fully charged.}}
*{{nerf|Forward smash has less range.}}
*{{change|The sweetspot of Dr. Mario's forward smash is at his arm, where Mario's sweetspots on the flame effect, which means that the sweetspot attack has to be at closer range.}}
*{{change|Forward smash is an [[electric]] attack rather than a [[flame]] attack.}}
*{{change|Dr. Mario's up smash launches opponents at a more horizontal angle compared to Mario's.}}
===Aerial attacks===
*{{change|Neutral aerial ([[sex kick]]) does more damage and knockback the longer it sticks out compared to Mario's, which functions oppositely.}}
*{{change|Forward aerial does not [[meteor smash]], while instead dealing more damage and launching the opponent at an oblique angle when sweetspotted.}}
*{{change|Dr. Mario's down aerial is a [[drill kick]] while Mario's down aerial has been [[Mario Tornado]] since ''Brawl''. As a result, Dr. Mario's down aerial sends the opponent at a different angle compared to Mario's.}}
*{{buff|Down aerial does slightly more damage than Mario Tornado.}}
*{{nerf|Down aerial deals much less knockback and has slower startup than Mario Tornado.}}
===Grabs and throws===
*{{buff|Up, back, and forward throws do 1% more damage.}}
*{{buff|Up, back, and forward throws do 1% more damage.}}
*{{buff|Dr. Mario's [[Doctor Finale]] deals more damage than Mario's [[Mario Finale]].}}
*{{change|Down throw has more knockback, giving Dr. Mario different followups compared to Mario. At higher percents, Dr. Mario's down throw has less horizontal knockback growth compared to Mario's allowing for easier aerial followups.}}
 
===Special moves===
*{{buff|Dr. Mario's [[Megavitamins]] are now classified as physical projectiles rather than energy projectiles like Mario's [[Fireball]]s are, which means that Megavitamins are no longer [[Absorption|absorbable]].}}
*{{change|Megavitamin bounces twice while Fireball bounces three times.}}
*{{buff|Dr. Mario's [[Super Sheet]] does more damage and has more vertical range than Mario's [[Cape]].}}
*{{nerf|Super Sheet does not stall him in the air like Mario's Cape does and has less horizontal range.}}
*{{buff|Dr. Mario's [[Super Jump Punch]] has only two hitboxes, and does more damage at the start of the attack, just like Luigi's. It deals more damage than Mario's and has more knockback, making it an a effective KO move.}}
*{{buff|Dr. Mario's [[Super Jump Punch]] has only two hitboxes, and does more damage at the start of the attack, just like Luigi's. It deals more damage than Mario's and has more knockback, making it an a effective KO move.}}
**{{nerf|However, it does not go as high as Mario's.}}
*{{nerf|Dr. Mario's Super Jump Punch has less vertical distance than Mario's.}}
*{{change|His forward smash is an [[electric]] attack rather than a [[flame]] attack.}}
*{{change|Super Jump Punch does not make a coin sound when used on an opponent.}}
**{{buff|It is more powerful, dealing 5% more damage uncharged and 7% more damage when fully charged.}}
**{{nerf|However, it has slightly shorter range.}}
*{{buff|Dr. Mario's jab combo deals more damage and knockback than Mario's. It also slightly launches the opponent with set knockback for the first two hits, allowing Dr. Mario easier followups afterwards.}}
**{{nerf|However, it is slightly slower and has slightly more ending lag. It also cannot be used to [[jab lock]].}}
*{{buff|Dash attack sends opponents completely vertically instead of obliquely, increasing his combo ability.}}
*{{change|[[Megavitamin]] bounces twice while Mario's [[Fireball]] bounces three times.}}
*{{nerf|Dr. Mario's [[Cape#Super Sheet|Super Sheet]] does not stall him in the air like Mario's [[Cape]] does and has less horizontal range.}}
**{{buff|However, it does more damage and covers a higher vertical range than Mario's [[Cape]].}}
*{{change|Dr. Mario's down throw has more knockback than Mario's, giving Dr. Mario different followups compared to Mario. At higher percents, Dr. Mario's down throw has less horizontal knockback growth compared to Mario's allowing for easier aerial followups.}}
*{{change|The sweetspot of Dr. Mario's forward smash is at his arm, where Mario's sweetspots on the flame effect, which means that the sweetspot attack has to be at closer range.}}
*{{change|Dr. Mario's victory poses, idle poses, on-screen appearance and taunts are different.}}
*{{change|Dr. Mario has [[Dr. Tornado]] as his down special rather than [[F.L.U.D.D.]].}}
*{{change|Dr. Mario has [[Dr. Tornado]] as his down special rather than [[F.L.U.D.D.]].}}
*{{change|Dr. Mario's up smash launches opponents at a more horizontal angle compared to Mario's.}}
*{{buff|Dr. Mario's [[Doctor Finale]] deals more damage than Mario's [[Mario Finale]].}}
*{{change|Dr. Mario's neutral aerial ([[sex kick]]) does more damage and knockback the longer it sticks out compared to Mario's, which functions oppositely.}}
 
*{{change|Dr. Mario's forward aerial does not meteor smash, while instead dealing more damage and launching the opponent at an oblique angle when sweetspotted.}}
===Other===
*{{change|Down aerial is a [[Drill|drill kick]] while Mario's down aerial has been [[Mario Tornado]] since ''Brawl''. As a result, Dr. Mario's down aerial sends the opponent at a different angle compared to Mario's.}}
**{{buff|It does slightly more damage than Mario Tornado.}}
**{{nerf|However, it deals much less knockback and has slower startup than Mario Tornado.}}
*{{buff|Megavitamins are now classified as physical projectiles rather than energy projectiles like Fireballs are, which means that Megavitamins are no longer [[Absorption|absorbable]].}}
*{{change|Dr. Mario uses Ties as defensive [[Equipment]] rather than Overalls.}}
*{{change|Dr. Mario uses Ties as defensive [[Equipment]] rather than Overalls.}}
*{{change|[[Super Jump Punch]] does not make a coin sound when used on an opponent.}}
*{{nerf|Dr. Mario does not crouch as low as Mario.}}


==Moveset==
==Moveset==
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