Dr. Mario (SSB4): Difference between revisions
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*{{change|Up aerial's angle has been altered (55° → 45°).}} | *{{change|Up aerial's angle has been altered (55° → 45°).}} | ||
*{{nerf|Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).}} | *{{nerf|Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).}} | ||
*{{nerf|Due to consisting of a consistent hitbox that re-hits every 4 frames instead of multiple hitboxes every 3 frames, down aerial now consists of five hits instead of seven. This results in it dealing | *{{nerf|Due to consisting of a consistent hitbox that re-hits every 4 frames instead of multiple hitboxes every 3 frames, down aerial now consists of five hits instead of seven. This results in it dealing 10.024% less damage (21% → 10.976%).}} | ||
*{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°, improving its safety. Due to using the [[autolink angle|auto-link angle]], its hits also connect together better.}} | *{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°, improving its safety. Due to using the [[autolink angle|auto-link angle]], its hits also connect together better.}} | ||
*{{nerf|Down aerial has increased ending lag (frame 38 → 52).}} | *{{nerf|Down aerial has increased ending lag (frame 38 → 52).}} | ||
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*{{nerf|Up aerial has less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make it less effective for combos and juggling.}} | *{{nerf|Up aerial has less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make it less effective for combos and juggling.}} | ||
*{{change|Dr. Mario retains his [[Drill (archetype)|diagonal corkscrew dropkick]] as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}} | *{{change|Dr. Mario retains his [[Drill (archetype)|diagonal corkscrew dropkick]] as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}} | ||
*{{buff|Down aerial deals | *{{buff|Down aerial deals 1.216% more damage (12% → 13.216%). Dr. Mario's down aerial's last hit also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make it more effective at edge-guarding.}} | ||
*{{nerf|Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). Dr. Mario's down aerial also has more start-up (frame 5 → 11), ending lag (frame 13 → 27) and less vertical range. Altogether, these differences make it less effective at KOing.}} | *{{nerf|Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). Dr. Mario's down aerial also has more start-up (frame 5 → 11), ending lag (frame 13 → 27) and less vertical range. Altogether, these differences make it less effective at KOing.}} | ||
*{{nerf|Down aerial cannot auto-cancel with a short hop.}} | *{{nerf|Down aerial cannot auto-cancel with a short hop.}} | ||
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|usc2desc=A [[Flame|flaming]] version that is significantly stronger. Its first hit leads reliably into its second hit, but it is not strictly necessary to use, as simply landing the second hit is typically sufficient enough to score a KO, thanks to its higher damage output, knockback and vertical angle. Altogether, these traits make it an even better KOing option than Super Jump Punch, as it KOs middleweights at 111% from anywhere on Final Destination in the ''3DS'' version. However, it covers significantly less vertical distance, and almost no horizontal distance. | |usc2desc=A [[Flame|flaming]] version that is significantly stronger. Its first hit leads reliably into its second hit, but it is not strictly necessary to use, as simply landing the second hit is typically sufficient enough to score a KO, thanks to its higher damage output, knockback and vertical angle. Altogether, these traits make it an even better KOing option than Super Jump Punch, as it KOs middleweights at 111% from anywhere on Final Destination in the ''3DS'' version. However, it covers significantly less vertical distance, and almost no horizontal distance. | ||
|dsdefname=Dr. Tornado | |dsdefname=Dr. Tornado | ||
|dsdefdmg=1.344% ( | |dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5) | ||
|dsdefdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. On the ground, Dr. Tornado allows Dr. Mario to slightly move left or right, while button mashing will make him leap into the air. In the air, button mashing immediately after the apex of a jump will make him ascend, thus helping his recovery. However, aerial Dr. Tornado can only be used once for recovery: if it is used at the apex of his first jump, using it at the apex of his second jump will result in him descending instead of ascending. Despite hitting on frame 10 and having 35 frames of ending lag, its respectable range allows it to out-prioritize attacks or punish rolls. Although its last hit has a very low damage output, it possesses very high knockback scaling and launches at 45°. As a result, it can function as a risky, yet very potent off-stage edge-guarding option, as it KOs middleweights at 86% while near Final Destination's left/right [[blast line]]s in the ''3DS'' version, and at 69% in the ''Wii U'' version. It appears to be based on the {{s|mariowiki|Spin Jump}}. | |dsdefdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. On the ground, Dr. Tornado allows Dr. Mario to slightly move left or right, while button mashing will make him leap into the air. In the air, button mashing immediately after the apex of a jump will make him ascend, thus helping his recovery. However, aerial Dr. Tornado can only be used once for recovery: if it is used at the apex of his first jump, using it at the apex of his second jump will result in him descending instead of ascending. Despite hitting on frame 10 and having 35 frames of ending lag, its respectable range allows it to out-prioritize attacks or punish rolls. Although its last hit has a very low damage output, it possesses very high knockback scaling and launches at 45°. As a result, it can function as a risky, yet very potent off-stage edge-guarding option, as it KOs middleweights at 86% while near Final Destination's left/right [[blast line]]s in the ''3DS'' version, and at 69% in the ''Wii U'' version. It appears to be based on the {{s|mariowiki|Spin Jump}}. | ||
|dsc1name=Soaring Tornado | |dsc1name=Soaring Tornado |