Dr. Mario (SSB4): Difference between revisions
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===Ground attacks=== | ===Ground attacks=== | ||
*{{nerf|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%) and has increased ending lag (frame 16/19/23 → 23/25/36), hindering its [[jab cancel]]ing potential.}} | *{{nerf|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%) and has increased ending lag (frame 16/19/23 → 23/25/36), hindering its [[jab cancel]]ing potential.}} | ||
*{{buff|Neutral attack transitions faster overall | *{{buff|Neutral attack transitions faster overall. Its first hit is also now a consecutive jab.}} | ||
*{{nerf|All tilt attacks deal less damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all angles) (forward), 10% (clean)/8% (late) → 7.056% (up), 9% → 7.84% (body)/5.6% (foot) (down)) and have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).}} | *{{nerf|All tilt attacks deal less damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all angles) (forward), 10% (clean)/8% (late) → 7.056% (up), 9% → 7.84% (body)/5.6% (foot) (down)) and have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).}} | ||
*{{nerf|Forward and up tilts have increased start-up lag (frame 4 → 5).}} | *{{nerf|Forward and up tilts have increased start-up lag (frame 4 → 5).}} | ||
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*{{buff|Standing and dash grabs have decreased start-up (frame 7 → 6 (standing), frame 11 → 8) and ending lag (frame 31 → 29 (standing), frame 41 → 36).}} | *{{buff|Standing and dash grabs have decreased start-up (frame 7 → 6 (standing), frame 11 → 8) and ending lag (frame 31 → 29 (standing), frame 41 → 36).}} | ||
*{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game. It is also faster (24 frames → 23).}} | *{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game. It is also faster (24 frames → 23).}} | ||
*{{nerf|Forward throw deals 0.04% less damage (9% → 8.96%) and | *{{nerf|Forward throw deals 0.04% less damage (9% → 8.96%) and it has decreased knockback scaling (72 → 60), hindering its spacing potential.}} | ||
*{{buff|Up throw deals 0.16% less damage (8% → 7.84%) and | *{{buff|Up throw deals 0.16% less damage (8% → 7.84%) and it has decreased knockback (70 (base)/80 (scaling) → 65/70). These changes slightly improve its combo potential at low percentages.}} | ||
*{{nerf|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%), although its knockback was compensated (80 (base)/72 (scaling) → 70/60). This hinders its KO potential in spite of its higher damage output.}} | *{{nerf|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%), although its knockback was compensated (80 (base)/72 (scaling) → 70/60). This hinders its KO potential in spite of its higher damage output.}} | ||
*{{buff|Down throw deals 0.4% less damage (6% → 5.6%), although its knockback scaling was compensated (40 → 45). Its angle has also been altered (90° → 80°). Altogether, these changes slightly improve its combo potential at low to medium percentages.}} | *{{buff|Down throw deals 0.4% less damage (6% → 5.6%), although its knockback scaling was compensated (40 → 45). Its angle has also been altered (90° → 80°). Altogether, these changes slightly improve its combo potential at low to medium percentages.}} | ||
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|dairdesc=A diagonal corkscrew dropkick. It [[Drill (archetype)|hits multiple times]], similarly to [[Mario Tornado]]. Its last hit also launches the opponent at 45°, which makes it significantly better than Mario Tornado in regard to edge-guarding. Unlike Mario Tornado, however, it cannot auto-cancel with a short hop. | |dairdesc=A diagonal corkscrew dropkick. It [[Drill (archetype)|hits multiple times]], similarly to [[Mario Tornado]]. Its last hit also launches the opponent at 45°, which makes it significantly better than Mario Tornado in regard to edge-guarding. Unlike Mario Tornado, however, it cannot auto-cancel with a short hop. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is | |grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.64% | |pummeldmg=3.64% | ||
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|bthrowname= | |bthrowname= | ||
|bthrowdmg=12.32% (throw), 8.96% (collateral) | |bthrowdmg=12.32% (throw), 8.96% (collateral) | ||
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. While its knockback has decreased since ''Melee'', it is still strong, as it KOs middleweights at 154% while near the edge of Final Destination in the ''3DS'' version, and at 146% in the ''Wii U'' version. It also can hit nearby opponents during the spin. It is based on the throw that [[Mario]] | |bthrowdesc=Spins the opponent by their legs three times before throwing them backward. While its knockback has decreased since ''Melee'', it is still strong, as it KOs middleweights at 154% while near the edge of Final Destination in the ''3DS'' version, and at 146% in the ''Wii U'' version. It also can hit nearby opponents during the spin. It is based on the throw that [[Mario]] uses against [[Bowser]] in ''Super Mario 64''. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7.84% | |uthrowdmg=7.84% | ||
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|dsdefname=Dr. Tornado | |dsdefname=Dr. Tornado | ||
|dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5) | |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 loop hits' usage of the [[Autolink angle|auto-link angle]] and lack of [[Priority#Transcendent priority|transcendent priority]] enable it to reliably trap opponents | |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 loop hits' usage of the [[Autolink angle|auto-link angle]] and lack of [[Priority#Transcendent priority|transcendent priority]] enable it to reliably trap opponents. Although its last hit has a very low damage output, it possesses very high knockback scaling, transcendent priority, and launches opponents at 45°. As a result, it can function as a risky, yet very potent off-stage edge-guarding option, as it KOs middleweights at 82% while near Final Destination's left/right [[blast line]]s in the ''3DS'' version, and at 75% in the ''Wii U'' version. It resembles the {{s|mariowiki|Spin Jump}}. | ||
|dsc1name=Soaring Tornado | |dsc1name=Soaring Tornado | ||
|dsc1dmg=6.72% | |dsc1dmg=6.72% | ||
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|fsname=Doctor Finale | |fsname=Doctor Finale | ||
|fsdmg=3.36% (big Megavitamin), 2.24% (small Megavitamin) | |fsdmg=3.36% (big Megavitamin), 2.24% (small Megavitamin) | ||
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. It functions identically to [[Mario Finale]], but deals more damage. | |fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. It functions identically to [[Mario Finale]], but deals slightly more damage. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc=A large stack of {{s|mariowiki|Megavitamin}}s appears on-stage. Another Megavitamin then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario behind them. Initially, Dr. Mario appears to be | |desc=A large stack of {{s|mariowiki|Megavitamin}}s appears on-stage. Another Megavitamin then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario behind them. Initially, Dr. Mario appears to be thinking with his eyes closed, but then opens his eyes with a surprised expression once the entire stack of Megavitamins disappears. | ||
|char=Dr.Mario | |char=Dr.Mario | ||
|game=SSB4}} | |game=SSB4}} |