Super Smash Bros. 4

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{{disambig2|Dr. Mario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Dr. Mario}}
{{Disambig2|Dr. Mario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Dr. Mario}}
{{Infobox Character
{{Infobox Character
|name         = Dr. Mario
|name = Dr. Mario
|image       = [[Image:Dr. Mario SSB4.png|250px|Dr. Mario]]
|image = [[File:Dr. Mario SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBM
|ssbgame1 = SSBM
|ssbgame2 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = F
|ranking = 48
}}
}}
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. He was officially confirmed on October 9th, 2014 alongside {{SSB4|Dark Pit}} in a post-release announcement. Dr. Mario is also the first of three ''[[Super Smash Bros. Melee]]'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''Super Smash Bros. 4'' alongside {{SSB4|Mewtwo}} and {{SSB4|Roy}}. Like in his debut appearance, Dr. Mario must be unlocked, while Mewtwo and Roy must be [[downloadable content|download]]ed.
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Dark Pit}} was also revealed.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref> Charles Martinet reprises his role as Dr. Mario's voice actor; however, he now uses {{SSBB|Mario}}'s voice clips recycled from ''[[Super Smash Bros. Brawl]]'', some of which have been muted.


Dr. Mario retains his moveset from ''Melee'' and gains a [[Final Smash]] called the [[Doctor Finale]], which is a stronger version of Mario's [[Mario Finale]] that, instead of streams of fire, has him hurl two massive [[Megavitamins]] across the screen.
Dr. Mario is ranked 48th out of 54 on the [[tier list]], placing him in the F tier. This is a significant drop from his mid-tier placement in ''[[Super Smash Bros. Melee]]'', where he was ranked 13th out of 26, and ranked higher than [[Mario (SSBM)|his normal self]]. The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower {{SSB4|Mario}}. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to [[punish]] and very effective at punishing.


He is once again voiced by Charles Martinet, albeit via Mario's voice clips from ''Brawl'' as well as being less vocal than his counterpart.
However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks.


==How To Unlock==
Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in having extremely sparse tournament results and performances for all of ''Smash 4''. Although he is considered nonviable in competitive play and compared unfavorably to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to smashers such as {{Sm|2ManyCooks}} and {{Sm|B7Games}}.
 
==How to unlock==
==={{for3ds}}===
==={{for3ds}}===
* Play 60 VS Matches.
*Play 60 VS Matches.
* Clear {{SSB4-3DS|Classic Mode}} as Mario on difficulty 4.0 or higher.
*Clear {{SSB4-3DS|Classic Mode}} as {{SSB4|Mario}} on [[Difficulty|Intensity]] 4.0 or higher.
Dr. Mario must then be defeated on [[Mushroomy Kingdom]].
After completing one of the two methods, Dr. Mario must then be defeated on [[Mushroomy Kingdom]].


==={{forwiiu}}===
==={{forwiiu}}===
* Play 50 VS Matches.
*Play 50 VS Matches.
* Clear [[Special Orders|Master Orders]] on Hard difficulty.
*Clear [[Special Orders|Master Orders]] on Hard difficulty.
Dr. Mario must then be defeated on [[Delfino Plaza]].
After completing one of the two methods, Dr. Mario must then be defeated on [[Delfino Plaza]].
 
==Attributes==
As a [[clone]] of {{SSB4|Mario}}, Dr. Mario is a [[Weight|middleweight]] that can [[wall jump]]. Like his normal self, Dr. Mario also has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is the fifth fastest in the game. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although they share an overwhelming number of identical animations and even the exact same values for certain attributes ([[falling speed]]; [[fast fall]]ing speed; [[traction]]; and [[gravity]]), Dr. Mario nevertheless has a number of traits that differ from his normal self. Like Mario, Dr. Mario's height is below-average; oddly, however, he is marginally shorter in comparison, and does not [[crouch]] as low as his normal self.
 
Unlike in ''Melee'', Dr. Mario now functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Aside from six moves, the remainder of Dr. Mario's moveset deals 1.12× more damage compared to Mario's moveset.<ref name="DamageMultiplier">[http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/ Complete Hitbox/Frame Data For Every Character (Now with KO Percents)]</ref> Conversely, his [[walk]]ing and [[dash]]ing speeds are 0.832× slower; his [[air speed]], [[air acceleration]], and [[jump]] heights are 0.808× slower. These multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics, in which he specifically possesses a +15 Attack value and a -50 Speed value. Although Dr. Mario's lower jump height makes his [[short hop]] more effective than Mario's, these modified attributes collectively render his overall mobility as sub-par. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.
 
Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only slightly slower than Mario's, his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to {{SSB4|Ike}}'s.
 
He also shares two useful combo starters with Mario, thanks to said moves being modified since ''Melee''. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a [[hard read]]. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages.
 
Outside of these moves, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.
 
Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game by default, as it is surpassed by {{SSB4|Olimar}} and {{SSB4|Shulk}}'s pummels only if they use [[Pikmin (species)|White Pikmin]] and the [[Monado Arts|Buster Art]], respectively. Forward throw is useful for initiating [[edge-guard]]s and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages.
 
Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash; [[reverse aerial rush]]ed back aerial; down aerial; and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.
 
Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edgeguarding. Back aerial is also fast; [[auto-cancel]]s in a short hop; and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind; as such, it is lethal when [[SHFF]]'d against unwary opponents that are near the edge.
 
Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. This angle also makes its beginning frames capable of edge-guarding, unlike his normal self's up aerial. However, up aerial's launching angle also makes it much less effective at starting combos when SHFF'd or juggling compared to Mario's. Down aerial hits multiple times like [[Mario Tornado]], and its final hitbox has a horizontal launching angle like up aerial. As a result, it is much more effective for edge-guarding compared to Mario Tornado, yet completely unusable for juggling. Compared to Mario's up aerial and [[Mario Tornado]], however, Dr. Mario's up and down aerials are unable to KO outright because of their much lower knockback scaling and less damaging final hitbox, respectively.
 
In regard to special moves, [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]]'s. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls Dr. Mario in midair like it did in ''Melee''. To alleviate the removal of Super Sheet's recovery potential, [[Dr. Tornado]] is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.
 
Unlike [[F.L.U.D.D.]], Dr. Tornado deals damage. When coupled with its very high knockback scaling, [[Autolink angle|auto-link angle]] and [[transcendent priority]], it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding compared to F.L.U.D.D. Due to [[Super Jump Punch]] consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can no longer be canceled, Super Jump Punch can now be [[B-reverse]]d upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.


==Attributes==
However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to fight characters with long or disjointed range. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite now being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance results in his recovery being predictable like Mario's.
Dr. Mario is of average weight and somewhat small stature just like his normal counterpart. However, while sharing animations and overall design, he functions a bit differently due to his difference in speed and power and now fights like a stronger yet slower version of {{SSB4|Mario}} like he was originally intended to be in ''Melee''.


Dr. Mario is more efficient at KOing in comparison to Mario, as he has higher base knockback on all his smash attacks, his back air, and his [[Super Jump Punch]]. He is also very capable at [[Punishment|punishing]] with his effective grab game. However, his forward smash is also harder to land unlike Mario's, as its sweetspot is closer to his hurtbox by being located on his palm, and its range is also shorter. Dr. Mario's combo game is very different than Mario's, as it is harder overall to score more attacks without correct [[Mindgame#Predicting|reads]]. Although as he has a higher output in damage overall, the increased knockback of his tilt attacks can noticeably hinder his ability to chain hits together in quick succession, especially against lightweight characters such as {{SSB4|Jigglypuff}}. This is further compounded by his slow movement speed, which typically prevents him from immediate follow-ups. Despite Dr. Mario's combo game being sub-par, his down tilt is a viable combo starter against middleweights and especially heavyweights. It can chain into either his neutral attack, Super Jump Punch, [[Dr. Tornado]], his up smash, his forward tilt, or his up tilt; the latter of which in particular can be performed successfully at least once (or twice against [[Falling speed#Fast-faller|fast-fallers]]) before being finished reliably with his up smash or down smash. It should be noted that due to the aforementioned knockback of his tilt attacks, down tilt-initiated combos are only viable against middleweights at low percentages and should be used wisely against them, although they can be used somewhat more freely against heavyweights and fast-fallers.
Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most [[meteor smash]]es. As a result, it is optimal for him to read the opponent when trying to return to the stage, as well as knowing when and how to make use of Dr. Tornado. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: {{SSB4|Donkey Kong}} and {{SSB4|Captain Falcon}} have more power and much better overall mobility; Mario, Luigi and {{SSB4|Bayonetta}} have much more versatile combo games; {{SSB4|Marth}} and {{SSB4|Cloud}} have much more range; and {{SSB4|R.O.B.}} and {{SSB4|Duck Hunt}} are much better at zoning.


Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as a bigger part of his recovery, since it grants Dr. Mario a little extra distance when used properly. Super Jump Punch has been changed as well, as it now acts more like Luigi's [[Luigi (SSB)|in]] ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration.
Dr. Mario benefits significantly from his [[Character customization|custom moves]]. Like Mario, his custom moves define the fundamentals of customization, but in Dr. Mario's case, some of them alleviate his most significant flaws. Fast Capsule deals less damage and barely causes [[flinch]]ing, but covers more range at a much faster pace. Conversely, Mega Capsule has less range and is much slower, but deals repeated damage and lingers after being thrown. This allows it to shut down many approaches from characters that lack projectiles, as well as provide follow-ups. Breezy Sheet provides more safety when fighting near the edge but deals slightly less damage, whereas Shocking Sheet gives Dr. Mario another KOing option that has decent speed, but merely destroys projectiles instead of reflecting them.


Dr. Mario significantly benefits when [[Character customization|custom moves]] are on, as like the character he was cloned from, Dr Mario's custom moves are highly polarized in comparison to his default specials, allowing him to cover up his most significant flaws. Fast Capsule improves his already decent projectile game due to its [[spam]]mability and gives him an even better [[Edge-guarding|edge-guarding]] tool against fast-fallers, while Mega Capsule can shut down many approaches from characters that lack projectiles. Breezy Sheet provides him more safety when fighting near the edge, and Shocking Sheet gives him an extra KO move that has decent speed. Ol' One-Two gives him an extremely powerful KOing option that can KO at very low percents at the cost of further hampering Dr. Mario's already poor recovery. Both Super Jump and Soaring Tornado considerably improve his sub-par recovery game. Soaring Tornado also has the benefit of making Dr. Mario an incredible edge-guarder due to both its consistent pushback effect and how soon its hitbox can KO, even from the center of the stage. It additionally is consistently powerful throughout its hitbox duration, unlike most other lingering hitboxes.
Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its [[windbox]] and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag.


Dr. Mario's faults are glaring and include slow speed for a character of his size and power, sub-par range, and a sub-par recovery game despite him now being capable of [[wall jump]]ing and Dr. Tornado enabling him to recover a slight amount of vertical distance. When not utilizing his custom moves, these faults can ultimately hinder Dr. Mario's potential to a degree, resulting in him having to utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include remaining on stage more often than not, capitalizing on predictions by punishing an opponent's openings with his smash attacks and effective grab game and wisely using his down tilt-initiated combo options against any middleweights, heavyweights and fast-fallers.
Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well.  


==Changes from ''Melee''==
==Differences from {{SSB4|Mario}}==
Dr. Mario was considerably [[nerf]]ed overall in the transition from ''Melee'', where he was considered a high-tiered character. Dr. Mario's changes gear him towards making him a slower yet stronger Mario, much like he was intended to be in ''Melee''. However, this resulted in noticeable nerfs to his speed and mobility, decreasing his ability to approach the opponent despite his [[Megavitamins]] still being decent projectiles. Thus, Dr. Mario's neutral game is now weaker than it was in ''Melee''. While some of his moves have been buffed, many others were nerfed; for example, his forward aerial and forward smash now require sweetspots for strong hits, and his Megavitamins have a decreased damage output. The changes in physics and hitstun from ''Melee'' have also removed many of Dr. Mario's set-ups into those potential sweetspots, making his punish game much less effective as well. Furthermore, [[Dr. Tornado]] was also nerfed in that its vertical coverage has decreased when used in the air and [[Super Sheet]] no longer stalls him in the air at all. As a result, this forces him to using his new wall jump for recovery mix-ups and thus makes him very easy to edge-guard.
Like in ''Melee'', Dr. Mario functions as a stronger clone of Mario. However, he is now significantly slower compared to Mario. With Mario's Down Special and Down Aerial changes in ''Brawl'', this slightly declones Dr. Mario; albeit {{SSB4|Luigi}} still shares similar moves. In addition, Dr. Mario's Up Special is now a single hit opposed to being a multi-hit attack, with the coins being removed.


However, Dr. Mario has been slightly buffed in other regards; some of his moves have increased range, while his already capable grab game became even better than it was in ''Melee''. Nonetheless, Dr. Mario has very poor tournament results due to the prevalence of his nerfs. While his representation is sparse, he does have a few notable players to his credit, such as {{Sm|Atomsk}}, {{Sm|Nairo}} and {{Sm|Boss}}.
While also factoring in the differences Dr. Mario had from Mario in ''Melee'', this gives Dr. Mario a drastically different playstyle from his original counterpart, despite sharing many common moves.


===Aesthetics===
===Aesthetics===
*{{change|Dr. Mario's design has been updated to include the red tie he has had since ''Dr. Mario 64'', while still retaining his black pants from ''Melee''. However, his pants are now rolled up, revealing their lighter insides. His hair is a lighter shade of brown, and his head mirror's band is now black. Additionally, his stethoscope is now black instead of blue like it was in ''Melee''.}}
*{{change|Dr. Mario's stance is identical to Mario's, albeit slower.}}
*{{change|Megavitamins' colors are much more bright and they appear to be shorter, but more rounded. They also lack the translucent half in the 3DS version.}}
*{{change|Dr. Mario is less vocal than Mario. Some of his attacks also emit different sound effects.}}
*{{change|Dr. Mario backflips three times as opposed to once when he jumps.}}
*{{change|Dr. Mario's [[on-screen appearance]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}}
*{{change|Dr. Mario has an [[on-screen appearance]].}}
*{{change|Dr. Mario looks straight ahead during his [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation, whereas Mario looks slightly to the left. Additionally, his arms are place slightly higher than Mario's.}}
*{{change|Dr. Mario has a different [[walking]] animation, which is identical to {{SSBB|Mario}}'s in ''[[Brawl]]''.}}
*{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}}
*{{change|Dr. Mario has a new idle pose, where he pounds his fist into his open palm.}}
*{{change|Dr. Mario has a new victory pose, replacing the one he shared with {{SSBM|Mario}} in ''Melee''; he now has his hand to his chin, as if examining a patient.}}


===Attributes===
===Attributes===
*{{change|Dr. Mario's character model is slightly smaller.}}
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing [[equipment]] of +15 attack and -50 speed.}}
*{{change|Dr. Mario is lighter (100 → 98). His [[weight]] now matches {{SSB4|Mario}}'s in ''SSB4'' and while it slightly lowers his survivability, it makes him slightly less vulnerable to combos.}}
**{{buff|The damage outputs of Dr. Mario's attacks use a 1.12x<ref name="DamageMultiplier"/> multiplier. As a result, he is stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}}
*{{nerf|Dr. Mario [[Walking|walks]] slower (1.1 → 0.9).}}
**{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.832x multiplier; his [[jump]] heights, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.808x multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.3).}}
*{{nerf|Dr. Mario's [[wall jump]] covers less height, hindering his recovery.}}
*{{change|Due to the physics change in ''SSB4'', Dr. Mario's [[falling speed|falls]] slower and his [[gravity]] is lower (1.7 → 1.5 (falling speed), 0.095 → 0.08715 (gravity)).}}
*{{nerf|Dr. Mario's lowered falling speed slightly hinders his survivability.}}
*{{buff|Dr. Mario's [[air speed]] has increased (0.9 → 0.943), though it is still drastically slower in comparison to Mario's highly increased air speed.}}
*{{buff|Dr. Mario jumps slightly higher.}}
*{{nerf|Like Mario, Dr. Mario's traction has decreased (0.6 → 0.45), making it harder for him to punish [[out of shield]].}}
*{{buff|Dr. Mario can now [[wall jump]].}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals 4.04% less damage (13% 8.96%).}}
*[[Neutral attack]]:
*{{buff|Neutral attack has a consecutive jab and is faster overall.}}
**{{nerf|Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at [[jab cancel]]ing and [[Lock#Jab lock|jab locking]], and can result in lightweight and/or floaty characters escaping its entirety at high percentages.}}
*{{buff|Forward tilt is faster.}}
*[[Forward tilt]]:
*{{nerf|Up tilt deals 2.944% less damage (10% → 7.056%).}}
**{{buff|Forward tilt has a longer duration (frames 5-6 5-7).}}
*{{change|Up tilt no longer launches the opponent forward if they are hit in front of Dr. Mario. Instead of having different launching trajectories depending on where it hits the opponent, it now launches the opponent upward no matter where it hits them. This reduces its versatility in exchange for improving its combo potential.}}
*[[Up tilt]]:
*{{buff|Down tilt is faster, making it much more safe at close range for [[spacing]]. It can no longer send the opponent behind Dr. Mario, but instead slightly launches them into the air, making it a useful combo starter.}}
**{{change|Up tilt has higher base damage (5.5 → 6.3). This makes it significantly more effective for KOing, but less effective for combos.}}
*{{nerf|Down tilt's new launching angle completely removes its edge-guarding set-ups It also deals less damage (9% → 7.84%/5.6%).}}
*[[Dash attack]]:
*{{buff|Fully charged upward and downward angled forward smash's sweetspot deals more damage (27.342% → 27.9888% (upward), 24.6078% → 27.45568% (downward)) and has increased range.}}
**{{buff|Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for combos at low percentages.}}
*{{nerf|Forward smash has decreased knockback (30 base/97 growth 25/96), increased start-up and increased ending lag. It also now has a sourspot located at Dr. Mario's hand.}}
*[[Forward smash]]:
*{{nerf|Up smash deals 0.32% less damage (16% → 15.68%).}}
**{{change|Dr. Mario's forward smash's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively.}}
*{{buff|Up smash deals more damage when fully charged.}}
***{{nerf|It has lower knockback scaling (99 (sweetspot)/103 (sourspot) 96/100), partially compensating for the increased damage.}}
*{{nerf|Down smash deals 8.36% less damage (33% 24.64%).}}
**{{nerf|It has slightly less range.}}
*{{buff|Down smash has decreased base knockback (50 30) but increased knockback growth (75 → 100), which makes it stronger at medium to high percents.}}
**{{change|It has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}}
*{{change|Down smash's sweetspot and sourspot placements have been reversed, with the front hit being weaker and the back hit being stronger.}}
**{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
*[[Up smash]]:
**{{change|Up smash has different knockback (32 (base)/94 (scaling) 0/117). Dr. Mario's up smash also launches the opponent horizontally (130°), whereas Mario's launches them vertically (83°). These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective for KOing and punishing.}}
**{{buff|It has a longer duration (frames 9-12 9-13).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make Dr. Mario's smash attacks significantly more effective at pressuring shields.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral, forward, up, and down aerials all deal less damage (10%/14% 5%/8% (neutral), 17%/16% → 16.8%/11% (forward), 11% 7% (up), 18% → 10% (down)).}}
*{{nerf|All aerial attacks have more landing lag (10 frames 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames 14 (up), 19 frames → 21 (down)).}}
*{{nerf|Forward aerial deals less knockback (50 base/100 growth (sweetspot) and 40/100 (sourspot) → 30/102 (sweetspot) and 20/95 (sourspot)). It also has a new late hitbox that deals less damage and knockback.}}
*[[Neutral aerial]]:
*{{buff|Back aerial deals more damage (8% 13.44% (clean), 7% → 7.84% (late)) and has altered knockback (43 base/65 growth → 10/95), making it a viable KOing option.}}
**{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
*{{nerf|Back aerial no longer [[semi-spike]]s due to its angle being altered to the [[Sakurai angle]], which reduces its edge-guarding potential.}}
**{{buff|It can lock until ≈40%.}}
*{{change|Back aerial's animation has slightly changed. It now uses the animation of {{SSBB|Mario}}'s back aerial from ''Brawl'' instead of retaining its animation from ''Melee''.}}
**{{nerf|It has a shorter duration (frames 3-5 (clean) 3-10, 6-29 (late) → 11-27).}}
*{{buff|Up aerial has increased base knockback (0 9).}}
*[[Forward aerial]]:
*{{change|Up aerial's angle was altered (45° 55°).}}
**{{buff|Forward aerial's clean hit has higher base damage (14 → 15). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}}
*{{buff|Down aerial has increased knockback and its looping hits launch opponents at the [[Autolink angle|auto-link angle]], making it much harder to SDI out of.}}
**{{nerf|The clean hit has less base knockback (32 → 30).}}
**{{change|The clean hit launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
**{{nerf|The early and late hits have lower base damage (12 (early)/10 (late) → 10/9).}}
*[[Back aerial]]:
**{{buff|Back aerial's clean hit deals more base damage (10.5 12), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}}
**{{buff|It has a longer duration (frames 6-10 → 6-13).}}
*[[Up aerial]]:
**{{change|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 its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling and [[SHFF]]'d combos.}}
*[[Down aerial]]:
**{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
**{{buff|The loop hits have higher base damage (1 1.7).}}
**{{nerf|The last hit has lower base damage (5 → 3) and has different knockback (80 (base)/100 (scaling) 50/120). These differences make it significantly less effective for KOing.}}
**{{buff|The loop hits use the [[Autolink angle|auto-link angle]] (366°), whereas Mario Tornado's launch the opponent vertically (94°). This makes its hits connect together significantly better.}}
**{{change|The last hit launches the opponent diagonally (45°), whereas Mario Tornado's launches them vertically (75°). This makes it capable of edge-guarding, but significantly less effective for juggling.}}
**{{nerf|It has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. It also autocancels later than Mario Tornado (frame 33 → 45), preventing it from autocanceling in a short hop.}}


===Throws/other attacks===
===Grabs and throws===
*{{change|Grab animation has slightly changed. Dr. Mario now grabs with one hand as opposed to two.}}
*[[Back throw]]:
*{{buff|Grab range has increased.}}
**{{nerf|It has less knockback scaling (66 → 60). This makes it less effective for KOing despite its higher damage output.}}
*{{nerf|Dr. Mario can no longer chain grab.}}
*[[Up throw]]:
*{{buff|Pummel deals 0.64% more damage (3% → 3.64%).}}
**{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).}}
*{{buff|Dr. Mario's throws have decreased ending lag.}}
*[[Down throw]]:
*{{nerf|Back throw has decreased knockback (80 base/72 growth → 70/60), much like Mario's back throw in ''Brawl''. Despite this, it is still one of the strongest throws in the game.}}
**{{change|Down throw has altered knockback, with more base knockback, but less knockback scaling (40 (base)/90 (scaling) → 75/45).}}
***{{buff|It has less knockback overall, allowing it to combo for longer and improving its ability to combo into an aerial attack.}}
***{{nerf|However, its higher base knockback causes it put opponents into [[tumble]] at very low percents and worsens its ability to combo into a series of up tilts at low percents.}}
**{{buff|It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}}


===Special moves===
===Special moves===
*{{nerf|[[Megavitamins]] deal less damage based on distance (8% → 5.6% (early), 4.48% (late)).}}
*[[Megavitamins]]
*{{buff|Megavitamins are slightly larger and cover more range. It also cannot be [[absorb]]able.}}
**{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed.}}
*{{nerf|[[Super Sheet]] deals less damage (10%/12% 7.84%).}}
**{{change|It do not have a [[flame]] effect, unlike Fireball.}}
*{{nerf|Super Sheet no longer stalls Dr. Mario while he is in midair, greatly hindering his recovery.}}
**{{change|It bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
*{{buff|[[Super Jump Punch]] now consists of one strong hit that can KO reliably before 150% from the center of the stage and around 100% at the edge. It is now a viable option for combo ending and [[tech-chasing]], similarly to [[Dolphin Slash]].}}
**{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*{{nerf|Super Jump Punch can no longer be cancelled and it has increased [[landing lag]]. While Mario's Super Jump Punch's vertical distance increased, Dr. Mario's retains its vertical distance from ''Melee''.}}
*[[Super Sheet]]
*{{buff|Sweetspotted Super Jump Punch can be moved in the opposite direction. This potentially gives Dr. Mario the ability to hit multiple opponents with a single sweetspot and to avoid a possible punish after landing the hit.}}
**{{buff|Compared to [[Cape]], Super Sheet's reflection hitbox has a longer duration (frames 6-20 6-22).}}
*{{nerf|[[Dr. Tornado]] deals less damage (16%/14% → 8%).}}
**{{change|Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
*{{buff|Dr. Tornado has faster start-up and a slightly longer duration. The move itself is also harder to escape from, while having increased KO potential, reliably KOing at 100% off-stage. It also has decreased ending lag, allowing for a double jump sooner for recovery.}}  
**{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at [[B-reversing]], but unusable for recovery.}}
*{{nerf|Dr. Tornado does not travel as high when rising due to its lengthier animation.}}
*[[Super Jump Punch]]
*{{change|Dr. Mario has a [[Final Smash]], [[Doctor Finale]]. It is a clone of Mario's [[Mario Finale]], but uses two massive Megavitamins instead of two massive streams of fire.}}
**{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}}
**{{buff|Due to its higher damage output, the clean hit is significantly more effective for KOing in spite of its lower knockback (52 (base)/145 (scaling) → 30/100). Dr. Mario's Super Jump Punch also has a longer duration than Mario's (frames 3-11 → 3-19).}}
**{{nerf|It retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
**{{nerf|Unlike Mario's, It lacks [[intangibility]] on start-up.}}
**{{change|It does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*[[Dr. Tornado]]
**{{change|Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been [[F.L.U.D.D.]] as of ''Brawl''.}}
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage.}}
**{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it ineffective for gaining stage control.}}
**{{nerf|Due to dealing damage, It is less effective at [[gimping]].}}
*[[Doctor Finale]]
**{{change|Doctor Finale produces 2D and 3D Megavitamin-based effects and emits Megavitamins' contact sound effect, whereas [[Mario Finale]] produces 3D fiery effects and emits a burning sound effect.}}
**{{buff|Its hitboxes are further out (Z offset: 0 → 10), improving its range.}}
 
===Other===
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}
 
==Changes from ''[[Super Smash Bros. Melee]]''==
Dr. Mario became one of the most noticeably reworked [[veteran]]s upon his transition from ''Melee'' to ''SSB4''. Unlike in ''Melee'', he now functions as a stronger, yet slower Mario because of multipliers being applied to the majority of his moveset and some of his attributes. However, Dr. Mario's stronger moveset does not compensate for his much slower mobility. As a result, he is among the few characters to have been heavily nerfed in the transition to ''SSB4''.
 
Aside from the multipliers, changes to game mechanics have indirectly buffed and nerfed Dr. Mario. [[Rage]] makes his KOing options KO even heavyweights with relative ease. Additionally, the higher damage multiplier for fully charged smash attacks makes his fully charged forward/up smashes even more potent. Lastly, the changes to shields and [[shieldstun]] supplement Dr. Mario's smash attacks by making them much better at pressuring shields. However, the removal of [[chain grab]]bing significantly worsens his up and down throws' damage racking potentials, while the removal of [[wavedash]]ing further compounds his already worsened approach.
 
A number of Dr. Mario's moves have received buffs and nerfs. Down tilt now functions like Mario's, and is thus a reliable combo starter at low to high percentages. Up aerial's lower launching angle makes it better for edge-guarding and partaking in combos. Down aerial and Dr. Tornado's hitbox alterations result in their hits connecting together better. Megavitamins have longer ranges, are no longer [[absorb]]able and, when used in the air, descend faster. Super Jump Punch now possesses KO potential, thanks to it functioning like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. Conversely, neutral attack deals much less damage; forward aerial is only effective when sweetspotted; up aerial has significantly worsened juggling potential; down aerial and Megavitamins have lower damage outputs, more lag, shorter durations and, in the case of the latter, a smaller hitbox; and back throw's KO potential has worsened.
 
However, several of Dr. Mario's moves have been ambivalently buffed and nerfed. Up tilt's consistent angle makes more reliable for combo, but at the cost of its versatility. Up smash is no longer a [[spike]], which makes its KO potential more consistent at the cost of significantly worsening its ability to start combos. Down smash's front hit is now a semi-spike, but has a much lower damage output. Neutral aerial's lower damage output makes its clean hitbox better for set-ups, yet removes its late hitbox's KO potential. Back aerial's clean hitbox now possesses KO potential, yet is no longer a semi-spike. Lastly, Super Jump Punch can now be [[B-reverse]]d upon landing its clean hitbox, but at the cost of its ability to be [[Super Jump Punch#Up-B cancel|canceled]].
 
Despite being poor in ''Melee'', Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now [[wall jump]] like his normal self, and [[Dr. Tornado]] can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while [[Super Sheet]] no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump.
 
All in all, Dr. Mario’s overhaul changed him for the worse, as he has become a significantly less effective character than he was in ''Melee'', especially when comparing him to {{SSB4|Mario}}. As such, he is widely regarded as an unviable low tier character, and is overall one of the most nerfed characters in ''Smash 4'', alongside {{SSB4|Wario}}, {{SSB4|Marth}} prior to updates, {{SSB4|Kirby}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, {{SSB4|Meta Knight}} prior to updates, and {{SSB4|King Dedede}}.


==Differences from {{SSB4|Mario}}==
===Aesthetics===
===Aesthetics===
*{{change|Dr. Mario's victory poses, idle poses, on-screen appearance and taunts are different.}}
*{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}}
*{{change|Dr. Mario's idle stance is similar to Mario's, but noticeably slower.}}
*{{change|Dr. Mario's neck is longer, his pants are now slightly rolled up at his ankles, the collar of his shirt is open, his tie is loose and his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to ''SSB4''.}}
*{{change|Dr. Mario is less vocal than Mario.}}
*{{change|{{GameIcon|ssb4-u}}Dr. Mario's coat and stethoscope have individual physics.}}
*{{change|Dr. Mario has received three new [[alternate costume]]s.}}
*{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}}
**{{change|Dr. Mario uses various voice clips for any move between the third hit of his [[neutral attack]], any [[tilt attack]], his [[dash attack]], and any [[aerial attack]], and always uses specific clips for both his up and down [[smash attack]]s.}}
**{{change|Dr. Mario now has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his side taunt.}}
*{{change|Dr. Mario no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
*{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}}
*{{change|Dr. Mario has a new [[idle pose]]. He now punches his open palm with his fist. However, his stance while holding a light [[item]] is now identical to {{SSB4|Mario}}'s.}}
*{{change|Dr. Mario has a new [[victory pose]]. He now contemplatively rubs his chin with his hand. It replaces the "Here we go!" victory pose that he shared with {{SSBM|Mario}} in ''Melee''.}}
*{{change|Dr. Mario's chest now faces the foreground, regardless of whether he is facing left or right.}}


===Attributes===
===Attributes===
*{{buff|Dr. Mario is stronger overall compared to Mario, as he has higher damage outputs on moves such as his up tilt, up smash, back aerial, up aerial, forward tilt and all of his throws.}}
*{{change|Dr. Mario is slightly shorter. This makes his hurtbox slightly smaller, but slightly hinders his range.}}
*{{nerf|Dr. Mario's walking speed is slower and both his dashing and air speeds are drastically slower than Mario's, making him significantly less mobile in comparison.}}
*{{change|Due to the majority of Mario's damage output having slightly decreased since ''Brawl'', the majority of Dr. Mario's damage output has also slightly decreased. This slightly improves his combo game, but slightly hinders his damage racking potential.}}
*{{nerf|Dr. Mario does not jump as high as Mario.}}
*{{change|Dr. Mario is lighter (100 → 98), as he now [[Weight|weighs]] as much as {{SSBB|Mario}} as of ''Brawl''. This makes him slightly less susceptible to combos, but slightly hinders his endurance.}}
*{{buff|Dr. Mario's short hop is lower, making it easier for him to perform short hopped aerials.}}
*{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
*{{nerf|Dr. Mario cannot perform as many aerials from a short hop.}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.3312).}}
*{{nerf|Dr. Mario does not crouch as low as Mario.}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.06 → 0.045), as it is now identical to Mario's.}}
*{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}}
*{{change|Dr. Mario's [[falling speed]] is slower (1.7 → 1.5). This makes him less susceptible to combos, but hinders his vertical endurance.}}
*{{change|Dr. Mario's [[gravity]] is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.}}
*{{buff|[[Roll]]s and [[air dodge]] have decreased ending lag (FAF 31 → 30 (rolls), FAF 48 → 33 (air dodge)).}}
*{{nerf|[[Sidestep]] has increased ending lag (FAF 22 → 27).}}
*{{nerf|Rolls and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).}}
*{{buff|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}}
*{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
*{{change|Backward jump's animation has changed. Dr. Mario now performs a [[mariowiki:Somersault|Backward Somersault]] repeatedly like Mario does, instead of once.}}
*{{nerf|The removal of [[wavedash]]ing significantly hinders Dr. Mario's approach.}}
*{{nerf|The removal of [[meteor canceling]] harms Dr. Mario more than any returning veteran, due to his lack of a meteor smash.}}


===Ground attacks===
===Ground attacks===
*{{nerf|[[Neutral attack]] deals 0.04% less damage (8.96% → 9%) than Mario's.}}
*[[Neutral attack]]:
*{{buff|Neutral attack's knockback is stronger than Mario's. It also slightly launches the opponent with set knockback for the first two hits, making it easier to [[jab cancel]] with than Mario's.}}
**{{nerf|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%), although its last hit's knockback was somewhat compensated (18 (base)/100 (scaling) → 45/80).}}
*{{nerf|Neutral attack is slower, has slightly more ending lag and cannot [[jab lock]].}}
**{{nerf|Neutral attack has increased ending lag (FAF 16 (hit 1)/19 (hit 2)/23 (hit 3) → 23/25/36), hindering its [[jab cancel]]ing potential. Its last hit also has increased start-up lag (frame 5 → 7) and a shorter duration (frames 5-9 → 7-8).}}
*{{buff|Dash attack sends opponents at a directly vertical angle instead of at an oblique angle, which aids his combo game.}}
**{{buff|Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased start-up lag (frame 3 → 2). This makes its first two hits connect together better.}}
*{{buff|Forward smash deals more damage (17.85%/14.7% 19.992%/16.464% (upward angled), 17%/14% → 19.04%/15.68% (forward), 17.51%/14.42% → 19.6112%/16.1504% (downward angled)) and knockback.}}
**{{change|Neutral attack's first and second hits' angles have been altered (83°/83°/85° (both) → 60°/70°/80° (hit 1)/70°/78°/88° (hit 2)).}}
*{{nerf|Forward smash has less range.}}
*[[Forward tilt]]:
*{{change|The sweetspot of Dr. Mario's forward smash is at his arm, while Mario's is on the [[flame]], which means that the sweetspot attack has to be at closer range.}}
**{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}}
*{{change|Forward smash is an [[electric]] attack rather than a [[flame]] attack.}}
**{{nerf|Forward tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-8 → 5-7).}}
*{{buff|Dr. Mario's up smash launches opponents at a more horizontal angle compared to Mario's. This allows it to combo into itself at low percentages and when uncharged, since it always launches opponents in the opposite direction. It also deals more damage than Mario's (15.68% → 14%).}}
*[[Up tilt]]:
*{{nerf|Up smash's more horizontal angle, combined with its lower overall knockback (0 base, 117 growth → 30 base, 95 growth), hinders its KOing abilities.}}
**{{change|Up tilt deals less damage (10% (clean)/8% (late) → 7.056%). Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up tilt's angle has also been altered ([[Sakurai angle|361°]] (clean)/100° (late) → 96°). When coupled with the changes to [[hitstun canceling]], these changes improve its combo potential. However, these changes hinder its utility.}}
**{{nerf|Up tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-12 → 5-11).}}
*[[Down tilt]]:
**{{buff|Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)); has decreased ending lag (FAF 33 → 28); and its angle has been altered (150° → 80° (body/foot)). When coupled with the changes to hitstun canceling, these changes grant it combo potential at low to high percentages.}}
**{{nerf|Down tilt has a shorter duration (frames 5-8 → 5-7).}}
*[[Dash attack]]:
**{{change|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%). However, its clean hitbox's knockback was compensated (70 (base)/30 (scaling) → 90/42), and its late hitbox's knockback was somewhat compensated (60 (base)/50 (scaling) → 90/42). Its angle has also been altered (80° (clean)/85° (late) → 90° (both)). When coupled with the changes to hitstun canceling, these changes slightly improve its combo potential at low percentages. However, these changes slightly hinder its safety.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve all smash attacks' shield pressuring potentials.}}
*[[Forward smash]]:
**{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their knockback was compensated (30 (base)/97 (scaling) → 25/96). Forward smash has also received a sourspot located at the blast of [[electric]]ity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.}}
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%).}}
**{{nerf|Upward angled forward smash deals 0.008% less damage (20% → 19.992%) and has decreased knockback (30 (base)/97 (scaling) → 25/96), slightly hindering its KO potential. Forward angled also has increased start-up (frame 12 → 15), ending lag (FAF 42 → 48), and a shorter duration (frames 12-16 → 15-17).}}
*[[Up smash]]:
**{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}}
**{{change|Due to its angle being altered (259° (clean/late) → 130°), up smash is no longer a [[spike]]. This improves its KO potential, but significantly hinders its combo potential.}}
**{{buff|Up smash has a longer duration (frames 9-11 → 9-13) and increased intangibility frames (frames 9-11 → 9-13).}}
*[[Down smash]]:
**{{nerf|Down smash's front hit deals less damage (18% (clean)/17% (late) → 11.2%), hindering its KO potential. Additionally, down smash has increased ending lag (FAF 38 → 44). Lastly, down smash's back hit has a shorter duration (frames 14-15 → 14).}}
**{{buff|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down smash's back hit now deals consistent damage (15% (clean)/13% (late) → 13.44%). However, its knockback was somewhat compensated (45 (base)/75 (scaling) → 30/100). These changes improve its KO potential in spite of its damage output being lower than the clean hitbox's.}}
**{{buff|Due to its angle being altered (361° (front/back) → 32° (front)/30° (back)), down smash is now a [[semi-spike]]. This significantly improves its edge-guarding potential.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial deals more damage (5% → 5.6%, 8% → 8.96%).}}
*[[Neutral aerial]]:
*{{change|Neutral aerial deals more damage and knockback the longer it sticks out, whereas Mario's functions oppositely.}}
**{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}}
*{{nerf|Early forward aerial deals 0.8% less damage (12% → 11.2%).}}
**{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}}
*{{buff|Sweetspotted and sourspotted forward aerial deals more damage (14% → 16.8% (sweetspot), 10% 10.08% (sourspot)).}}
**{{buff|Neutral aerial auto-cancels earlier (frame 36 → 34), matching Mario's neutral aerial. Due to Dr. Mario's slower falling speed and lower gravity, it can now autocancel in a short hop.}}
*{{change|Sweetspotted forward aerial launches the opponent at an oblique angle instead of [[meteor smash]]ing them.}}
*[[Forward aerial]]:
*{{nerf|Up aerial launches opponents at a horizontal angle without any compensation on the knockback, making it far weaker. Due to it not launching opponents at a vertical angle like Mario's, it also does not juggle as well.}}
**{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%).}}
*{{nerf|Down aerial deals much less knockback and has slower start-up than Mario Tornado.}}
**{{nerf|It deals less knockback overall (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102), hindering its KO potential.}}
*{{nerf|Down aerial also has much more ending and landing lag than Mario Tornado.}}
**{{change|Forward aerial's angle has been lowered (60° 50°). This hinders its KO potential off the top blast zone, but slightly improves it near the edge.}}
*{{change|Dr. Mario retains his [[Drill (archetype)|drill kick]] as his down aerial, while Mario's has been [[Mario Tornado]] since ''Brawl''. As a result, Dr. Mario's down aerial launches the opponent at a different angle compared to Mario's.}}
**{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively. These changes decrease its start-up lag (frame 18 → 16) and lengthen its duration (frames 18-22 → 16-22). However, these changes make it more susceptible to punishment at low to medium percentages.}}
**{{buff|Forward aerials auto-cancels earlier (frame 44 → 43).}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (8% (clean)/7% (late) 13.44%/7.84%). However, its clean hitbox's knockback was somewhat compensated (43 (base)/65 (scaling) → 10/95), and its late hitbox's knockback was compensated (20 (base)/100 (scaling) 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.}}
**{{nerf|Back aerial has increased ending lag (FAF 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.}}
*[[Up aerial]]:
**{{buff|Up aerial deals 2.16% less damage (10% → 7.84%), although its base knockback was compensated (0 → 9). It also has decreased ending lag (FAF 34 → 32). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.}}
**{{change|Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its juggling potential.}}
**{{nerf|Up aerial auto-cancels later (frame 16 → 18).}}
*[[Down aerial]]:
**{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). It also has increased start-up (frame 10 → 11), much more ending lag (FAF 38 → 52), and auto-cancels later (frame 33 → 45), no longer being interruptible.}}
**{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. These changes make its hits connect together better, but shorten its duration (frames 10-29 → 11-27).}}
**{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°. Down aerial's last hit also no longer has set knockback. These changes improve its safety.}}
**{{buff|The weakening of [[SDI]] makes down aerial significantly more difficult to escape from.}}


===Grabs and throws===
===Throws/other attacks===
*{{buff|All throws deal more damage (8% → 8.96% (forward), 11% → 12.32% (back), 7% → 7.84% (up), 5% → 5.6% (down)).}}
*{{buff|All grabs have increased ranges. Standing and dash grabs also have decreased start-up (frame 7 → 6 (standing), frame 11 → 8 (dash)) and ending lag (FAF 31 → 29 (standing), FAF 41 → 36 (dash)).}}
*{{change|Down throw has more base knockback, giving Dr. Mario different follow-ups compared to Mario. At higher percents, Dr. Mario's down throw has less horizontal knockback growth compared to Mario's, allowing for easier aerial follow-ups, such as down throw to forward aerial, working as a kill option that Mario lacks.}}
*{{change|All grabs' animations have changed. Dr. Mario now reaches out with one hand, instead of using both to clinch the opponent.}}
*[[Pummel]]:
**{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging in the game by default. It is also faster (24 frames → 23).}}
*[[Forward throw]]:
**{{change|Forward throw deals 0.04% less damage (9% → 8.96%) and has decreased knockback scaling (72 → 60). When coupled with the changes to hitstun canceling, these changes grant it combo potential into dash attack at low percentages. However, these changes hinder its edge-guarding potential.}}
*[[Back throw]]:
**{{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.}}
*[[Up throw]]:
**{{nerf|Up throw deals 0.16% less damage (8% → 7.84%) and has decreased knockback (70 (base)/80 (scaling) → 65/70). When coupled with the removal of [[chain grab]]bing, these changes significantly hinder its damage racking potential.}}
*[[Down throw]]:
**{{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°). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.}}
**{{nerf|The removal of chain grabbing significantly hinders down throw's damage racking potential.}}
*[[Floor attack]]:
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Dr. Mario has received a floor attack when he trips.}}
**{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}}
*[[Edge attack]]:
**{{change|Edge attack now deals consistent damage (6% (body)/8% (legs) → 7.84%).}}


===Special moves===
===Special moves===
*{{buff|[[Megavitamins]] are now classified as physical projectiles rather than energy projectiles like Mario's [[Fireball]] is, which means that Megavitamins are no longer [[Absorption|absorbable]].}}
*[[Megavitamins]]:
*{{change|Megavitamins bounce twice while Fireball bounces three times.}}
**{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
*{{buff|[[Super Sheet]] deals 0.84% more damage (7% → 7.84%) and has greater vertical range than [[Cape]].}}
**{{nerf|Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 14 → 17); ending lag (FAF 44 → 53); and a shorter duration (frames 14-89 → 17-69).}}
*{{nerf|Super Sheet does not stall him in midair and has lesser horizontal range than Cape.}}
**{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
*{{buff|Dr. Mario's [[Super Jump Punch]] only has two hitboxes and deals more damage at the start of the attack, just like {{SSB4|Luigi}}'s. It deals 1.44% more damage (12% → 13.44%) and more knockback than Mario's, making it a viable KOing option.}}
*[[Super Sheet]]:
*{{nerf|Dr. Mario's Super Jump Punch covers less vertical distance than Mario's.}}
**{{buff|Super Sheet can now [[reflect]] projectiles behind Dr. Mario.}}
*{{change|Super Jump Punch does not make a coin sound when used on an opponent.}}
**{{buff|Super Sheet has a longer duration to [[reflect]] projectiles compared to Mario's [[Cape]] (frames 6-22).}}
*{{change|Dr. Mario retains [[Dr. Tornado]] as his down special.}}
**{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}}
*{{buff|[[Doctor Finale]] deals more damage than [[Mario Finale]].}}
**{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}}
 
**{{bugfix|Super Sheet no longer causes opponents warping to the opposite side of the stage after being hit during the ledge get up.}}
===Other===
*[[Super Jump Punch]]:
*{{change|Dr. Mario uses Ties as defensive [[Equipment]] rather than Overalls.}}
**{{buff|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).}}
**{{buff|Super Jump Punch can now be B-reversed upon hitting with its clean hitbox. This grants it edge-guarding potential, and improves its safety.}}
**{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
**{{nerf|Super Jump Punch can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}}
**{{change|Super Jump Punch's visual effects have changed. It no longer produces {{s|mariowiki|Coin}}s upon contact.}}
*[[Dr. Tornado]]:
**{{buff|Dr. Tornado can now be moved horizontally, granting it horizontal recovery potential.}}
**{{buff|Dr. Tornado has decreased ending lag (FAF 80 → 75).}}
**{{buff|The weakening of SDI makes Dr. Tornado significantly more difficult to escape from.}}
**{{nerf|Dr. Tornado deals less damage (13% (all grounded hits)/14% (all aerial hits) 8.736% (all hits)), although its last hit's knockback was compensated (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)). It also has increased start-up lag (frame 8 → 10).}}
**{{nerf|Aerial Dr. Tornado covers significantly less vertical distance, significantly hindering its vertical recovery potential.}}
**{{change|Dr. Tornado now consists of a consistent hitbox that re-hits every 6 frames and launch at 90°/180°/360°, instead of multiple hitboxes with short durations that launch at 180°/160°/100°. These changes make its hits connect together better, but shorten its duration (frames 8-39 → 10-40).}}
**{{change|Dr. Tornado's last hit's angle has been altered (361° → 45°).}}
**{{change|Dr. Tornado's loop hits have lost their [[Priority#Transcendent priority|transcendent priority]], whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its loop hits' safety against incoming moves.}}
**{{change|Dr. Mario's now vocalizes when performing the final hit of Dr. Tornado, with the voice clip coming from Mario's [[F.L.U.D.D.]]}}
*[[Final Smash]]:
**{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path.}}


==Update history==
==Update history==
Although his core problems have not been addressed, Dr. Mario has received a handful of buffs nonetheless. Updates [[1.0.4]] and [[1.0.6]] improved his forward aerial's knockback and damage output, enabling it to score KOs easier and making it more viable either as a [[short hop]]-initiated, on-stage attack or as an edge-guarding option. Update [[1.1.0]] slightly improved his up smash by giving it one extra frame, as well as making it capable of scoring KOs easier due to having its knockback growth increased. Like {{SSB4|Mario}}, the changes on shieldstun in [[1.1.1]] make it slightly harder for him to use his patient playstyle effectively, as the increased shieldstun makes it harder for him to punish out of shield. This change, however, is made up by his higher damage output than Mario, which makes his most powerful moves much safer on shield when compared to Mario.
Dr. Mario has been buffed slightly via game updates. Updates [[1.0.4]] and [[1.0.6]] improved his forward aerial's KO potential by increasing its knockback and its sweetspot's damage output, respectively. Update [[1.1.0]] followed a similar format in regard Dr. Mario's up smash, as it increased its duration and knockback. Unlike {{SSB4|Mario}}, the changes to [[shield]]s and [[shieldstun]] brought about by updates 1.1.0 and [[1.1.1]] are a mixed bag for Dr. Mario, instead of an indirect nerf. Although they hinder his [[out of shield]] options because of his low traction, his above-average damage output makes his most powerful moves noticeably safer on shield compared to Mario's.


'''{{GameIcon|ssb4-3ds}} 1.0.4'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
*{{buff|Forward aerial's knockback increased: 85 → 95 (early/late), 95 → 102 (clean).}}
{{UpdateList/1.0.4|char=Dr. Mario}}
*{{buff|Down aerial's loop hits deal 0.336% more damage|1.568%|1.904%.}}
*{{buff|Down aerial's landing lag decreased.}}
*{{nerf|Down aerial's hit rate decreased|7|5.}}
*{{nerf|Down aerial deals 1.456% less damage|10.976%|9.52%.}}


'''{{GameIcon|ssb4}} 1.0.6'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Sweetspotted forward aerial deals 1.12% more damage|15.68%|16.8%.}}
{{UpdateList/1.0.6|char=Dr. Mario}}
*{{nerf|Up smash no longer [[spike]]s. Although up smash could only spike grounded opponents rather than airborne ones, this quirk made it effective at starting combos on grounded opponents and its removal further hinders Dr. Mario's already sub-par combo game.}}
*{{buff|Up smash's horizontal knockback increased. When coupled with the loss of its spike, it is now more effective at KOing while near an edge.}}


'''{{GameIcon|ssb4}} 1.1.0'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Up smash's knockback growth increased|108|117.}}
*{{buff|Up smash's knockback scaling increased|108|117.}}
*{{buff|Up smash's duration increased|4 frames|5.}}
*{{buff|Up smash's duration increased|frames 9-12|9-13.}}
*{{change|Up smash's duration matches with its animation.}}


'''{{GameIcon|ssb4}} 1.1.1'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Clothesline Tornado's damage increased|8%|10%/12%.}}
*{{buff|Clothesline Tornado deals 1% more damage|10.2% (hit 1)/12.44% (hit 2)|11.2%/13.44%, although its first hit's knockback was somewhat compensated: 60 (base)/120 (scaling) → 100/70.}}
*{{buff|Clothesline Tornado's sweetspot's hitbox size increased.}}
*{{buff|Clothesline Tornado's first hit's hitbox size increased.}}
*{{buff|Clothesline Tornado's sweetspot's base knockback increased|60|100.}}
*{{nerf|Clothesline Tornado's sweetspot's knockback growth decreased|120|70.}}


==Moveset==
==Moveset==
For unknown reasons, instead of Dr. Mario's damage values being notably different than Mario's, all of the damage values of his moveset have a multiplier of 1.12x.[http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/] This does not apply to items or reflected attacks.
*Dr. Mario can [[wall jump]].
 
''For a gallery of Dr. Mario's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutral1dmg=2.8%
|neutral1dmg=2.8%
|neutral2dmg=1.68%
|neutral2dmg=1.68%
|neutral3dmg=4.48%
|neutral3dmg=4.48%
|neutraldesc=Two jabs followed by a forward kick. The first two hits have set knockback which very slightly launch the opponent, allowing for Dr. Mario to potentially perform jab cancel follow-ups, such as a [[grab]]. Start-up of 3 frames.
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''Super Mario 64''. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also [[jab lock]] like the first hit of [[Mario (SSB4)|his normal self]]'s neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at [[jab cancel]]ing compared to Mario's.
|ftiltname=&nbsp;
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=7.84%
|ftiltdmg=7.84%
|ftiltdesc=A reverse roundhouse kick. Sends the opponent at a [[Sakurai angle]], but this is only apparent at higher percents. Low KOing potential, but can be used to space opponents and serve as a defensive move. Start-up of 5 frames.
|ftiltdesc=A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 50%.
|utiltname=&nbsp;
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=7.056%
|utiltdmg=7.056%
|utiltdesc=A spinning uppercut. Does more damage than Mario's, allowing for more hitstun for up tilt-initiated juggles. Gains KOing potential around 160%. Start-up of 5 frames.
|utiltdesc=A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. On Final Destination, it KOs middleweights at 165%/156% (''3DS''/''Wii U''). However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
|dtiltname=&nbsp;
|dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dtiltdmg=5.6% (foot), 7.84% (body)
|dtiltdmg=5.6% (foot), 7.84% (body)
|dtiltdesc=A legsweep. Relatively fast, as it has a start-up of 5 frames. Because it very slightly launches the opponents, it can be followed up with numerous options at low to medium percents, such as neutral attack, up tilt, forward tilt, up smash, down smash and [[Super Jump Punch]]. Lightweight characters can avoid these follow-ups fairly easily, however.
|dtiltdesc=A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks, and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but this requires a hard read. However, it has short range.
|dashname=&nbsp;
|dashname=Sliding ({{ja|スライディング|Suraidingu}})
|dashdmg=8.96% (clean), 6.72% (late)
|dashdmg=8.96% (clean), 6.72% (late)
|dashdesc=A baseball slide, a dropkick variation where Dr. Mario slides forward and kicks with both feet. Launches the opponent at a purely vertical angle and has a fair amount of endlag.
|dashdesc=The {{s|mariowiki|Slide Kick}}. Its clean and late hitboxes both launch at 90°, which make it better for set-ups at low percentages compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's.
|fsmashname=&nbsp;
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand)
|fsmashupdmg={{ChargedSmashDmgSSB4|19.992}} (arm), {{ChargedSmashDmgSSB4|16.464}} (hand)
|fsmashsidedmg={{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand)
|fsmashsidedmg={{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand)
|fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand)
|fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand)
|fsmashdesc=A palm thrust that produces a small blast of electricity resembling a defibrillator. It has longer range than in ''Melee'', but now has a sweetspot at Dr. Mario's arm with the sourspot being the electric blast at his palm. Gains KOing potential from the center of the stage at 85%-90%, but it can KO quite early at around 65% near the edge.
|fsmashdesc=A palm thrust that produces a blast of [[electric]]ity. Unlike in ''Melee'', it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack, and while its sourspot deals slightly less damage, it is also strong enough to KO reliably. Angling upward or downward slightly increases its KO ability, with the upward angled version KOing the earliest. While near the edge of Final Destination, its sweetspot KOs middleweights beginning from 72%/64% (''3DS''/''Wii U''), whereas the sourspot KOs middleweights beginning at 89%/80% (''3DS''/''Wii U'').
|usmashname=&nbsp;
|usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSB4|15.68}}
|usmashdmg={{ChargedSmashDmgSSB4|15.68}}
|usmashdesc=An upward headbutt, it launches opponents horizontally towards Dr. Mario as of update 1.0.6. Dr. Mario's head has intangibility frames. Because it can potentially send the opponent over Dr. Mario, it can be used to attack an opponent with their back towards him.  
|usmashdesc=An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head [[Intangibility|intangible]] throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to {{SSB4|Luigi}}'s up smash, which launches opponents diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. While near the edge of Final Destination, it KOs middleweights at 105%/96% (''3DS''/''Wii U''). However, its launching angle makes it unreliable at KOing while away from the edge, whereas Mario and, to a slightly lesser degree, Luigi's versions can KO reliably from anywhere on-stage.
|dsmashname=&nbsp;
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (front), {{ChargedSmashDmgSSB4|13.44}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (front), {{ChargedSmashDmgSSB4|13.44}} (back)
|dsmashdesc=A breakdancing leg sweep. While the damage output is rather low for a down smash, it gains rather high KOing potential around 100% near the edge in addition to sending the opponent at a somewhat horizontal angle. Regardless, it is relatively fast due to coming out at 5 frames, which can also enable it to be used as a quick [[punish]]ing option. It can be considered one of the strongest down smashes in the game for its very high knockback scaling.
|dsmashdesc=The {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Zelda}}, {{SSB4|Ryu}} and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]], which makes it excellent for edge-guarding. Its back hit is stronger and more damaging than the front hit, but the front hit is still powerful and capable of KOing. Depending on the opponent's position, both of its hits can potentially hit them. While near the edge of Final Destination, its back hit KOs middleweights at 97%/88% (''3DS''/''Wii U''), while the front hit does so at 121%/110% (''3DS''/''Wii U''). However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable.
|nairname=&nbsp;
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairdmg=5.6% (clean), 8.96% (late)
|nairdmg=5.6% (clean), 8.96% (late)
|nairdesc=A flying kick. It is a [[sex kick]] and like in ''Melee'', its power increases the longer it is held out, unlike typical sex kicks. The early attack frames allow it to be used to start combos, while the late attack frames can be used as an edge-guarding option.
|nairdesc=A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in ''Melee'', it is a "reverse [[sex kick]]": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. Thanks to these traits, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when [[SHFF]]'d and a decent combo breaker.
|fairname=&nbsp;
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late)
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late)
|fairdesc=Winds up his arm and punches downwards. It launches the opponent at an upwards angle, instead of having a [[meteor smash]] effect like {{SSB4|Mario}}'s. As a result, it can be useful on-stage when used after a [[short hop]], due to Dr. Mario's [[falling speed]] and [[gravity]] having been lowered since ''Melee''. The sweetspot is when Dr. Mario's fist is in front of him. This move is somewhat slow, yet its incredibly powerful knockback can KO at 80% near the edge and as low as 60% off-stage.
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. Unlike his normal self's forward aerial, its clean hitbox is not a [[meteor smash]], but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in ''Melee'', it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (''3DS''/''Wii U''). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable.
|bairname=&nbsp;
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairdmg=13.44% (clean), 7.84% (late)
|bairdmg=13.44% (clean), 7.84% (late)
|bairdesc=A dropkick. Can KO near the edge at 100% and above if hit clean. With very fast start-up and endlag with high knockback, it can be used for edge-guarding or a [[reverse aerial rush]].
|bairdesc=A dropkick. Its hits on frame 6, autocancels with a short hop, and its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. While near the edge of Final Destination, its clean hitbox KOs middleweights at 134%/123% (''3DS''/''Wii U''), respectively. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing and edge-guarding.
|uairname=&nbsp;
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg=7.84%
|uairdmg=7.84%
|uairdesc=A backflip kick. Launches the opponent upward at an oblique angle and is decent for juggling opponents at low percents.
|uairdesc=A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much lower knockback scaling, slightly lower ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch or back aerial at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos.
|dairname=&nbsp;
|dairname=Bone Drill ({{ja|ドリルキック|Doriru Kikku}}, ''Drill Kick'')
|dairdmg=1.904% (loop hits), 3.36% (last hit), 2.24% (landing)
|dairdmg=1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing)
|dairdesc=A [[Drill (archetype)|drill kick]]. It has a sweetspot at Dr. Mario's feet, although the sweetspot can be difficult to land.
|dairdesc=A diagonal corkscrew dropkick. Like [[Mario Tornado]], the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=Reaches out. Like his normal self, Dr. Mario's overall grab range is average.
|pummelname=&nbsp;
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=3.64%
|pummeldmg=3.64%
|pummeldesc=Headbutts the opponent. Although slow, its strength is surpassed only by {{SSB4|Olimar}}'s White Pikmin-based pummel and {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel.
|pummeldesc=A headbutt. Moderately slow, but it is the most damaging pummel in the game by default.
|fthrowname=&nbsp;
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowdmg=8.96%
|fthrowdmg=8.96%
|fthrowdesc=Dr. Mario spins his opponent around once and tosses the opponent forward. At certain percents it can be followed with a dash attack or an aerial attack. Can be useful for forcing opponents off-stage, or reading their action after the throw.
|fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%.
|bthrowname=&nbsp;
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdesc=A powerful throw that has Dr. Mario spinning the opponent by their legs three times while damaging bystanders, and throwing the opponent in the opposite direction grabbed. While it has lost some of the knockback it had in ''Melee'', it still is a very strong throw and has KOing potential near the edge around 140%. Originates from ''Super Mario 64''.
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''.
|uthrowname=&nbsp;
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowdmg=7.84%
|uthrowdmg=7.84%
|uthrowdesc=Dr. Mario heaves his opponent high into the air with both hands. Decent against fast-fallers for aerial follow-ups.
|uthrowdesc=Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages.
|dthrowname=&nbsp;
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowdmg=5.6%
|dthrowdmg=5.6%
|dthrowdesc=Dr. Mario slams his opponent into the ground. Launches the opponent much higher than Mario's down throw and mostly retains the same amount of knockback due to its low knockback growth, allowing for aerial follow-ups more easily.
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. Its average base knockback and low knockback scaling make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos in comparison. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and [[Dr. Tornado]] at low percentages, and into up aerial and [[reverse aerial rush]]ed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7.84%
|floorfdmg=7.84%
|floorfdesc=Gets up and then kicks behind himself and then in front of himself.
|floorfdesc=Performs a modified version of the Sweep Kick before getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7.84%
|floorbdmg=7.84%
|floorbdesc=Gets up and then kicks behind himself and then in front of himself.
|floorbdesc=Punches behind himself and then in front of himself while getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5.6%
|floortdmg=5.6%
|floortdesc=Gets up and then kicks behind himself and then in front of himself.
|floortdesc=Performs a side kick behind himself and then in front of himself while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7.84%
|edgedmg=7.84%
|edgedesc=Performs a somersault and then kicks upwards from a supine position.
|edgedesc=Performs a dropkick while climbing up.
|nsdefname=Megavitamins
|nsdefname=Megavitamins
|nsdefdmg=5.6% (early), 4.48% (late)
|nsdefdmg=5.6% (early), 4.48% (late)
|nsdefdesc=Dr. Mario fires a {{s|supermariowiki|Megavitamin}} from his hand, similarly to Mario's [[Fireball]]. Megavitamins follow a unique bouncing arc that allows them to cover different angles. Unlike Mario's Fireball, they cannot be absorbed.
|nsdefdesc=Throws a {{s|mariowiki|Megavitamin}}. Megavitamins travel on a bouncing arc and are able to [[lock]], similarly to his normal self's [[Fireball]], although their arc is unique and allows them to cover different angles in comparison. Unlike Mario's Fireball, they cannot be absorbed.
|nsc1name=Fast Capsule
|nsc1name=Fast Capsule
|nsc1dmg=3.36% (early), 2.576% (mid), 1.68% (late)
|nsc1dmg=3.36% (early), 2.576% (mid), 1.68% (late)
|nsc1desc=Dr. Mario quickly fires a weaker Megavitamin that flies straight ahead, similarly to {{SSB4|Falco}}'s [[Blaster]], instead of bouncing along on the ground. It does lower damage and hitstun compared to regular Megavitamins, but it can be easily spammed and moves faster.
|nsc1desc=Throws a smaller Megavitamin that flies straight ahead, similarly to [[Blaster (disambiguation)|Blaster]]. It is very [[spam]]mable, thanks to its much lower start-up and ending lag. However, it deals less damage and [[hitstun]].
|nsc2name=Mega Capsule
|nsc2name=Mega Capsule
|nsc2dmg=1.68% per hit
|nsc2dmg=1.68% (per hit)
|nsc2desc=Dr. Mario fires a slow but large Megavitamin that will damage any opponent it hits in its predetermined path until it vanishes. Unlike the other two variations, it does not disappear upon impact. It has slow start-up and ending lag.
|nsc2desc=Throws a much larger Megavitamin that damages any opponent it hits in its predetermined path until it vanishes. Unlike Megavitamins and Fast Capsule, it does not disappear upon impact, which grants it decent set-up potential. However, it has significantly shorter range, as well as significantly more start-up and ending lag.
|ssdefname=Super Sheet
|ssdefname=Super Sheet
|ssdefdmg=7.84%
|ssdefdmg=7.84% (sheet), 1.5× (reflected projectiles)
|ssdefdesc=Dr. Mario waves a defensive sheet that reflects projectiles and reverses enemies. It has a taller hitbox than Mario's, but covers less horizontal distance. Unlike in ''Melee'', the Super Sheet no longer stalls his momentum in midair, removing its recovery potential.
|ssdefdesc=Waves a white sheet in front of himself. It deals damage; [[reflect]]s projectiles with 50% more power than they originally had; and [[reverse]]s opponents. Compared to [[Cape]], its hitbox is much smaller, but its reflection hitbox has a slightly longer duration. Unlike in ''Melee'', it lacks recovery potential because it no longer stalls Dr. Mario in midair.
|ssc1name=Shocking Sheet
|ssc1name=Shocking Sheet
|ssc1dmg=12.544%
|ssc1dmg=12.544%
|ssc1desc=A sheet that discharges electricity, which destroys projectiles instead of reflecting them. It deals noticeably more damage and knockback, to the point that it can be a viable KOing option at high percents, but has more endlag.
|ssc1desc=The sheet discharges electricity, which launches opponents and destroys projectiles instead of reversing them and reflecting them, respectively. Unlike Super Sheet, it deals respectable damage and has knockback, which grant it KO potential. While near the edge of Final Destination, it KOs middleweights at 109% in the ''3DS'' version. However, it has more ending lag.
|ssc2name=Breezy Sheet
|ssc2name=Breezy Sheet
|ssc2dmg=5.6%
|ssc2dmg=5.6% (sheet), 1.5× (reflected projectiles)
|ssc2desc=A sheet that shoots a small gust of wind, pushing opponents backward in addition to turning them around. It deals slightly less damage while also having more endlag.
|ssc2desc=The sheet has emits a small gust of wind that pushes opponents back. It is one of the best edge-guarding options in the game, thanks to the sheet itself possessing an extremely strong [[Windbox#Pushing attacks|pushbox]]. However, it deals less damage and has slightly more ending lag.
|usdefname=Super Jump Punch
|usdefname=Super Jump Punch
|usdefdmg=13.44% (clean), 6.72% (late)
|usdefdmg=13.44% (clean), 6.72% (late)
|usdefdesc=Dr. Mario performs a strong, jumping uppercut. It travels less distance than Mario's and only hits once, but can be sweetspotted for extra damage like Luigi's. Has KO potential starting at 140% on middleweight characters and at around 100% near the edge.
|usdefdesc=A jumping uppercut. Unlike his normal self's Super Jump Punch, Dr. Mario's version consists of clean and late hitboxes like {{SSB4|Luigi}}'s Super Jump Punch, which grants it much greater KO potential compared to Mario's. While near the edge of Final Destination, its clean hitbox KOs middleweights at 122%/112% (''3DS''/''Wii U''). Like Mario's Super Jump Punch, Dr. Mario's version now enables him to move himself in the opposite direction upon landing its clean hitbox, which makes it less punishable. Compared to Mario's Super Jump Punch, the travel distance of Dr. Mario's version has remained unchanged since ''Melee'', which makes it worse for recovery. Unlike Mario's, Dr. Mario's version lacks intangibility on start-up.
|usc1name=Super Jump
|usc1name=Super Jump
|usc1dmg=0%
|usc1dmg=
|usc1desc=Provides more distance than the standard Super Jump Punch, but at the cost of not having a hitbox.
|usc1desc=Covers much more vertical distance and, when moved left or right during start-up, more horizontal distance. However, it deals no damage and has slightly more ending lag.
|usc2name=Ol' One-Two
|usc2name=Ol' One-Two
|usc2dmg=8.96% (hit 1), 14.56% (hit 2)
|usc2dmg=8.96% (hit 1), 14.56% (hit 2)
|usc2desc=A much stronger uppercut that causes explosive fire damage, but at the cost of having noticeably less recovery distance. This uppercut hits twice, first at the start and then at its apex.
|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, thanks to its second hit's higher damage output, knockback and vertical angle making it reliable for KOing on its own. Its second hit KOs middleweights at 96% from anywhere on Final Destination in the ''3DS'' version. However, it covers much less vertical distance, and almost no horizontal distance.
|dsdefname=Dr. Tornado
|dsdefname=Dr. Tornado
|dsdefdmg=1.344% (loop hits), 3.36% (last hit)
|dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5)
|dsdefdesc=Performs a multiple hit spinning attack with his fists outstretched. It also traps the opponent, hitting them constantly, before knocking them back. Dr. Mario can move around on the ground while spinning, and can hover in the air by repeatedly pressing the special button while using it. While the move has a start-up of 10 frames and has some considerable endlag, it has quite some range that allows it to beat out attacks. Gains KO potential at around 130% near the edge. Because of its high knockback growth on the last hit, it can be used as a risky but efficient edge-guarding option.
|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 34 frames of ending lag, its loop hits' usage of the [[Autolink angle|auto-link angle]] enable it to reliably trap opponents. Although its last hit has a very low damage output, it possesses very high knockback scaling, [[Priority#Transcendent priority|transcendent priority]], and launches opponents at 45°. These traits enable it to function as a very potent, albeit risky off-stage edge-guarding option. While near Final Destination's left/right [[blast line]]s, it KOs middleweights at 82%/75% (''3DS''/''Wii U''). It resembles the {{s|mariowiki|Spin Jump}}.
|dsc1name=Soaring Tornado
|dsc1name=Soaring Tornado
|dsc1dmg=0% (loop hits), 6.72% (last hit)
|dsc1dmg=6.72%
|dsc1desc=Dr. Mario spins even faster to propel himself into the air. It has much greater vertical mobility, but at the cost of horizontal movement. The hitboxes are replaced with a wind hitbox except for the last hit, which has much more knockback than Dr. Tornado. When coupled with its considerably better vertical coverage, it is much more efficient at edge-guarding than Dr. Tornado, as it can KO as low as 30% when near the edge and around 85% at the center of the stage.
|dsc1desc=Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a [[windbox]] and a hitbox, the latter of which deals twice as much damage and much more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edge-guarding compared to Dr. Tornado. While near Final Destination's left/right blast lines, it KOs middleweights at 49% in the ''3DS'' version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag.
|dsc2name=Clothesline Tornado
|dsc2name=Clothesline Tornado
|dsc2dmg=8.96% (loop hits), 8.96% (last hit)
|dsc2dmg=11.2% (hit 1), 13.44% (hit 2)
|dsc2desc=A slower variation that deals higher knockback, but at the cost of having noticeably less recovery distance.
|dsc2desc=Deals much more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it to hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 72% from anywhere on 3DS's Final Destination. However, its first hit does not KO middleweights until 151% while near the edge of Final Destination in the ''3DS'' version. In comparison, its second hit is very difficult to land because of its first hit's long duration. It also has much more start-up and ending lag, which make it unusable for recovering or edge-guarding.
|fsname=Doctor Finale
|fsname=Doctor Finale
|fsdmg=3.36% (bigger pill), 2.24% (smaller pill)
|fsdmg=3.36% (big Megavitamin), 2.24% (small Megavitamin)
|fsdesc=Dr. Mario shoots two massive Megavitamins, which move forward and spiral outwards, creating exploding capsule effects as they travel across the stage. Similar to the [[Mario Finale]], with giant Megavitamins replacing the streaming flames.
|fsdesc=Rears his arms back before thrusting them forward to 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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 98
|rweight = 22-24
|dash = 1.3312
|rdash = 47
|run = 1.3312
|rrun = 52
|walk = 0.9152
|rwalk = 44
|trac = 0.045
|rtrac = 44-52
|airfric = 0.01212
|rairfric = 21
|air = 0.9292
|rair = 46
|baseaccel = 0.00808
|rbaseaccel = 55
|addaccel = 0.05656
|raddaccel = 37
|gravity = 0.08715
|rgravity = 32-34
|fall = 1.5
|rfall = 31-35
|ff = 2.4
|rff = 30-34
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 29.356105712
|rjumpheight = 50
|shorthop = 14.171785912
|rshorthop = 48
|djump = 29.356105712
|rdjump = 45
}}
Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.832, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.808.
===[[Announcer]] call===
<gallery>
Dr. Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Dr. Mario French Announcer SSBU.wav|French
Dr. Mario German Announcer SSBU.wav|German
Dr. Mario Italian Announcer SSBU.wav|Italian
Dr. Mario Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*A large stack of capsules appear on stage. Another capsule then lands on the top, causing a chain reaction which wipes away the entire stack, revealing Dr. Mario from behind them.
{{appearance
|desc=*[[Megavitamins]] fall to the ground, and Dr. Mario appears when they recede. Based on a Megavitamin chain from ''{{iw|mariowiki|Dr. Mario|game}}''.
|char=Dr.Mario
|game=SSB4}}


===[[Taunt]]s===
===[[Taunt]]s===
{{Taunt/SSB4
{{Taunt/SSB4
|char=DrMario
|char=DrMario
|desc-up=Grinds his shoe on the ground.
|desc-up=Grinds the sole of his shoe on the ground.
|desc-side=Dr. Mario pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it. This taunt returns from ''Melee''.
|desc-side=Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
|desc-down=Pounds his shoulder with his fist.}}
|desc-down=Lightly pounds his shoulder with his fist.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Sways his head from right to left.
|desc-1=Pounds his fist into his palm.
|desc-2=Punches his left hand into his open palm.
|desc-2=Performs a neck roll, a neck exercise.
|image-1=DrMarioIdlePose1WiiU.jpg
|image-1=DrMarioIdlePose1WiiU.jpg
|image-2=DrMarioIdlePose2WiiU.jpg}}
|image-2=DrMarioIdlePose2WiiU.jpg}}
Line 339: Line 533:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=MarioUniverseTheme.ogg
|victory-theme=MarioUniverseTheme.ogg
|victory-desc=A flourished remix directly from ''Brawl'' based on the sound clip that would play when Mario reaches the end of a level in ''{{s|mariowiki|Super Mario Bros.}}''
|victory-desc=A flourished remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}''
|desc-1=Throws out two randomly colored [[Megavitamins]], dusts off his gloves and then pulls out two more randomly colored Megavitamins.
|desc-1=Throws two randomly colored Megavitamins, dusts off his gloves, and then pulls out two more Megavitamins that are the same color as the ones he threw.
|desc-2=Holds out his stethoscope and points it straight, then to his left and then straight again.
|desc-2=Holds out his stethoscope and points it in front of himself, then to his left, and then in front of himself again.
|desc-3=Rubs his chin while appearing to be thinking about something, then faces the camera while continuing to rub his chin. This replaces his old "Here We Go!" victory animation from ''Melee''.
|desc-3=Contemplatively rubs his chin and then suddenly glances at the screen while continuing to rub his chin.
|char=Dr.Mario}}
|char=Dr.Mario}}


==In [[Competitive play|Competitive Play]]==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 361: Line 555:
|set10=2322
|set10=2322
}}
}}
===Notable players===
===Most historically significant players===
*{{Sm|2ManyCooks|Canada}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Atomsk|USA}}
*{{Sm|Boss|USA}}
*{{Sm|Caste|Spain}}
*{{Sm|Koolaid|USA}}
*{{Sm|Nairo|USA}}
 
==Trophies==
 
:'''Dr. Mario'''
::{{flag|ntsc}} ''In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.''
 
::{{flag|pal}} ''In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.''


{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}}
''See also: [[:Category:Dr. Mario players (SSB4)]]''


:'''Dr. Mario (Alt.)'''
*{{Sm|2ManyCooks|Canada}} - The best Dr. Mario player in the world until he dropped him for {{SSB4|Mario}} in 2017. He had several wins over {{Sm|Exodia}}, which includes defeating him and {{Sm|Alphicans}} to win [https://www.start.gg/tournament/otafest-assault-iv/details Otafest Assault IV] and defeating him at [https://albertabeatdown.challonge.com/smash4top48 Alberta Beatdown 2016] to place 2nd. Outside of his region, he most notably placed 33rd at {{Trn|2GGT: KTAR Saga}} defeating {{Sm|Rideae}}.
::{{flag|ntsc}} ''Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.''
*{{Sm|B7Games|USA}} - The best Dr. Mario player in the world after 2ManyCooks dropped the character, best known for defeating {{Sm|Abadango}} at {{Trn|2GGT: Abadango Saga}}, placing 49th overall. He has also placed 33rd at {{Trn|2GGC: Midwest Mayhem Saga}}, the best solo-Dr. Mario placement at a major.
*{{Sm|Rizeasu|Japan}} - Known for playing a variety of characters, including Dr. Mario. Most notably defeated {{Sm|Choco}} at {{Trn|Niconico Tokaigi 2018}} and had also placed 7th at {{Trn|Sumabato 28}} with both Dr. Mario and {{SSB4|Zelda}}.
*{{Sm|Tsumusuto|Japan}} - The best solo-Dr. Mario player in Japan with several decent performances at {{Trn|Sumabato}} events, including placing 17th at {{Trn|Sumabato 9}} and {{Trn|Sumabato 22}}.


::{{flag|pal}} ''Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.''
===Tier placement and history===
Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to the new game physics saw him widely perceived as a low-tier or even bottom-tier character, with many players agreeing that {{SSB4|Mario}} was a far better character. Despite this initial reception, Dr. Mario was able to see some noteworthy performances, most notably {{Sm|Nairo}}'s surprising but effective choice to use Dr. Mario to defeat {{Sm|ESAM}} at {{Trn|MLG World Finals 2015}}. However, aside from that single Nairo performance, the regional efforts of players such as {{Sm|2ManyCooks}} and {{Sm|B7Games}}, and the support from a few players due to Dr. Mario's particular strengths, Dr. Mario's metagame remained stagnant due to poor touornament results and representation for all of competitive ''Smash 4''. As such, Dr. Mario remained in the low tier for all of ''Smash 4'', ranking 45th on the first [[tier list]] before dropping to 48th on the second and 51st on the third due to 2ManyCooks dropping Dr. Mario in favor of Mario, before rising back to 48th on the final tier list thanks to the efforts of B7Games and a few Japanese Dr. Mario players.


{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}}
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Dr. Mario is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version if he has been unlocked alongside {{SSB4|Yoshi}}, {{SSB4|Captain Falcon}}, {{SSB4|Marth}}, {{SSB4|Pit}}, {{SSB4|Mega Man}}, {{SSB4|Palutena}}, and {{SSB4|Ryu}}.


:'''Doctor Finale'''
==={{GameIcon|SSB4-U}}[[Event Match]]es===
::''In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. The wide range makes it tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!''
====Solo Events====
* '''[[All-Star Battle: Secret]]''': Dr. Mario is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games.
* '''[[Doctor Schmoctor]]''': As {{SSB4|Wario}}, the player must defeat Dr. Mario before Wario's health is depleted via [[flower]]ing.
====Co-op Events====
* '''[[Viral Visitors]]''': Dr. Mario and {{SSB4|Peach}} must defeat four [[Kirby (SSB4)|Kirbys]].
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
DrMarioTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations Classic Dr Mario.png|Classic Mode
DrMarioAllStarTrophy3DS.png|Alt. (3DS)
SSB4-3DS Congratulations All-Star Dr Mario.png|All-Star Mode
DrMarioTrophyWiiU.png|Classic (Wii U)
</gallery>
DrMarioAltTrophyWiiU.png|Alt. (Wii U)
====Wii U====
DrFinaleTrophyWiiU.png|[[Doctor Finale]]
<gallery>
SSB4-Wii U Congratulations Classic Dr Mario.png|Classic Mode
SSB4-Wii U Congratulations All-Star Dr Mario.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==In [[Event Match]]es==
==[[Trophies]]==
===Solo Events===
Dr. Mario's default trophy is obtained by clearing Classic Mode as Dr. Mario. His alternate trophy is obtained by clearing All-Star Mode as Dr. Mario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Doctor Finale trophy is obtained only in the Wii U version by clearing All-Star Mode as Dr. Mario.
* '''[[All-Star Battle: Secret]]''': Dr. Mario is one of the fighters fought in this event.
{{Trophy/Fighter
* '''[[Doctor Schmoctor]]''': Dr. Mario appears as Wario's opponent and Wario is constantly taking damage due to a Lip's Stick flower on his head.
|name=Dr. Mario
|image-3ds=DrMarioTrophy3DS.png
|image-wiiu=DrMarioTrophyWiiU.png
|mode=Classic
|desc-ntsc=In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
|desc-pal=In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Dr. Mario|release1=10/1990|console2=Wii|game2=Dr. Mario Online Rx|release2=05/2008}}
|gamelist-pal={{Trophy games|console1=NES|game1=Dr. Mario|release1=06/1991|console2=Wii|game2=Dr. Mario & Germ Buster|release2=05/2008}}
}}
{{clrl}}


===Co-op Events===
{{Trophy/Fighter
* '''[[Viral Visitors]]''': Player 1 controls Dr. Mario and Player 2 controls Peach, and they must defeat 4 "unmasked Meta Knight" Kirby alternatives within the time limit.
|name=Dr. Mario (Alt.)
* '''[[The Ultimate Battle]]''': Dr. Mario is one of the opponents in the event.
|image-3ds=DrMarioAltTrophy3DS.png
|image-wiiu=DrMarioAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
|desc-pal=Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Dr. Mario|release1=10/1990|console2=Wii|game2=Dr. Mario Online Rx|release2=05/2008}}
|gamelist-pal={{Trophy games|console1=NES|game1=Dr. Mario|release1=06/1991|console2=Wii|game2=Dr. Mario & Germ Buster|release2=05/2008}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Doctor Finale
|image=DrFinaleTrophyWiiU.png
|desc-ntsc=In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
|desc-pal=In Dr. Mario's Final Smash, he spreads his arms wide, then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]==
==[[Alternate costume (SSB4)#Dr. Mario|Alternate costumes]]==
Line 425: Line 647:
<gallery>
<gallery>
Dr. Mario amiibo.png|Dr. Mario's [[amiibo]].
Dr. Mario amiibo.png|Dr. Mario's [[amiibo]].
SSB4 - Dr. Mario Screen-1.jpg|In fighting stance.
Dr. Mario unlock notice SSB4-3DS.png|Dr. Mario's unlock notice in {{for3ds}}.
SSB4 - Dr. Mario Screen-2.jpg|Fighting {{SSB4|Charizard}}.
Dr. Mario unlock notice SSB4-Wii U.png|Dr. Mario's unlock notice in {{forwiiu}}.
SSB4 - Dr. Mario Screen-3.jpg|Fighting {{SSB4|Mega Man}}.
SSB4 - Dr. Mario Screen-1.jpg|[[Idle|Idling]] on [[Wuhu Island]].
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}.
SSB4 - Dr. Mario Screen-3.jpg|Using his forward smash on {{SSB4|Mega Man}}.
SSB4 - Dr. Mario Screen-4.jpg|Using [[Super Jump Punch]] on {{SSB4|Bowser}}.
SSB4 - Dr. Mario Screen-4.jpg|Using [[Super Jump Punch]] on {{SSB4|Bowser}}.
SSB4 - Dr. Mario Screen-5.jpg|With {{SSB4|King Dedede}}, {{SSB4|Kirby}} and {{SSB4|Wii Fit Trainer}}.
SSB4 - Dr. Mario Screen-5.jpg|Alongside a [[Floor recovery|prone]] {{SSB4|King Dedede}}, a prone {{SSB4|Kirby}}, {{SSB4|Wii Fit Trainer}}, and some [[food]].
SSB4 - Dr. Mario Screen-6.jpg|Attacking {{SSB4|Fox}}.
SSB4 - Dr. Mario Screen-6.jpg|Using his dash attack on {{SSB4|Fox}}.
SSB4 - Dr. Mario Screen-7.jpg|Taunting with {{SSB4|Little Mac}} and {{SSB4|Captain Falcon}}.
SSB4 - Dr. Mario Screen-7.jpg|Using his side taunt alongside {{SSB4|Little Mac}} and {{SSB4|Captain Falcon}}.
SSB4 - Dr. Mario Screen-8.jpg|Using [[Doctor Finale]].
SSB4 - Dr. Mario Screen-8.jpg|Using [[Doctor Finale]], his [[Final Smash]], on {{SSB4|Olimar}}, {{SSB4|Marth}} and {{SSB4|Zero Suit Samus}}.
SSB4 - Dr. Mario Screen-9.jpg|His [[on-screen appearance]].
Dr. Mario SSB3DS screen.png|His [[on-screen appearance]].
SSB4 - Dr. Mario Screen-10.jpg|Using [[Megavitamins]] on two Kirbys as a nod to the {{s|mariowiki|virus}}es from his [[Dr. Mario (game)|eponymous game]].
Dr. Mario SSB3DS screen 2.png|Using [[Megavitamins]] on two Kirbys, in reference to the {{s|mariowiki|virus}}es from his [[Dr. Mario (game)|eponymous series]].
</gallery>
</gallery>


==Trivia==
==Trivia==
<!--He IS a cut Melee veteran, but the article already elaborates on this, so don't add it in.-->
<!--He IS a cut Melee veteran, but the article already elaborates on this, so don't add it in.-->
*Dr. Mario appears to have his shirt and tie done up on the artwork, but in gameplay, his collar is open and tie is loose.
*Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref>
*Dr. Mario was originally planned to be an alternate costume of {{SSB4|Mario}}, but was spun off into being a separate character late in development, as Masahiro Sakurai was felt that reducing him to a model swap would be insensitive to players who enjoyed him in ''Melee''.
*Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''.
*While Dr. Mario's fighting stance is essentially a slower version of Mario's, it will function at the same speed as his when he is holding onto a tiny item like a [[Capsule]] or a [[Beetle]]. This also happens with {{SSB4|Roy}} and {{SSB4|Lucas}} under the same circumstance in comparison to {{SSB4|Marth}} and {{SSB4|Ness}}' stances, respectively.
*''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}.
*Dr. Mario is the only character to have skipped an installment of the ''Super Smash Bros.'' series to later return as an unlockable character.
*In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively.
*Dr. Mario's official artwork pose does not resemble his from ''Melee'', unlike the returning ''Melee'' veterans {{SSB4|Mewtwo}} and {{SSB4|Roy}}'s.
*Dr. Mario, {{SSB4|Bowser}} and Lucina are the only characters who are not playable in a solo event unless selected.
*Dr. Mario shares voice clips with Mario, having two KO voice clips, while the returning ''Melee'' veterans Mewtwo and Roy only have one.
*Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in {{forwiiu}}.
*Dr. Mario is the only one of the three clone characters to not share their counterpart's idle animations.
*Dr. Mario and {{SSB4|Lucario}} are the only characters that lack a [[meteor smash]], including [[unconventional meteor smash]]es.
*Dr. Mario and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless chosen.
*Dr. Mario and {{SSB4|Pac-Man}} are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored [[Megavitamin]] each time it is performed.
*Dr. Mario is the only character to have two [[List of challenges (SSB4-Wii U)|challenges]] exclusive to him in the Wii U version.
*Dr. Mario is the only character with [[Equipment|custom equipment]] incorporated into his attributes.
*Dr. Mario is one of the five veterans, all of them being unlockable, that do not appear in {{forwiiu}}'s [[opening movie]], the other four being {{SSB4|Falco}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|R.O.B.}} and {{SSB4|Wario}}.
 
*Dr. Mario and {{SSB4|Lucario}} are the only characters to lack a [[meteor smash]] of any kind.
==References==
**He is also the only ''Mario''-series character, as well as the only "clone section" character with this distinction.
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Mario universe}}
{{Mario universe}}
[[Category:Dr. Mario (SSB4)| ]]
[[Category:Dr. Mario (SSB4)| ]]
[[Category:Characters (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Dr. Mario (SSB4)]]

Latest revision as of 18:12, November 12, 2024

This article is about Dr. Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Dr. Mario.
Dr. Mario
in Super Smash Bros. 4
Dr. Mario SSB4.png
MarioSymbol.svg
Universe Mario
Other playable appearances in Melee
in Ultimate

Availability Unlockable
Final Smash Doctor Finale
Tier F (48)
Dr. Mario (SSB4)

Dr. Mario (Dr. マリオ, Dr. Mario) is a playable character in Super Smash Bros. 4. His return to the series was announced on SSB4's official website on October 9th, 2014, during which Dark Pit was also revealed.[1] Charles Martinet reprises his role as Dr. Mario's voice actor; however, he now uses Mario's voice clips recycled from Super Smash Bros. Brawl, some of which have been muted.

Dr. Mario is ranked 48th out of 54 on the tier list, placing him in the F tier. This is a significant drop from his mid-tier placement in Super Smash Bros. Melee, where he was ranked 13th out of 26, and ranked higher than his normal self. The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower Mario. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to punish and very effective at punishing.

However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks.

Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in having extremely sparse tournament results and performances for all of Smash 4. Although he is considered nonviable in competitive play and compared unfavorably to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to smashers such as 2ManyCooks and B7Games.

How to unlock[edit]

Super Smash Bros. for Nintendo 3DS[edit]

After completing one of the two methods, Dr. Mario must then be defeated on Mushroomy Kingdom.

Super Smash Bros. for Wii U[edit]

After completing one of the two methods, Dr. Mario must then be defeated on Delfino Plaza.

Attributes[edit]

As a clone of Mario, Dr. Mario is a middleweight that can wall jump. Like his normal self, Dr. Mario also has excellent frame data: when not counting special moves, the overall start-up lag of his normal moveset is the fifth fastest in the game. As a result, Dr. Mario is both difficult to punish and very effective at punishing. Although they share an overwhelming number of identical animations and even the exact same values for certain attributes (falling speed; fast falling speed; traction; and gravity), Dr. Mario nevertheless has a number of traits that differ from his normal self. Like Mario, Dr. Mario's height is below-average; oddly, however, he is marginally shorter in comparison, and does not crouch as low as his normal self.

Unlike in Melee, Dr. Mario now functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Aside from six moves, the remainder of Dr. Mario's moveset deals 1.12× more damage compared to Mario's moveset.[2] Conversely, his walking and dashing speeds are 0.832× slower; his air speed, air acceleration, and jump heights are 0.808× slower. These multipliers result in Dr. Mario being distinctly affected by passive equipment physics, in which he specifically possesses a +15 Attack value and a -50 Speed value. Although Dr. Mario's lower jump height makes his short hop more effective than Mario's, these modified attributes collectively render his overall mobility as sub-par. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.

Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only slightly slower than Mario's, his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to Ike's.

He also shares two useful combo starters with Mario, thanks to said moves being modified since Melee. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a hard read. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages.

Outside of these moves, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.

Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game by default, as it is surpassed by Olimar and Shulk's pummels only if they use White Pikmin and the Buster Art, respectively. Forward throw is useful for initiating edge-guards and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages.

Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash; reverse aerial rushed back aerial; down aerial; and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.

Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edgeguarding. Back aerial is also fast; auto-cancels in a short hop; and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind; as such, it is lethal when SHFF'd against unwary opponents that are near the edge.

Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. This angle also makes its beginning frames capable of edge-guarding, unlike his normal self's up aerial. However, up aerial's launching angle also makes it much less effective at starting combos when SHFF'd or juggling compared to Mario's. Down aerial hits multiple times like Mario Tornado, and its final hitbox has a horizontal launching angle like up aerial. As a result, it is much more effective for edge-guarding compared to Mario Tornado, yet completely unusable for juggling. Compared to Mario's up aerial and Mario Tornado, however, Dr. Mario's up and down aerials are unable to KO outright because of their much lower knockback scaling and less damaging final hitbox, respectively.

In regard to special moves, Megavitamins travel farther in the air without landing compared to Mario's Fireball, and they bounce twice instead of three times. Super Sheet's reflection hitbox has a longer duration compared to Cape's. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls Dr. Mario in midair like it did in Melee. To alleviate the removal of Super Sheet's recovery potential, Dr. Tornado is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.

Unlike F.L.U.D.D., Dr. Tornado deals damage. When coupled with its very high knockback scaling, auto-link angle and transcendent priority, it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding compared to F.L.U.D.D. Due to Super Jump Punch consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of Luigi's Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can no longer be canceled, Super Jump Punch can now be B-reversed upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.

However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to fight characters with long or disjointed range. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite now being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance results in his recovery being predictable like Mario's.

Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most meteor smashes. As a result, it is optimal for him to read the opponent when trying to return to the stage, as well as knowing when and how to make use of Dr. Tornado. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly semi-spikes, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: Donkey Kong and Captain Falcon have more power and much better overall mobility; Mario, Luigi and Bayonetta have much more versatile combo games; Marth and Cloud have much more range; and R.O.B. and Duck Hunt are much better at zoning.

Dr. Mario benefits significantly from his custom moves. Like Mario, his custom moves define the fundamentals of customization, but in Dr. Mario's case, some of them alleviate his most significant flaws. Fast Capsule deals less damage and barely causes flinching, but covers more range at a much faster pace. Conversely, Mega Capsule has less range and is much slower, but deals repeated damage and lingers after being thrown. This allows it to shut down many approaches from characters that lack projectiles, as well as provide follow-ups. Breezy Sheet provides more safety when fighting near the edge but deals slightly less damage, whereas Shocking Sheet gives Dr. Mario another KOing option that has decent speed, but merely destroys projectiles instead of reflecting them.

Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery; has incredible edge-guarding potential thanks to its windbox and hitbox; and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery; has a shorter duration; and has slower start-up lag.

Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his neutral game to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well.

Differences from Mario[edit]

Like in Melee, Dr. Mario functions as a stronger clone of Mario. However, he is now significantly slower compared to Mario. With Mario's Down Special and Down Aerial changes in Brawl, this slightly declones Dr. Mario; albeit Luigi still shares similar moves. In addition, Dr. Mario's Up Special is now a single hit opposed to being a multi-hit attack, with the coins being removed.

While also factoring in the differences Dr. Mario had from Mario in Melee, this gives Dr. Mario a drastically different playstyle from his original counterpart, despite sharing many common moves.

Aesthetics[edit]

  • Change Dr. Mario's stance is identical to Mario's, albeit slower.
  • Change Dr. Mario is less vocal than Mario. Some of his attacks also emit different sound effects.
  • Change Dr. Mario's on-screen appearance; taunts; idle poses; and victory poses are different from Mario's.
  • Change Dr. Mario looks straight ahead during his defeated/No Contest animation, whereas Mario looks slightly to the left. Additionally, his arms are place slightly higher than Mario's.
  • Change Super Smash Bros. for Wii UDr. Mario keeps his fingers close to each other during his screen KO, whereas Mario spreads his apart.

Attributes[edit]

  • Change Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +15 attack and -50 speed.
    • Buff The damage outputs of Dr. Mario's attacks use a 1.12x[2] multiplier. As a result, he is stronger than Mario. However, this multiplier does not apply to reflected projectiles or items, and the base damage of his moves can also differ from Mario's.
    • Nerf Dr. Mario's walking speed, dashing speed and initial dash speed use a 0.832x multiplier; his jump heights, air speed, air acceleration and air friction use a 0.808x multiplier. As a result, Dr. Mario is significantly less mobile than Mario.
  • Nerf Dr. Mario's wall jump covers less height, hindering his recovery.

Ground attacks[edit]

  • Neutral attack:
    • Nerf Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at jab canceling and jab locking, and can result in lightweight and/or floaty characters escaping its entirety at high percentages.
  • Forward tilt:
    • Buff Forward tilt has a longer duration (frames 5-6 → 5-7).
  • Up tilt:
    • Change Up tilt has higher base damage (5.5 → 6.3). This makes it significantly more effective for KOing, but less effective for combos.
  • Dash attack:
    • Buff Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for combos at low percentages.
  • Forward smash:
    • Change Dr. Mario's forward smash's sweetspot and sourspot are on his arm and electricity respectively, whereas Mario's are on the flame and his arm respectively.
      • Nerf It has lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100), partially compensating for the increased damage.
    • Nerf It has slightly less range.
    • Change It has an electric effect, whereas Mario's has a flame effect. This makes it safer on shield, but easier to DI.
    • Change Super Smash Bros. for Nintendo 3DSDr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.
  • Up smash:
    • Change Up smash has different knockback (32 (base)/94 (scaling) → 0/117). Dr. Mario's up smash also launches the opponent horizontally (130°), whereas Mario's launches them vertically (83°). These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective for KOing and punishing.
    • Buff It has a longer duration (frames 9-12 → 9-13).
  • Buff The 19% damage increase to shields and the increase to shieldstun make Dr. Mario's smash attacks significantly more effective at pressuring shields.

Aerial attacks[edit]

  • Nerf All aerial attacks have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).
  • Neutral aerial:
    • Change Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.
    • Buff It can lock until ≈40%.
    • Nerf It has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).
  • Forward aerial:
    • Buff Forward aerial's clean hit has higher base damage (14 → 15). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).
    • Nerf The clean hit has less base knockback (32 → 30).
    • Change The clean hit launches the opponent diagonally (50°), whereas Mario's meteor smashes them (280°).
    • Nerf The early and late hits have lower base damage (12 (early)/10 (late) → 10/9).
  • Back aerial:
    • Buff Back aerial's clean hit deals more base damage (10.5 → 12), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).
    • Buff It has a longer duration (frames 6-10 → 6-13).
  • Up aerial:
    • Change 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 its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling and SHFF'd combos.
  • Down aerial:
    • Change Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been Mario Tornado as of Brawl.
    • Buff The loop hits have higher base damage (1 → 1.7).
    • Nerf The last hit has lower base damage (5 → 3) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.
    • Buff The loop hits use the auto-link angle (366°), whereas Mario Tornado's launch the opponent vertically (94°). This makes its hits connect together significantly better.
    • Change The last hit launches the opponent diagonally (45°), whereas Mario Tornado's launches them vertically (75°). This makes it capable of edge-guarding, but significantly less effective for juggling.
    • Nerf It has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. It also autocancels later than Mario Tornado (frame 33 → 45), preventing it from autocanceling in a short hop.

Grabs and throws[edit]

  • Back throw:
    • Nerf It has less knockback scaling (66 → 60). This makes it less effective for KOing despite its higher damage output.
  • Up throw:
    • Change Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).
  • Down throw:
    • Change Down throw has altered knockback, with more base knockback, but less knockback scaling (40 (base)/90 (scaling) → 75/45).
      • Buff It has less knockback overall, allowing it to combo for longer and improving its ability to combo into an aerial attack.
      • Nerf However, its higher base knockback causes it put opponents into tumble at very low percents and worsens its ability to combo into a series of up tilts at low percents.
    • Buff It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to directional influence.

Special moves[edit]

  • Megavitamins
    • Buff Unlike Fireball, Megavitamins cannot be absorbed.
    • Change It do not have a flame effect, unlike Fireball.
    • Change It bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.
    • Change Super Smash Bros. for Nintendo 3DSDr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.
  • Super Sheet
    • Buff Compared to Cape, Super Sheet's reflection hitbox has a longer duration (frames 6-20 → 6-22).
    • Change Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.
    • Change Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at B-reversing, but unusable for recovery.
  • Super Jump Punch
    • Change Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.
    • Buff Due to its higher damage output, the clean hit is significantly more effective for KOing in spite of its lower knockback (52 (base)/145 (scaling) → 30/100). Dr. Mario's Super Jump Punch also has a longer duration than Mario's (frames 3-11 → 3-19).
    • Nerf It retains its vertical distance from Melee, whereas Mario's has increased, making it less effective for recovery.
    • Nerf Unlike Mario's, It lacks intangibility on start-up.
    • Change It does not produce Coins upon contact, whereas Mario's does.
  • Dr. Tornado
    • Change Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been F.L.U.D.D. as of Brawl.
    • Buff Unlike F.L.U.D.D., Dr. Tornado deals damage.
    • Buff Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.
    • Nerf Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it ineffective for gaining stage control.
    • Nerf Due to dealing damage, It is less effective at gimping.
  • Doctor Finale
    • Change Doctor Finale produces 2D and 3D Megavitamin-based effects and emits Megavitamins' contact sound effect, whereas Mario Finale produces 3D fiery effects and emits a burning sound effect.
    • Buff Its hitboxes are further out (Z offset: 0 → 10), improving its range.

Other[edit]

  • Change Dr. Mario uses Ties as defensive Equipment, whereas Mario uses Overalls.

Changes from Super Smash Bros. Melee[edit]

Dr. Mario became one of the most noticeably reworked veterans upon his transition from Melee to SSB4. Unlike in Melee, he now functions as a stronger, yet slower Mario because of multipliers being applied to the majority of his moveset and some of his attributes. However, Dr. Mario's stronger moveset does not compensate for his much slower mobility. As a result, he is among the few characters to have been heavily nerfed in the transition to SSB4.

Aside from the multipliers, changes to game mechanics have indirectly buffed and nerfed Dr. Mario. Rage makes his KOing options KO even heavyweights with relative ease. Additionally, the higher damage multiplier for fully charged smash attacks makes his fully charged forward/up smashes even more potent. Lastly, the changes to shields and shieldstun supplement Dr. Mario's smash attacks by making them much better at pressuring shields. However, the removal of chain grabbing significantly worsens his up and down throws' damage racking potentials, while the removal of wavedashing further compounds his already worsened approach.

A number of Dr. Mario's moves have received buffs and nerfs. Down tilt now functions like Mario's, and is thus a reliable combo starter at low to high percentages. Up aerial's lower launching angle makes it better for edge-guarding and partaking in combos. Down aerial and Dr. Tornado's hitbox alterations result in their hits connecting together better. Megavitamins have longer ranges, are no longer absorbable and, when used in the air, descend faster. Super Jump Punch now possesses KO potential, thanks to it functioning like a less polarized version of Luigi's Super Jump Punch. Conversely, neutral attack deals much less damage; forward aerial is only effective when sweetspotted; up aerial has significantly worsened juggling potential; down aerial and Megavitamins have lower damage outputs, more lag, shorter durations and, in the case of the latter, a smaller hitbox; and back throw's KO potential has worsened.

However, several of Dr. Mario's moves have been ambivalently buffed and nerfed. Up tilt's consistent angle makes more reliable for combo, but at the cost of its versatility. Up smash is no longer a spike, which makes its KO potential more consistent at the cost of significantly worsening its ability to start combos. Down smash's front hit is now a semi-spike, but has a much lower damage output. Neutral aerial's lower damage output makes its clean hitbox better for set-ups, yet removes its late hitbox's KO potential. Back aerial's clean hitbox now possesses KO potential, yet is no longer a semi-spike. Lastly, Super Jump Punch can now be B-reversed upon landing its clean hitbox, but at the cost of its ability to be canceled.

Despite being poor in Melee, Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now wall jump like his normal self, and Dr. Tornado can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while Super Sheet no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump.

All in all, Dr. Mario’s overhaul changed him for the worse, as he has become a significantly less effective character than he was in Melee, especially when comparing him to Mario. As such, he is widely regarded as an unviable low tier character, and is overall one of the most nerfed characters in Smash 4, alongside Wario, Marth prior to updates, Kirby, Falco, Olimar, Meta Knight prior to updates, and King Dedede.

Aesthetics[edit]

  • Change Dr. Mario's design is now a combination of his appearance as of Dr. Mario Online Rx, and his appearance in Super Smash Bros. Melee. His fair skin; dark brown hair; fully buttoned white coat; red tie; and tawny shoes are from Online Rx and subsequent Dr. Mario games, whereas his white coat's loose sleeves and dark gray pants are from Melee.
  • Change Dr. Mario's neck is longer, his pants are now slightly rolled up at his ankles, the collar of his shirt is open, his tie is loose and his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to SSB4.
  • Change Super Smash Bros. for Wii UDr. Mario's coat and stethoscope have individual physics.
  • Change Dr. Mario has received three new alternate costumes.
  • Change Dr. Mario has been updated with universal features introduced in Brawl.
  • Change Dr. Mario no longer uses his stun voice clip when waking out of sleep status.
  • Change Walk's animation has changed. It is now identical to Mario's as of Brawl.
  • Change Dr. Mario has a new idle pose. He now punches his open palm with his fist. However, his stance while holding a light item is now identical to Mario's.
  • Change Dr. Mario has a new victory pose. He now contemplatively rubs his chin with his hand. It replaces the "Here we go!" victory pose that he shared with Mario in Melee.
  • Change Dr. Mario's chest now faces the foreground, regardless of whether he is facing left or right.

Attributes[edit]

  • Change Dr. Mario is slightly shorter. This makes his hurtbox slightly smaller, but slightly hinders his range.
  • Change Due to the majority of Mario's damage output having slightly decreased since Brawl, the majority of Dr. Mario's damage output has also slightly decreased. This slightly improves his combo game, but slightly hinders his damage racking potential.
  • Change Dr. Mario is lighter (100 → 98), as he now weighs as much as Mario as of Brawl. This makes him slightly less susceptible to combos, but slightly hinders his endurance.
  • Nerf Dr. Mario walks slower (1.1 → 0.913).
  • Nerf Dr. Mario dashes slower (1.5 → 1.3312).
  • Nerf Dr. Mario's traction is lower (0.06 → 0.045), as it is now identical to Mario's.
  • Buff Dr. Mario's air speed is faster (0.9 → 0.9315).
  • Change Dr. Mario's falling speed is slower (1.7 → 1.5). This makes him less susceptible to combos, but hinders his vertical endurance.
  • Change Dr. Mario's gravity is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.
  • Buff Rolls and air dodge have decreased ending lag (FAF 31 → 30 (rolls), FAF 48 → 33 (air dodge)).
  • Nerf Sidestep has increased ending lag (FAF 22 → 27).
  • Nerf Rolls and air dodge have decreased intangibility frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).
  • Buff Sidestep has increased intangibility frames (frames 2-15 → 3-17).
  • Buff Dr. Mario jumps higher and can now wall jump.
  • Nerf Jumpsquat is slower (4 frames → 5).
  • Change Backward jump's animation has changed. Dr. Mario now performs a Backward Somersault repeatedly like Mario does, instead of once.
  • Nerf The removal of wavedashing significantly hinders Dr. Mario's approach.
  • Nerf The removal of meteor canceling harms Dr. Mario more than any returning veteran, due to his lack of a meteor smash.

Ground attacks[edit]

  • Neutral attack:
    • Nerf Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%), although its last hit's knockback was somewhat compensated (18 (base)/100 (scaling) → 45/80).
    • Nerf Neutral attack has increased ending lag (FAF 16 (hit 1)/19 (hit 2)/23 (hit 3) → 23/25/36), hindering its jab canceling potential. Its last hit also has increased start-up lag (frame 5 → 7) and a shorter duration (frames 5-9 → 7-8).
    • Buff Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased start-up lag (frame 3 → 2). This makes its first two hits connect together better.
    • Change Neutral attack's first and second hits' angles have been altered (83°/83°/85° (both) → 60°/70°/80° (hit 1)/70°/78°/88° (hit 2)).
  • Forward tilt:
    • Change Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).
    • Nerf Forward tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-8 → 5-7).
  • Up tilt:
    • Change Up tilt deals less damage (10% (clean)/8% (late) → 7.056%). Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up tilt's angle has also been altered (361° (clean)/100° (late) → 96°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its utility.
    • Nerf Up tilt have increased start-up lag (frame 4 → 5) along with having a shorter duration (frames 4-12 → 5-11).
  • Down tilt:
    • Buff Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)); has decreased ending lag (FAF 33 → 28); and its angle has been altered (150° → 80° (body/foot)). When coupled with the changes to hitstun canceling, these changes grant it combo potential at low to high percentages.
    • Nerf Down tilt has a shorter duration (frames 5-8 → 5-7).
  • Dash attack:
    • Change Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%). However, its clean hitbox's knockback was compensated (70 (base)/30 (scaling) → 90/42), and its late hitbox's knockback was somewhat compensated (60 (base)/50 (scaling) → 90/42). Its angle has also been altered (80° (clean)/85° (late) → 90° (both)). When coupled with the changes to hitstun canceling, these changes slightly improve its combo potential at low percentages. However, these changes slightly hinder its safety.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve all smash attacks' shield pressuring potentials.
  • Forward smash:
    • Buff Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their knockback was compensated (30 (base)/97 (scaling) → 25/96). Forward smash has also received a sourspot located at the blast of electricity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.
    • Buff Due to the damage multiplier for fully charged smash attacks being increased from Melee to SSB4 (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%).
    • Nerf Upward angled forward smash deals 0.008% less damage (20% → 19.992%) and has decreased knockback (30 (base)/97 (scaling) → 25/96), slightly hindering its KO potential. Forward angled also has increased start-up (frame 12 → 15), ending lag (FAF 42 → 48), and a shorter duration (frames 12-16 → 15-17).
  • Up smash:
    • Change Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).
    • Change Due to its angle being altered (259° (clean/late) → 130°), up smash is no longer a spike. This improves its KO potential, but significantly hinders its combo potential.
    • Buff Up smash has a longer duration (frames 9-11 → 9-13) and increased intangibility frames (frames 9-11 → 9-13).
  • Down smash:
    • Nerf Down smash's front hit deals less damage (18% (clean)/17% (late) → 11.2%), hindering its KO potential. Additionally, down smash has increased ending lag (FAF 38 → 44). Lastly, down smash's back hit has a shorter duration (frames 14-15 → 14).
    • Buff Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down smash's back hit now deals consistent damage (15% (clean)/13% (late) → 13.44%). However, its knockback was somewhat compensated (45 (base)/75 (scaling) → 30/100). These changes improve its KO potential in spite of its damage output being lower than the clean hitbox's.
    • Buff Due to its angle being altered (361° (front/back) → 32° (front)/30° (back)), down smash is now a semi-spike. This significantly improves its edge-guarding potential.

Aerial attacks[edit]

  • Neutral aerial:
    • Change Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).
    • Nerf Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).
    • Buff Neutral aerial auto-cancels earlier (frame 36 → 34), matching Mario's neutral aerial. Due to Dr. Mario's slower falling speed and lower gravity, it can now autocancel in a short hop.
  • Forward aerial:
    • Change Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%).
    • Nerf It deals less knockback overall (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102), hindering its KO potential.
    • Change Forward aerial's angle has been lowered (60° → 50°). This hinders its KO potential off the top blast zone, but slightly improves it near the edge.
    • Change Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively. These changes decrease its start-up lag (frame 18 → 16) and lengthen its duration (frames 18-22 → 16-22). However, these changes make it more susceptible to punishment at low to medium percentages.
    • Buff Forward aerials auto-cancels earlier (frame 44 → 43).
  • Back aerial:
    • Buff Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%). However, its clean hitbox's knockback was somewhat compensated (43 (base)/65 (scaling) → 10/95), and its late hitbox's knockback was compensated (20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.
    • Nerf Back aerial has increased ending lag (FAF 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.
  • Up aerial:
    • Buff Up aerial deals 2.16% less damage (10% → 7.84%), although its base knockback was compensated (0 → 9). It also has decreased ending lag (FAF 34 → 32). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.
    • Change Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its juggling potential.
    • Nerf Up aerial auto-cancels later (frame 16 → 18).
  • Down aerial:
    • Nerf Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). It also has increased start-up (frame 10 → 11), much more ending lag (FAF 38 → 52), and auto-cancels later (frame 33 → 45), no longer being interruptible.
    • Change Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/366°, instead of multiple hitboxes every 3 frames that launch at 80°. These changes make its hits connect together better, but shorten its duration (frames 10-29 → 11-27).
    • Buff Down aerial has received a landing hitbox that deals 2.24% and launches at 361°. Down aerial's last hit also no longer has set knockback. These changes improve its safety.
    • Buff The weakening of SDI makes down aerial significantly more difficult to escape from.

Throws/other attacks[edit]

  • Buff All grabs have increased ranges. Standing and dash grabs also have decreased start-up (frame 7 → 6 (standing), frame 11 → 8 (dash)) and ending lag (FAF 31 → 29 (standing), FAF 41 → 36 (dash)).
  • Change All grabs' animations have changed. Dr. Mario now reaches out with one hand, instead of using both to clinch the opponent.
  • Pummel:
    • Buff Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging in the game by default. It is also faster (24 frames → 23).
  • Forward throw:
    • Change Forward throw deals 0.04% less damage (9% → 8.96%) and has decreased knockback scaling (72 → 60). When coupled with the changes to hitstun canceling, these changes grant it combo potential into dash attack at low percentages. However, these changes hinder its edge-guarding potential.
  • Back throw:
    • 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.
  • Up throw:
    • Nerf Up throw deals 0.16% less damage (8% → 7.84%) and has decreased knockback (70 (base)/80 (scaling) → 65/70). When coupled with the removal of chain grabbing, these changes significantly hinder its damage racking potential.
  • Down throw:
    • 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°). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages.
    • Nerf The removal of chain grabbing significantly hinders down throw's damage racking potential.
  • Floor attack:
    • Change Due to the introduction of tripping in Brawl, Dr. Mario has received a floor attack when he trips.
    • Buff Front and back floor attacks deal 1.84% more damage (6% → 7.84%).
  • Edge attack:
    • Change Edge attack now deals consistent damage (6% (body)/8% (legs) → 7.84%).

Special moves[edit]

  • Megavitamins:
    • Buff Megavitamins have increased range and can no longer be absorbed. Aerial Megavitamins also descend faster.
    • Nerf Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 14 → 17); ending lag (FAF 44 → 53); and a shorter duration (frames 14-89 → 17-69).
    • Change Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and Super Smash Bros. for Nintendo 3DSlack a translucent half.
  • Super Sheet:
    • Buff Super Sheet can now reflect projectiles behind Dr. Mario.
    • Buff Super Sheet has a longer duration to reflect projectiles compared to Mario's Cape (frames 6-22).
    • Nerf Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.
    • Change Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and B-reversing potential, but removes its recovery potential.
    • Bug fix Super Sheet no longer causes opponents warping to the opposite side of the stage after being hit during the ledge get up.
  • Super Jump Punch:
    • Buff Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).
    • Buff Super Jump Punch can now be B-reversed upon hitting with its clean hitbox. This grants it edge-guarding potential, and improves its safety.
    • Nerf Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).
    • Nerf Super Jump Punch can no longer be canceled.
    • Change Super Jump Punch's visual effects have changed. It no longer produces Coins upon contact.
  • Dr. Tornado:
    • Buff Dr. Tornado can now be moved horizontally, granting it horizontal recovery potential.
    • Buff Dr. Tornado has decreased ending lag (FAF 80 → 75).
    • Buff The weakening of SDI makes Dr. Tornado significantly more difficult to escape from.
    • Nerf Dr. Tornado deals less damage (13% (all grounded hits)/14% (all aerial hits) → 8.736% (all hits)), although its last hit's knockback was compensated (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)). It also has increased start-up lag (frame 8 → 10).
    • Nerf Aerial Dr. Tornado covers significantly less vertical distance, significantly hindering its vertical recovery potential.
    • Change Dr. Tornado now consists of a consistent hitbox that re-hits every 6 frames and launch at 90°/180°/360°, instead of multiple hitboxes with short durations that launch at 180°/160°/100°. These changes make its hits connect together better, but shorten its duration (frames 8-39 → 10-40).
    • Change Dr. Tornado's last hit's angle has been altered (361° → 45°).
    • Change Dr. Tornado's loop hits have lost their transcendent priority, whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its loop hits' safety against incoming moves.
    • Change Dr. Mario's now vocalizes when performing the final hit of Dr. Tornado, with the voice clip coming from Mario's F.L.U.D.D.
  • Final Smash:
    • Change Dr. Mario now has a Final Smash, Doctor Finale. Dr. Mario rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path.

Update history[edit]

Dr. Mario has been buffed slightly via game updates. Updates 1.0.4 and 1.0.6 improved his forward aerial's KO potential by increasing its knockback and its sweetspot's damage output, respectively. Update 1.1.0 followed a similar format in regard Dr. Mario's up smash, as it increased its duration and knockback. Unlike Mario, the changes to shields and shieldstun brought about by updates 1.1.0 and 1.1.1 are a mixed bag for Dr. Mario, instead of an indirect nerf. Although they hinder his out of shield options because of his low traction, his above-average damage output makes his most powerful moves noticeably safer on shield compared to Mario's.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) → 95/102)
  • Buff Down aerial's loop hits deal 0.336% more damage (1.568% → 1.904%)
  • Buff Down aerial has less landing lag (24 frames → 21).
  • Nerf Down aerial deals less damage overall due to having two less hits (14.336% → 12.88%).


Super Smash Bros. 4 1.0.6

  • Change Up smash's angle has been altered (110º →130º)
  • Buff Up smash knockback growth increased (105 →117)
  • Buff Sweetspotted forward aerial deals 1.12% more damage: 15.68% → 16.8%.


Super Smash Bros. 4 1.1.0

  • Buff Up smash's knockback scaling increased: 108 → 117.
  • Buff Up smash's duration increased: frames 9-12 → 9-13.

Super Smash Bros. 4 1.1.1

  • Buff Clothesline Tornado deals 1% more damage: 10.2% (hit 1)/12.44% (hit 2) → 11.2%/13.44%, although its first hit's knockback was somewhat compensated: 60 (base)/120 (scaling) → 100/70.
  • Buff Clothesline Tornado's first hit's hitbox size increased.

Moveset[edit]

For a gallery of Dr. Mario's hitboxes, see here.

  Name Damage Description
Neutral attack Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 2.8% The Punch + Punch + Kick combo from Super Mario 64. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also jab lock like the first hit of his normal self's neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at jab canceling compared to Mario's.
1.68%
4.48%
Forward tilt Middle Kick (ミドルキック) 7.84% A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 50%.
Up tilt Uppercut (アッパーカット) 7.056% A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. On Final Destination, it KOs middleweights at 165%/156% (3DS/Wii U). However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt Spinning Low Kick (スピニングローキック) 5.6% (foot), 7.84% (body) A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks, and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but this requires a hard read. However, it has short range.
Dash attack Sliding (スライディング) 8.96% (clean), 6.72% (late) The Slide Kick. Its clean and late hitboxes both launch at 90°, which make it better for set-ups at low percentages compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's.
Forward smash Defibrillator (心臓マッサージ, Cardiac Massage) 19.992% (arm), 16.464% (hand) A palm thrust that produces a blast of electricity. Unlike in Melee, it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack, and while its sourspot deals slightly less damage, it is also strong enough to KO reliably. Angling upward or downward slightly increases its KO ability, with the upward angled version KOing the earliest. While near the edge of Final Destination, its sweetspot KOs middleweights beginning from 72%/64% (3DS/Wii U), whereas the sourspot KOs middleweights beginning at 89%/80% (3DS/Wii U).
19.04% (arm), 15.68% (hand)
19.6112% (arm), 16.1504% (hand)
Up smash Ear, Nose, and Throat (スマッシュヘッドバット, Smash Headbutt) 15.68% An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head intangible throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to Luigi's up smash, which launches opponents diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. While near the edge of Final Destination, it KOs middleweights at 105%/96% (3DS/Wii U). However, its launching angle makes it unreliable at KOing while away from the edge, whereas Mario and, to a slightly lesser degree, Luigi's versions can KO reliably from anywhere on-stage.
Down smash Break Spin (ブレイクスピン) 11.2% (front), 13.44% (back) The Sweep Kick. Due to it hitting on frame 5, it is tied with Pit, Dark Pit, Zelda, Ryu and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is also a semi-spike, which makes it excellent for edge-guarding. Its back hit is stronger and more damaging than the front hit, but the front hit is still powerful and capable of KOing. Depending on the opponent's position, both of its hits can potentially hit them. While near the edge of Final Destination, its back hit KOs middleweights at 97%/88% (3DS/Wii U), while the front hit does so at 121%/110% (3DS/Wii U). However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable.
Neutral aerial Dr. Kick (ドクターキック) 5.6% (clean), 8.96% (late) A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in Melee, it is a "reverse sex kick": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. Thanks to these traits, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when SHFF'd and a decent combo breaker.
Forward aerial Dr. Punch (ドクターグーパンチ) 11.2% (early), 16.8% (clean), 10.08% (late) Rears back his fist and then throws an overhand. Unlike his normal self's forward aerial, its clean hitbox is not a meteor smash, but instead launches at 50°. While the slowest of Dr. Mario's aerials, its clean hit is the third strongest of all forward aerials in the game. Thus, it is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in Melee, it now has early and late hitboxes; these hitboxes make the overall move slightly safer, but these also KO significantly later than the sweetspot in spite of their decent damage outputs. While near the edge of Final Destination, it KOs middleweights at 92%/84% (3DS/Wii U). Due to hitting on frame 16 and possessing both 37 frames of ending lag and 28 frames of landing lag, it is very punishable.
Back aerial Drop Kick (ドロップキック) 13.44% (clean), 7.84% (late) A dropkick. Its hits on frame 6, autocancels with a short hop, and its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. While near the edge of Final Destination, its clean hitbox KOs middleweights at 134%/123% (3DS/Wii U), respectively. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing and edge-guarding.
Up aerial Air Slash (エアスラッシュ) 7.84% A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much lower knockback scaling, slightly lower ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch or back aerial at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos.
Down aerial Bone Drill (ドリルキック, Drill Kick) 1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) A diagonal corkscrew dropkick. Like Mario Tornado, the move hits multiple times, but also launches at 45°, which makes it usable for edge-guarding unlike its counterpart. If Dr. Mario lands during the move, it produces a hitbox, which can be used to cover landings. However, unlike Mario Tornado, this move is considerably laggier, cannot auto-cancel with a short hop, and its final hit's launching angle renders it unusable for juggling.
Grab Grab (つかみ) Reaches out. Like his normal self, Dr. Mario's overall grab range is average.
Pummel Grab Headbutt (つかみヘッドバット) 3.64% A headbutt. Moderately slow, but it is the most damaging pummel in the game by default.
Forward throw Swing-Around Throw (ふり抜き投げ) 8.96% Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 12.32% (throw), 8.96% (collateral) Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since Melee, it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (3DS/Wii U). It also can hit nearby opponents during the spin. It is based on the throw that his normal self uses against Bowser in Super Mario 64.
Up throw Throw Up (スルーアップ) 7.84% Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages.
Down throw Hospital Bed (スルーダウン, Throw Down) 5.6% A body slam. Its average base knockback and low knockback scaling make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos in comparison. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and Dr. Tornado at low percentages, and into up aerial and reverse aerial rushed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7.84% Performs a modified version of the Sweep Kick before getting up.
Floor attack (back)
Floor getups (back)
  7.84% Punches behind himself and then in front of himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5.6% Performs a side kick behind himself and then in front of himself while getting up.
Edge attack
Edge getups
  7.84% Performs a dropkick while climbing up.
Neutral special Default Megavitamins 5.6% (early), 4.48% (late) Throws a Megavitamin. Megavitamins travel on a bouncing arc and are able to lock, similarly to his normal self's Fireball, although their arc is unique and allows them to cover different angles in comparison. Unlike Mario's Fireball, they cannot be absorbed.
Custom 1 Fast Capsule 3.36% (early), 2.576% (mid), 1.68% (late) Throws a smaller Megavitamin that flies straight ahead, similarly to Blaster. It is very spammable, thanks to its much lower start-up and ending lag. However, it deals less damage and hitstun.
Custom 2 Mega Capsule 1.68% (per hit) Throws a much larger Megavitamin that damages any opponent it hits in its predetermined path until it vanishes. Unlike Megavitamins and Fast Capsule, it does not disappear upon impact, which grants it decent set-up potential. However, it has significantly shorter range, as well as significantly more start-up and ending lag.
Side special Default Super Sheet 7.84% (sheet), 1.5× (reflected projectiles) Waves a white sheet in front of himself. It deals damage; reflects projectiles with 50% more power than they originally had; and reverses opponents. Compared to Cape, its hitbox is much smaller, but its reflection hitbox has a slightly longer duration. Unlike in Melee, it lacks recovery potential because it no longer stalls Dr. Mario in midair.
Custom 1 Shocking Sheet 12.544% The sheet discharges electricity, which launches opponents and destroys projectiles instead of reversing them and reflecting them, respectively. Unlike Super Sheet, it deals respectable damage and has knockback, which grant it KO potential. While near the edge of Final Destination, it KOs middleweights at 109% in the 3DS version. However, it has more ending lag.
Custom 2 Breezy Sheet 5.6% (sheet), 1.5× (reflected projectiles) The sheet has emits a small gust of wind that pushes opponents back. It is one of the best edge-guarding options in the game, thanks to the sheet itself possessing an extremely strong pushbox. However, it deals less damage and has slightly more ending lag.
Up special Default Super Jump Punch 13.44% (clean), 6.72% (late) A jumping uppercut. Unlike his normal self's Super Jump Punch, Dr. Mario's version consists of clean and late hitboxes like Luigi's Super Jump Punch, which grants it much greater KO potential compared to Mario's. While near the edge of Final Destination, its clean hitbox KOs middleweights at 122%/112% (3DS/Wii U). Like Mario's Super Jump Punch, Dr. Mario's version now enables him to move himself in the opposite direction upon landing its clean hitbox, which makes it less punishable. Compared to Mario's Super Jump Punch, the travel distance of Dr. Mario's version has remained unchanged since Melee, which makes it worse for recovery. Unlike Mario's, Dr. Mario's version lacks intangibility on start-up.
Custom 1 Super Jump Covers much more vertical distance and, when moved left or right during start-up, more horizontal distance. However, it deals no damage and has slightly more ending lag.
Custom 2 Ol' One-Two 8.96% (hit 1), 14.56% (hit 2) A flaming version that is significantly stronger. Its first hit leads reliably into its second hit, but it is not strictly necessary to use, thanks to its second hit's higher damage output, knockback and vertical angle making it reliable for KOing on its own. Its second hit KOs middleweights at 96% from anywhere on Final Destination in the 3DS version. However, it covers much less vertical distance, and almost no horizontal distance.
Down special Default Dr. Tornado 1.344% (hits 1-4), 3.36% (hit 5) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a 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 34 frames of ending lag, its loop hits' usage of the auto-link angle 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°. These traits enable it to function as a very potent, albeit risky off-stage edge-guarding option. While near Final Destination's left/right blast lines, it KOs middleweights at 82%/75% (3DS/Wii U). It resembles the Spin Jump.
Custom 1 Soaring Tornado 6.72% Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a windbox and a hitbox, the latter of which deals twice as much damage and much more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edge-guarding compared to Dr. Tornado. While near Final Destination's left/right blast lines, it KOs middleweights at 49% in the 3DS version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag.
Custom 2 Clothesline Tornado 11.2% (hit 1), 13.44% (hit 2) Deals much more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it to hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 72% from anywhere on 3DS's Final Destination. However, its first hit does not KO middleweights until 151% while near the edge of Final Destination in the 3DS version. In comparison, its second hit is very difficult to land because of its first hit's long duration. It also has much more start-up and ending lag, which make it unusable for recovering or edge-guarding.
Final Smash Doctor Finale 3.36% (big Megavitamin), 2.24% (small Megavitamin) Rears his arms back before thrusting them forward to 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.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 98 1.3312 – Initial dash
1.3312 – Run
0.9152 0.045 0.01212 0.9292 0.00808 – Base
0.05656 – Additional
0.08715 1.5 – Base
2.4Fast-fall
5 29.356105712 - Base
14.171785912 - Short hop
29.356105712

Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.832, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.808.

Announcer call[edit]

On-screen appearance[edit]

    • Megavitamins fall to the ground, and Dr. Mario appears when they recede. Based on a Megavitamin chain from Dr. Mario.
Dr.MarioOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Grinds the sole of his shoe on the ground.
  • Side taunt: Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
  • Down taunt: Lightly pounds his shoulder with his fist.
Up taunt Side taunt Down taunt
DrMarioUpTauntSSB4.gif DrMarioSideTauntSSB4.gif DrMarioDownTauntSSB4.gif

Idle poses[edit]

  • Pounds his fist into his palm.
  • Performs a neck roll, a neck exercise.
DrMarioIdlePose1WiiU.jpg DrMarioIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Go Doc! Doc-tor!
Pitch Group chant Group chant

Victory poses[edit]

A flourished remix of the Course Clear Fanfare used in Super Mario Bros.
  • Throws two randomly colored Megavitamins, dusts off his gloves, and then pulls out two more Megavitamins that are the same color as the ones he threw.
  • Holds out his stethoscope and points it in front of himself, then to his left, and then in front of himself again.
  • Contemplatively rubs his chin and then suddenly glances at the screen while continuing to rub his chin.
Dr.MarioPose1WiiU.gif Dr.MarioPose2WiiU.gif Dr.MarioPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Dr. Mario (SSB4) Dr. Mario 2312 2332 2212 2232 2211
1311 1332 1212 1211 2322

Most historically significant players[edit]

See also: Category:Dr. Mario players (SSB4)

Tier placement and history[edit]

Upon SSB4's release, Dr. Mario's weaknesses and inability to successfully adapt to the new game physics saw him widely perceived as a low-tier or even bottom-tier character, with many players agreeing that Mario was a far better character. Despite this initial reception, Dr. Mario was able to see some noteworthy performances, most notably Nairo's surprising but effective choice to use Dr. Mario to defeat ESAM at MLG World Finals 2015. However, aside from that single Nairo performance, the regional efforts of players such as 2ManyCooks and B7Games, and the support from a few players due to Dr. Mario's particular strengths, Dr. Mario's metagame remained stagnant due to poor touornament results and representation for all of competitive Smash 4. As such, Dr. Mario remained in the low tier for all of Smash 4, ranking 45th on the first tier list before dropping to 48th on the second and 51st on the third due to 2ManyCooks dropping Dr. Mario in favor of Mario, before rising back to 48th on the final tier list thanks to the efforts of B7Games and a few Japanese Dr. Mario players.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Dr. Mario is fought in Stage 3 in the 3DS version or Stage 5 in the Wii U version if he has been unlocked alongside Yoshi, Captain Falcon, Marth, Pit, Mega Man, Palutena, and Ryu.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

  • All-Star Battle: Secret: Dr. Mario is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous Super Smash Bros. games.
  • Doctor Schmoctor: As Wario, the player must defeat Dr. Mario before Wario's health is depleted via flowering.

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Dr. Mario's default trophy is obtained by clearing Classic Mode as Dr. Mario. His alternate trophy is obtained by clearing All-Star Mode as Dr. Mario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Doctor Finale trophy is obtained only in the Wii U version by clearing All-Star Mode as Dr. Mario.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Dr. Mario
NTSC In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
NES: Dr. Mario (10/1990)
Wii: Dr. Mario Online Rx (05/2008)
PAL In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
NES: Dr. Mario (06/1991)
Wii: Dr. Mario & Germ Buster (05/2008)
3DS All-Star Mode trophy
Wii U alternate trophy
Dr. Mario (Alt.)
NTSC Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
NES: Dr. Mario (10/1990)
Wii: Dr. Mario Online Rx (05/2008)
PAL Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
NES: Dr. Mario (06/1991)
Wii: Dr. Mario & Germ Buster (05/2008)
Doctor Finale trophy
Doctor Finale
NTSC In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
PAL In Dr. Mario's Final Smash, he spreads his arms wide, then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!

Alternate costumes[edit]

Dr. Mario Palette (SSB4).png
Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4)

Gallery[edit]

Trivia[edit]

  • Like Dark Pit and Lucina, Dr. Mario was originally planned to be an alternate costume. However, all three were instead converted into being clones late in Super Smash Bros. 4's development. Masahiro Sakurai explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from Super Smash Bros. Melee.[3]
  • Dr. Mario's amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from Melee and SSB4.
  • Super Smash Bros. for Wii U is the only game where Dr. Mario is not unlocked by completing Classic Mode with Mario.
  • In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively.
  • Dr. Mario, Bowser and Lucina are the only characters who are not playable in a solo event unless selected.
  • Dr. Mario is the only character to have two challenges exclusive to him in Super Smash Bros. for Wii U.
  • Dr. Mario and Lucario are the only characters that lack a meteor smash, including unconventional meteor smashes.
  • Dr. Mario and Pac-Man are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored Megavitamin each time it is performed.
  • Dr. Mario is the only character with custom equipment incorporated into his attributes.

References[edit]