Dr. Mario (SSB4): Difference between revisions

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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. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}.
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. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}.
==Differences from {{SSB4|Mario}}==
===Aesthetics===
*{{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]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}}
*{{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.}}
*{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}}
===Attributes===
*{{change|Dr. Mario is slightly shorter than Mario.}}
*{{buff|Aside from Dr. Mario's up tilt; forward aerial; clean back aerial; down aerial; up special; and down special, his other moves' damage outputs use a multiplier of 1.12×.<ref name="DamageMultiplier"/> As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s or [[Reflection|reflected]] attacks.}}
*{{nerf|Dr. Mario's [[walk]]ing and [[dash]]ing speeds use a multiplier of 0.832×; his [[air speed]] and [[air acceleration]] use a multiplier of 0.808×; and his [[jump]] and [[double jump]]'s initial speeds use a multiplier of 0.888×. As a result, Dr. Mario is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}}
===Ground attacks===
*{{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 has a longer duration (frames 5-6 → 5-7).}}
*{{change|Up tilt deals 1.556% more damage (5.5% → 7.056%). This makes it significantly more effective for KOing, but less effective for combos.}}
*{{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.}}
*{{buff|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).}}
*{{nerf|Forward smash has slightly less range.}}
*{{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.}}
*{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
*{{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|Up smash 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===
*{{nerf|All aerials have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).}}
*{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
*{{buff|Neutral aerial can lock until ≈40%.}}
*{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}}
*{{buff|Clean and late forward aerials deal more damage (14% (clean)/10% (late) → 16.8%/10.08%). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}}
*{{nerf|Early forward aerial deals 0.8% less damage (12% → 11.2%).}}
*{{nerf|Clean forward aerial has less base knockback (32 → 30).}}
*{{change|Dr. Mario's clean forward aerial launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
*{{buff|Clean back aerial deals 2.94% more damage (10.5% → 13.44%), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}}
*{{buff|Back aerial has a longer duration (frames 6-10 → 6-13).}}
*{{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.}}
*{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
*{{buff|Down aerial's loop hits deal 0.904% more damage (1% → 1.904%).}}
*{{nerf|Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.}}
*{{buff|Down aerial's 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|Down aerial's 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|Down aerial has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. Unlike Mario Tornado, it cannot auto-cancel with a short hop.}}
===Grabs and throws===
*{{buff|Dr. Mario has slightly more grab range than Mario.}}
*{{nerf|Due to its higher damage output, back throw is less effective at KOing in spite of its lower knockback scaling (66 → 60).}}
*{{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).}}
*{{nerf|Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.}}
*{{buff|Dr. Mario's down throw launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}}
===Special moves===
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}}
*{{change|Megavitamins do not have a [[flame]] effect, unlike Fireball.}}
*{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*{{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.}}
*{{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, Dr. Mario's clean Super Jump Punch 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|Dr. Mario's Super Jump Punch retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
*{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
*{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*{{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, Dr. Tornado is less effective at [[gimping]].}}
*{{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.}}
===Other===
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
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*[[Final Smash]]:
*[[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.}}
**{{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.}}
==Differences from {{SSB4|Mario}}==
===Aesthetics===
*{{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]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}}
*{{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.}}
*{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}}
===Attributes===
*{{change|Dr. Mario is slightly shorter than Mario.}}
*{{buff|Aside from Dr. Mario's up tilt; forward aerial; clean back aerial; down aerial; up special; and down special, his other moves' damage outputs use a multiplier of 1.12×.<ref name="DamageMultiplier"/> As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s or [[Reflection|reflected]] attacks.}}
*{{nerf|Dr. Mario's [[walk]]ing and [[dash]]ing speeds use a multiplier of 0.832×; his [[air speed]] and [[air acceleration]] use a multiplier of 0.808×; and his [[jump]] and [[double jump]]'s initial speeds use a multiplier of 0.888×. As a result, Dr. Mario is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}}
===Ground attacks===
*{{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 has a longer duration (frames 5-6 → 5-7).}}
*{{change|Up tilt deals 1.556% more damage (5.5% → 7.056%). This makes it significantly more effective for KOing, but less effective for combos.}}
*{{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.}}
*{{buff|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).}}
*{{nerf|Forward smash has slightly less range.}}
*{{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.}}
*{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
*{{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|Up smash 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===
*{{nerf|All aerials have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).}}
*{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
*{{buff|Neutral aerial can lock until ≈40%.}}
*{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}}
*{{buff|Clean and late forward aerials deal more damage (14% (clean)/10% (late) → 16.8%/10.08%). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}}
*{{nerf|Early forward aerial deals 0.8% less damage (12% → 11.2%).}}
*{{nerf|Clean forward aerial has less base knockback (32 → 30).}}
*{{change|Dr. Mario's clean forward aerial launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
*{{buff|Clean back aerial deals 2.94% more damage (10.5% → 13.44%), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}}
*{{buff|Back aerial has a longer duration (frames 6-10 → 6-13).}}
*{{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.}}
*{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
*{{buff|Down aerial's loop hits deal 0.904% more damage (1% → 1.904%).}}
*{{nerf|Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.}}
*{{buff|Down aerial's 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|Down aerial's 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|Down aerial has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. Unlike Mario Tornado, it cannot auto-cancel with a short hop.}}
===Grabs and throws===
*{{buff|Dr. Mario has slightly more grab range than Mario.}}
*{{nerf|Due to its higher damage output, back throw is less effective at KOing in spite of its lower knockback scaling (66 → 60).}}
*{{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).}}
*{{nerf|Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.}}
*{{buff|Dr. Mario's down throw launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}}
===Special moves===
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}}
*{{change|Megavitamins do not have a [[flame]] effect, unlike Fireball.}}
*{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*{{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.}}
*{{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, Dr. Mario's clean Super Jump Punch 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|Dr. Mario's Super Jump Punch retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
*{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
*{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*{{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, Dr. Tornado is less effective at [[gimping]].}}
*{{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.}}
===Other===
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}


==Update history==
==Update history==