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Dr. Mario must then be defeated on [[New Donk City Hall]] for the first two methods or [[Mario Bros.]] for the third method. | Dr. Mario must then be defeated on [[New Donk City Hall]] for the first two methods or [[Mario Bros.]] for the third method. | ||
== | ===Differences from {{SSBU|Mario}}=== | ||
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still very much a full clone of Mario. Both characters are [[weight|middleweight]]s with the ability to [[wall jump]]. Because Dr. Mario uses external modifiers to his stats (rather than directly modifying them), Dr. Mario sports subpar mobility compared to Mario. He has the 16th-slowest [[walk|walking speed]], 7th-slowest [[dashing|dashing speed]], 8th-slowest [[air speed]], poor [[air acceleration]], 29th-slowest [[falling speed]], 31st-slowest [[fast fall|fast falling speed]], average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are greatly inferior to Mario's, giving him sluggish movement in addition to negatively impacting both his [[neutral game]] and his [[edgeguarding]] skills. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticably more damage without any compensation on knockback, which enables him to KO more easily as a result. | Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still very much a full clone of Mario. Both characters are [[weight|middleweight]]s with the ability to [[wall jump]]. Because Dr. Mario uses external modifiers to his stats (rather than directly modifying them), Dr. Mario sports subpar mobility compared to Mario. He has the 16th-slowest [[walk|walking speed]], 7th-slowest [[dashing|dashing speed]], 8th-slowest [[air speed]], poor [[air acceleration]], 29th-slowest [[falling speed]], 31st-slowest [[fast fall|fast falling speed]], average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are greatly inferior to Mario's, giving him sluggish movement in addition to negatively impacting both his [[neutral game]] and his [[edgeguarding]] skills. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticably more damage without any compensation on knockback, which enables him to KO more easily as a result. | ||
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However, much like Mario, Dr. Mario's range is fairly short, forcing him to fight close to his opponents and limiting his ability to fight opponents with long or [[disjointed]] range. Due to Dr. Mario's slower mobility, this is considerably riskier for him. | However, much like Mario, Dr. Mario's range is fairly short, forcing him to fight close to his opponents and limiting his ability to fight opponents with long or [[disjointed]] range. Due to Dr. Mario's slower mobility, this is considerably riskier for him. | ||
===Aesthetics=== | |||
*{{change|Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.}} | *{{change|Dr. Mario is slightly 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's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s, and [[victory pose]]s are different from Mario's.}} | ||
*{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. He also looks in front of him with a neutral expression, whereas Mario looks slightly to the left with a smiling expression.}} | *{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. He also looks in front of him with a neutral expression, whereas Mario looks slightly to the left with a smiling expression.}} | ||
===Attributes=== | |||
*{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}} | *{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}} | ||
*{{buff|The damage outputs of most of Dr. Mario's attacks (with the exception of his get-up attacks) use a 1.175x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s.}} | *{{buff|The damage outputs of most of Dr. Mario's attacks (with the exception of his get-up attacks) use a 1.175x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s.}} | ||
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*{{buff|Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish [[out of shield]].}} | *{{buff|Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish [[out of shield]].}} | ||
===Ground attacks=== | |||
*{{buff|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. These differences make it effective for combos at low percentages, but less useful for edgeguarding.}} | *{{buff|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. These differences make it effective for combos at low percentages, but less useful for edgeguarding.}} | ||
*{{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's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively.}} | ||
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*{{change|Dr. Mario's up smash (known as "Ear, Nose, and Throat" in the tips) launches the opponent diagonally behind him (or in front of him if he is facing away from them), whereas Mario's launches them vertically. This makes it significantly more effective for combos and KOing while near the edge, but makes it significantly less effective as an anti-air and KOing away from the edge.}} | *{{change|Dr. Mario's up smash (known as "Ear, Nose, and Throat" in the tips) launches the opponent diagonally behind him (or in front of him if he is facing away from them), whereas Mario's launches them vertically. This makes it significantly more effective for combos and KOing while near the edge, but makes it significantly less effective as an anti-air and KOing away from the edge.}} | ||
===Aerial attacks=== | |||
*{{nerf|Neutral, back and up aerials have more landing lag.}} | *{{nerf|Neutral, back and up aerials have more landing lag.}} | ||
*{{change|Dr. Mario's neutral aerial (known as "Dr. Kick" in the tips) deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO confirm into down smash and makes it less useful as an instant combo finisher.}} | *{{change|Dr. Mario's neutral aerial (known as "Dr. Kick" in the tips) deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO confirm into down smash and makes it less useful as an instant combo finisher.}} | ||
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*{{nerf|Down aerial has significantly smaller hitboxes.}} | *{{nerf|Down aerial has significantly smaller hitboxes.}} | ||
===Grabs and throws=== | |||
*{{change|Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around multiple times like Mario.}} | *{{change|Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around multiple times like Mario.}} | ||
**{{buff|Back throw has reduced startup lag.}} | **{{buff|Back throw has reduced startup lag.}} | ||
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*{{change|Dr. Mario's down throw (known as "Hospital Bed" in the tips) has altered knockback, and launches the opponent directly upward, whereas Mario's launches them diagonally. This improves its combo potential into aerials at lower percents, and also makes its combos less susceptible to [[directional influence]]. However, this also makes it less useful for comboing into grounded moves such as down tilt.}} | *{{change|Dr. Mario's down throw (known as "Hospital Bed" in the tips) has altered knockback, and launches the opponent directly upward, whereas Mario's launches them diagonally. This improves its combo potential into aerials at lower percents, and also makes its combos less susceptible to [[directional influence]]. However, this also makes it less useful for comboing into grounded moves such as down tilt.}} | ||
===Special moves=== | |||
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}} | *{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}} | ||
*{{change|Megavitamins have increased knockback and a higher launch angle, allowing them to potentially serve as combo starters at higher percents but making them incapable of [[lock]]ing opponents.}} | *{{change|Megavitamins have increased knockback and a higher launch angle, allowing them to potentially serve as combo starters at higher percents but making them incapable of [[lock]]ing opponents.}} |
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