Dr. Mario (SSB4): Difference between revisions

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Other noticeable differences between Dr. Mario and Mario are seen in their special moves. [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Cape#Super Sheet|Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]], but its higher positioned hitboxes results in it having more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls him 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.
Other noticeable differences between Dr. Mario and Mario are seen in their special moves. [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Cape#Super Sheet|Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]], but its higher positioned hitboxes results in it having more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls him 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, [[Autoling angle|auto-link angle]], and [[transcendent priority]], it is also useful for edge-guarding like F.L.U.D.D., albeit much riskier in comparison, as well as out-prioritizing their attacks. 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-reversing|B-reversed]] upon start-up like Mario's, which can enable him to hit an opponent behind himself upon hitting his primary target.
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 also useful for edge-guarding like F.L.U.D.D., yet much riskier in comparison, and can out-prioritize their attacks. 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-reversing|B-reversed]] upon start-up like Mario's, which can enable him to hit an opponent behind himself upon hitting his primary target.


In regard to playstyle, Dr. Mario's combo game is noticeably different from Mario's. Due to his higher overall damage output and overall slower movement speed, Dr. Mario is much less capable at chaining hits together in quick succession. Despite this, his combos deal respectable damage in spite of their short lengths, similarly to {{SSB4|Ike}}'s. 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, as 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.
In regard to playstyle, Dr. Mario's combo game is noticeably different from Mario's. Due to his higher overall damage output and overall slower movement speed, Dr. Mario is much less capable at chaining hits together in quick succession. Despite this, his combos deal respectable damage in spite of their short lengths, similarly to {{SSB4|Ike}}'s. 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, as 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.