Dr. Mario (SSB4): Difference between revisions

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*{{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 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 (frame 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).}}
*{{nerf|Neutral attack has increased ending lag (frame 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|Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased start-up lag (frame 3 → 2), which makes it connect together better with its first hit.}}
*{{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)).}}
*{{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|All tilts have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).}}
*{{nerf|All tilt attacks have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).}}
*{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}}
*{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}}
*{{nerf|Forward and up tilts have increased startup lag (frame 4 → 5).}}
*{{nerf|Forward and up tilts have increased start-up lag (frame 4 → 5).}}
*{{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°). These changes improve its combo potential, but hinder its utility.}}
*{{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°). These changes improve its combo potential, but hinder its utility.}}
*{{buff|Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)), has decreased ending lag (frame 33 → 28), and its angle has been altered (150° → 80° (body/foot)). Altogether, these changes grant it combo potential at low to high percentages.}}
*{{buff|Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)); has decreased ending lag (frame 33 → 28); and its angle has been altered (150° → 80° (body/foot)). Altogether, these changes grant it combo potential at low to high percentages.}}
*{{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)). Altogether, these changes slightly improve its combo potential at low percentages, but slightly hinder its safety.}}
*{{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)). Altogether, these changes slightly improve its combo potential at low percentages, but slightly hinder its safety.}}
*{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their knockback was slightly lowered (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|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.}}
*{{nerf|Forward smash has increased start-up (frame 12 → 15) and ending lag (frame 42 → 48) and a shorter duration (frames 12-16 → 15-17). Upward angled forward smash also deals 0.008% less damage (20% → 19.992%) and has decreased knockback (30 (base)/97 (scaling) → 25/96), slightly hindering its KO potential.}}
*{{nerf|Forward smash has increased start-up (frame 12 → 15), ending lag (frame 42 → 48), and a shorter duration (frames 12-16 → 15-17). Upward angled forward smash also deals 0.008% less damage (20% → 19.992%) and has decreased knockback (30 (base)/97 (scaling) → 25/96), slightly hindering its KO potential.}}
*{{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%). This improves their KO potentials.}}
*{{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%). This improves their KO potentials.}}
*{{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 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%).}}
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*{{buff|Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).}}
*{{buff|Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).}}
*{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). Its knockback was also altered (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}}
*{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). Its knockback was also altered (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}}
*{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. This decreases its start-up lag (frame 18 → 16) and lengthens its duration (frames 18-22 → 16-22), but makes it more susceptible to punishment at low to medium percentages.}}
*{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. This decreases its start-up lag (frame 18 → 16) and lengthens its duration (frames 18-22 → 16-22). However, this makes it more susceptible to punishment at low to medium percentages.}}
*{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%), and has altered knockback (43 (base)/65 (scaling) → 10/95 (clean), 20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.}}
*{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%), and has altered knockback (43 (base)/65 (scaling) → 10/95 (clean), 20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.}}
*{{nerf|Back aerial has increased ending lag (frame 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.}}
*{{nerf|Back aerial has increased ending lag (frame 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.}}
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*{{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 (frame 31 → 29 (standing), frame 41 → 36 (dash)).}}
*{{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 (frame 31 → 29 (standing), frame 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.}}
*{{change|All grabs' animations have changed. Dr. Mario now reaches out with one hand, instead of using both to clinch the opponent.}}
*{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game by default. It is also faster (24 frames → 23).}}
*{{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).}}
*{{change|Forward throw deals 0.04% less damage (9% → 8.96%) and has decreased knockback scaling (72 → 60). This grants it combo potential into dash attack at low percentages, but hinders its edge-guarding potential.}}
*{{change|Forward throw deals 0.04% less damage (9% → 8.96%) and has decreased knockback scaling (72 → 60). This grants it combo potential into dash attack at low percentages, but hinders its edge-guarding potential.}}
*{{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.}}
*{{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.}}
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===Special moves===
===Special moves===
*{{nerf|[[Megavitamins]] deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 12 → 17), ending lag (frame 44 → 53), and a shorter duration (frames 12-87 → 17-69).}}
*{{nerf|[[Megavitamins]] deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 12 → 17); ending lag (frame 44 → 53); and a shorter duration (frames 12-87 → 17-69).}}
*{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
*{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
*{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
*{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
*{{nerf|[[Cape#Super Sheet|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.}}
*{{nerf|[[Cape#Super Sheet|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|Super Sheet can now [[reflect]] projectiles behind Dr. Mario.}}
*{{buff|Super Sheet can now [[reflect]] projectiles behind Dr. Mario.}}
*{{change|Aerial Super Sheet no longer stalls Dr. Mario, making it worse for recovery but better for mobility and [[B-reversing]].}}
*{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}}
*{{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|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).}}
*{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
*{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
*{{buff|Super Jump Punch can now be [[B-reversing|B-reversed]] upon hitting with its clean hitbox, granting it edge-guarding potential and improving its safety.}}
*{{buff|Super Jump Punch can now be B-reversed upon hitting with its clean hitbox, granting it edge-guarding potential and improving its safety.}}
*{{nerf|Super Jump Punch can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}}
*{{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.}}
*{{change|Super Jump Punch's visual effects have changed. It no longer produces {{s|mariowiki|Coin}}s upon contact.}}
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===Attributes===
===Attributes===
*{{change|Dr. Mario is slightly shorter than Mario.}}
*{{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 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.}}
*{{buff|Aside from Dr. Mario's up tilt; forward aerial; clean back aerial; down aerial; up special; and down special, his other moves 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×. Additionally, his [[air speed]] and [[air acceleration]] use a multiplier of 0.808×. Lastly, 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'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.}}
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}}


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*{{buff|Up aerial has less ending lag (frame 24 → 20) and a longer duration (frames 4-8 → 4-12).}}
*{{buff|Up aerial has less ending lag (frame 24 → 20) and a longer duration (frames 4-8 → 4-12).}}
*{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
*{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
*{{buff|Contrary to [[Mario Tornado]], Dr. Mario's down aerial's last hit connects with the loop hits, being impossible to escape unlike Mario Tornado.}}
*{{buff|Down aerial's loop hits deal 0.904% more damage (1% → 1.904%).}}
*{{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.}}
*{{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.}}
*{{change|Dr. Mario's 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.}}
*{{buff|Down aerial's loop hits use the [[Autolink angle|auto-link angle]] (366°), whereas Mario Tornado's launches 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.}}
*{{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.}}


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