Dr. Mario (SSBU): Difference between revisions
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*{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed, initial dash speed, [[air speed]] and [[air acceleration]] use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}} | *{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed, initial dash speed, [[air speed]] and [[air acceleration]] use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}} | ||
*{{nerf|Dr. Mario jumps lower.}} | *{{nerf|Dr. Mario jumps lower.}} | ||
**{{nerf|Dr. Mario's [[wall jump]] covers less height, hindering his recovery.}} | **{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}} | ||
*{{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]].}} | ||
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**{{buff|Clean dash attack has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}} | **{{buff|Clean dash attack has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}} | ||
**{{change|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. It also deals less knockback (100 (base)/43 (scaling) → 90/38). These differences make it effective for combos at low percentages, but less useful for 2-framing.}} | **{{change|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. It also deals less knockback (100 (base)/43 (scaling) → 90/38). These differences make it effective for combos at low percentages, but less useful for 2-framing.}} | ||
*[[Up tilt]] | *[[Up tilt]]: | ||
**{{buff|Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential.}} | **{{buff|Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential.}} | ||
***{{nerf|However its combo potential is weaker as a result.}} | ***{{nerf|However its combo potential is weaker as a result.}} | ||
*[[Down tilt]] | *[[Down tilt]]: | ||
**{{buff|Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.}} | **{{buff|Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.}} | ||
***{{nerf|However this makes the sourspot (which is better for comboing) harder to connect with, weakening the move's combo potential.}} | ***{{nerf|However this makes the sourspot (which is better for comboing) harder to connect with, weakening the move's combo potential.}} | ||
*[[Forward smash]] | *[[Forward smash]]: | ||
**{{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.}} | ||
**{{nerf|Dr. Mario's forward smash has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partly compensating for the increased damage.}} | **{{nerf|Dr. Mario's forward smash has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partly compensating for the increased damage.}} | ||
**{{nerf|Dr. Mario's forward smash has slightly less range (outer hitbox size: 5u → 3.7u).}} | **{{nerf|Dr. Mario's forward smash has slightly less range (outer hitbox size: 5u → 3.7u).}} | ||
**{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it capable of hurting {{SSBU|Olimar}}'s Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.}} | **{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it capable of hurting {{SSBU|Olimar}}'s Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.}} | ||
*[[ | *[[Up smash]]: | ||
**{{change|Up smash launches at a lower angle (83 → 120), allowing it to KO opponents horizontally if they DI away, but weakening its vertical KO potential.}} | **{{change|Up smash launches at a lower angle (83 → 120), allowing it to KO opponents horizontally if they DI away, but weakening its vertical KO potential.}} | ||
**{{buff|Up smash deals more knockback (32 (base)/94 (scaling) → 0/117).}} | **{{buff|Up smash deals more knockback (32 (base)/94 (scaling) → 0/117).}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]] | *[[Neutral aerial]]: | ||
**{{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.}} | ||
**{{buff|Neutral aerial's late hit is larger (2.8u/2.8u → 3.6u/3.6u) and has higher knockback scaling (90 → 102).}} | **{{buff|Neutral aerial's late hit is larger (2.8u/2.8u → 3.6u/3.6u) and has higher knockback scaling (90 → 102).}} | ||
**{{buff|It autocancels earlier (frame 39 → 34).}} | **{{buff|It autocancels earlier (frame 39 → 34).}} | ||
**{{nerf|It has more landing lag.}} | **{{nerf|It has more landing lag.}} | ||
*[[Forward aerial]] | *[[Forward aerial]]: | ||
**{{change|Dr. Mario's forward aerial (known as "Dr. Punch" in the tips) launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and renders it incapable of starting combos.}} | **{{change|Dr. Mario's forward aerial (known as "Dr. Punch" in the tips) launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and renders it incapable of starting combos on landing.}} | ||
*[[Back aerial]] | *[[Back aerial]]: | ||
**{{buff|Back aerial's clean hit has higher base damage (10.5 → 12) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).}} | **{{buff|Back aerial's clean hit has higher base damage (10.5 → 12) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).}} | ||
**{{buff|Back aerial's clean hit has a longer duration (2 frames → 3).}} | **{{buff|Back aerial's clean hit has a longer duration (2 frames → 3).}} | ||
**{{nerf|Back aerial's clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u).}} | **{{nerf|Back aerial's clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u).}} | ||
**{{nerf|It has more landing lag.}} | **{{nerf|It has more landing lag.}} | ||
*[[Up aerial]] | *[[Up aerial]]: | ||
**{{change|Up aerial launches at a lower angle (75 → 45), weakening its combo potential but improving its edgeguarding potential.}} | **{{change|Up aerial launches at a lower angle (75 → 45), severely weakening its combo potential but improving its edgeguarding potential.}} | ||
**{{buff|Up aerial has higher base damage (7 → 8.7) with knockback scaling compensated (135 → 114), further improving its damage output.}} | **{{buff|Up aerial has higher base damage (7 → 8.7) with knockback scaling compensated (135 → 114), further improving its damage output.}} | ||
**{{nerf|It has more landing lag.}} | **{{nerf|It has more landing lag.}} | ||
*[[Down aerial]] | *[[Down aerial]]: | ||
**{{change|Dr. Mario's down aerial (known as "CLEAR!" in the tips) is a powerful stomp kick, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it consists of one strong hitbox instead of six weaker hitboxes.}} | **{{change|Dr. Mario's down aerial (known as "CLEAR!" in the tips) is a powerful stomp kick, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it consists of one strong hitbox instead of six weaker hitboxes.}} | ||
**{{change|Down aerial can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding and tech-chasing, but less effective at KOing and combos.}} | **{{change|Down aerial can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding and tech-chasing, but less effective at KOing and combos.}} | ||
**{{buff|Down aerial has reduced landing lag.}} | **{{buff|Down aerial has reduced landing lag (15 → 13).}} | ||
**{{nerf|Down aerial has significantly increased startup lag.}} | **{{nerf|Down aerial has significantly increased startup lag (5 → 16).}} | ||
**{{nerf|Down aerial lacks a landing hit.}} | **{{nerf|Down aerial lacks a landing hit.}} | ||
**{{nerf|Down aerial has significantly smaller hitboxes.}} | **{{nerf|Down aerial has significantly smaller hitboxes.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*[[Forward throw]] | *[[Forward throw]]: | ||
**{{nerf|Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing despite the damage multiplier.}} | **{{nerf|Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing and making it as strong as Mario's despite the damage multiplier.}} | ||
*[[Back throw]] | *[[Back throw]] | ||
**{{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.}} | ||
***{{buff|Back throw has higher knockback scaling (66 → 68). Combined with the damage multiplier this makes it considerably stronger than Mario's.}} | ***{{buff|Back throw has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.}} | ||
***{{nerf|Back throw lacks a collateral hitbox.}} | ***{{nerf|Back throw lacks a collateral hitbox.}} | ||
*[[Up throw]] | *[[Up throw]] | ||
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it | **{{nerf|Up throw has reduced knockback scaling (72 → 65), making it as strong as Mario's despite the damage multiplier, while possessing inferior combo potential due to Dr. Mario's lower jumps.}} | ||
**{{nerf|Down throw launches at a higher angle (68 → 80) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up aerial more consistent, it prevents it from being comboed into forward aerial, depriving Dr. Mario of a potential kill confirm and making other followups like down tilt and neutral attack impossible.}} | *[[Down throw]]: | ||
**{{nerf|Down throw (known as "Hospital Bed" in the tips) launches at a higher angle (68 → 80) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up aerial more consistent, it prevents it from being comboed into forward aerial, depriving Dr. Mario of a potential kill confirm and making other followups like down tilt and neutral attack impossible.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Neutral special]] | *[[Neutral special]]: | ||
**{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}} | **{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}} | ||
**{{change|Megavitamins launch at a higher angle ([[361]] → 65), and deals more knockback (base knockback: 35 (clean)/28 (mid)/22 (late) → 60/55/50, knockback scaling: 20 (clean)/15 (mid)/10 (late) → 40/40/40), improving its setup potential but hindering its jab reset and edgeguarding potential.}} | **{{change|Megavitamins launch at a higher angle ([[361]] → 65), and deals more knockback (base knockback: 35 (clean)/28 (mid)/22 (late) → 60/55/50, knockback scaling: 20 (clean)/15 (mid)/10 (late) → 40/40/40), improving its setup potential but hindering its jab reset and edgeguarding potential.}} | ||
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**{{change|Megavitamins do not have a [[flame]] effect unlike Fireball. This makes them capable of hurting Olimar's Red Pikmin, but renders them incapable of instantly detonating explosives.}} | **{{change|Megavitamins do not have a [[flame]] effect unlike Fireball. This makes them capable of hurting Olimar's Red Pikmin, but renders them incapable of instantly detonating explosives.}} | ||
**{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}} | **{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}} | ||
*[[Side special]] | *[[Side special]]: | ||
**{{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|Compared to Mario's [[Cape]], [[Super Sheet]]'s hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}} | ||
**{{change|Super Sheet has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.}} | **{{change|Super Sheet has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.}} | ||
**{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at [[B-reversing]], but unusable for recovery.}} | **{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at [[B-reversing]], but unusable for recovery.}} | ||
**{{buff| | **{{buff|Projectiles reflected by Super Sheet do more damage (1.5x → 1.6x), making it as strong as {{SSBU|Joker}}'s [[Tetrakarn]].}} | ||
*[[Up special]] | *[[Up special]]: | ||
**{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}} | **{{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.}} | **{{buff|Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing.}} | ||
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**{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}} | **{{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's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}} | ||
*[[Down special]] | *[[Down special]]: | ||
**{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}} | **{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}} | ||
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at mid percents.}} | **{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at mid percents.}} | ||
**{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}} | **{{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 and is less important to his neutral game as a result.}} | **{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}} | ||
**{{nerf|Due to | **{{nerf|Due to lacking a powerful windbox that pushes opponents away, Dr. Tornado is less effective at gimping.}} | ||
*[[Final Smash]] | *[[Final Smash]] | ||
**{{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.}} | **{{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.}} |
Revision as of 09:37, November 14, 2019
Dr. Mario in Super Smash Bros. Ultimate | |
---|---|
Universe | Mario |
Other playable appearances | in Melee in SSB4 |
Availability | Unlockable |
Final Smash | Doctor Finale |
“ | He has more attack and launch power than Mario, but his jump and recovery is not as good. Pro tip: You can repeatedly press the B button when using his down special, Dr. Tornado, to float a bit! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Dr. Mario (ドクターマリオ, Doctor Mario) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018. Dr. Mario is classified as fighter #18.
As in SSB4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Dr. Mario in Ultimate.
How to unlock
Complete one of the following:
- Play VS. matches, with Dr. Mario being the 62nd character to be unlocked.
- Clear Classic Mode with Mario or any character in his unlock tree, being the seventh character in his unlock tree after Roy.
- Have Dr. Mario join the player's party in World of Light.
With the exception of the third method, Dr. Mario must then be defeated on New Donk City Hall.
Differences from Mario
Despite not being an Echo Fighter of Mario, Dr. Mario is still very much a full clone of Mario. Both characters are middleweights 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 walking speed, 7th-slowest dashing speed, 8th-slowest air speed, poor air acceleration, 29th-slowest falling speed, 31st-slowest 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.
Like Mario, Dr. Mario has excellent frame data, with most of his standard attacks having low startup and ending lag (excluding forward smash, forward aerial, down aerial and special moves). As a result, Dr. Mario is effective at punishing his opponents, while he himself is difficult to punish. Like Mario, Dr. Mario has excellent combo starters in his up tilt and down tilt, since both attacks come out rather quickly, and deal low knockback to the opponent. All of Dr. Mario's aerials have decreased landing lag compared to his previous appearance in SSB4 (but still higher than Mario's), contributing to his combo game, and making setups easier to create.
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
- Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.
- Dr. Mario's on-screen appearance, taunts, idle poses, and victory poses are different from Mario's.
- Dr. Mario's defeated/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
- Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.
- The damage outputs of most of Dr. Mario's attacks use a 1.175x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to items.
- However, this limits his combo game.
- Dr. Mario's walking speed, dashing speed, initial dash speed, air speed and air acceleration use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.
- Dr. Mario jumps lower.
- Dr. Mario's wall jump covers significantly less height, hindering his recovery.
- 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
- Neutral attack:
- Jab 1 has higher base damage (2.2 → 2.5), further improving its damage output.
- All of Jab 1's hitboxes are further out (Z offset: 6/8.7/12 → 6.7/9.3/12.5), improving its range.
- Jab 2's base damage is slightly lower (1.7 → 1.5).
- Dash attack:
- Clean dash attack has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).
- Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. It also deals less knockback (100 (base)/43 (scaling) → 90/38). These differences make it effective for combos at low percentages, but less useful for 2-framing.
- Up tilt:
- Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential.
- However its combo potential is weaker as a result.
- Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential.
- Down tilt:
- Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.
- However this makes the sourspot (which is better for comboing) harder to connect with, weakening the move's combo potential.
- Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.
- Forward smash:
- 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.
- Dr. Mario's forward smash has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partly compensating for the increased damage.
- Dr. Mario's forward smash has slightly less range (outer hitbox size: 5u → 3.7u).
- Dr. Mario's forward smash has an electric effect, whereas Mario's has a flame effect. This makes it capable of hurting Olimar's Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.
- Up smash:
- Up smash launches at a lower angle (83 → 120), allowing it to KO opponents horizontally if they DI away, but weakening its vertical KO potential.
- Up smash deals more knockback (32 (base)/94 (scaling) → 0/117).
- Dr. Mario's up smash lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.
Aerial attacks
- Neutral aerial:
- 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.
- Neutral aerial's late hit is larger (2.8u/2.8u → 3.6u/3.6u) and has higher knockback scaling (90 → 102).
- It autocancels earlier (frame 39 → 34).
- It has more landing lag.
- Forward aerial:
- Dr. Mario's forward aerial (known as "Dr. Punch" in the tips) launches the opponent diagonally, whereas Mario's meteor smashes them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and renders it incapable of starting combos on landing.
- Back aerial:
- Back aerial's clean hit has higher base damage (10.5 → 12) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).
- Back aerial's clean hit has a longer duration (2 frames → 3).
- Back aerial's clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u).
- It has more landing lag.
- Up aerial:
- Up aerial launches at a lower angle (75 → 45), severely weakening its combo potential but improving its edgeguarding potential.
- Up aerial has higher base damage (7 → 8.7) with knockback scaling compensated (135 → 114), further improving its damage output.
- It has more landing lag.
- Down aerial:
- Dr. Mario's down aerial (known as "CLEAR!" in the tips) is a powerful stomp kick, whereas Mario's has been Mario Tornado since Brawl. Unlike Mario's, it consists of one strong hitbox instead of six weaker hitboxes.
- Down aerial can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding and tech-chasing, but less effective at KOing and combos.
- Down aerial has reduced landing lag (15 → 13).
- Down aerial has significantly increased startup lag (5 → 16).
- Down aerial lacks a landing hit.
- Down aerial has significantly smaller hitboxes.
Grabs and throws
- Forward throw:
- Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing and making it as strong as Mario's despite the damage multiplier.
- Back throw
- Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around multiple times like Mario.
- Back throw has reduced startup lag.
- Back throw has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.
- Back throw lacks a collateral hitbox.
- Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around multiple times like Mario.
- Up throw
- Up throw has reduced knockback scaling (72 → 65), making it as strong as Mario's despite the damage multiplier, while possessing inferior combo potential due to Dr. Mario's lower jumps.
- Down throw:
- Down throw (known as "Hospital Bed" in the tips) launches at a higher angle (68 → 80) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up aerial more consistent, it prevents it from being comboed into forward aerial, depriving Dr. Mario of a potential kill confirm and making other followups like down tilt and neutral attack impossible.
Special moves
- Neutral special:
- Unlike Fireball, Megavitamins cannot be absorbed.
- Megavitamins launch at a higher angle (361 → 65), and deals more knockback (base knockback: 35 (clean)/28 (mid)/22 (late) → 60/55/50, knockback scaling: 20 (clean)/15 (mid)/10 (late) → 40/40/40), improving its setup potential but hindering its jab reset and edgeguarding potential.
- Megavitamins' hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7/1.7/1.7, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.
- Megavitamins deal more hitlag (0.6x → 1x) improving their safety but making them easier to DI/SDI.
- Megavitamins do not have a flame effect unlike Fireball. This makes them capable of hurting Olimar's Red Pikmin, but renders them incapable of instantly detonating explosives.
- Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.
- Side special:
- Compared to Mario's Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.
- Super Sheet has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.
- Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at B-reversing, but unusable for recovery.
- Projectiles reflected by Super Sheet do more damage (1.5x → 1.6x), making it as strong as Joker's Tetrakarn.
- Up special:
- Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.
- Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing.
- Dr. Mario's Super Jump Punch travels a much shorter distance, making it less effective for recovery.
- Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks intangibility on start-up.
- Dr. Mario's Super Jump Punch does not produce Coins upon contact, whereas Mario's does.
- Down special:
- Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been F.L.U.D.D. since Brawl.
- Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at mid percents.
- Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.
- Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.
- Due to lacking a powerful windbox that pushes opponents away, Dr. Tornado is less effective at gimping.
- Final Smash
- 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.
- Doctor Finale does not have a flame effect as a result.
- 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.
Changes from Super Smash Bros. 4
Dr. Mario has been buffed in the transition from SSB4 to Ultimate. One of his biggest buffs were to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and previously inconsistent KO ability. His recovery, while still being rather lackluster, has nevertheless improved slightly; his Dr. Tornado has increased distance, and the readdition of directional air dodges gives him another option to possibly extend his recovery. His Megavitamins and Dr. Tornado have also been given notable improvements; the Megavitamins deal enough damage and knockback to cause opponents to tumble, and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. Dr. Tornado, outside of its improved recovery potential, has been significantly buffed; it has gained notoriety for being able to KO offstage effectively at very low percentages, and when combined with its increased distance, make it a deadly edgeguarding option. It also has gained heavy armor on startup if used on the ground, which further improves its safety and viability. Additionally, Dr. Mario has a new down aerial which can meteor smash opponents much like Mario's forward aerial, which when combined with the changes to Dr. Tornado give him an improved edgeguarding game, although still inferior to Mario's overall.
However, Dr. Mario has received a few nerfs. Like with Mario, Dr. Mario's up tilt has had its hitbox placement adjusted, giving it inferior range in front of and underneath him. Additionally, his grabs, like Mario's, have increased ending lag, impacting his grab game to an extent. Furthermore, his already sub-par mobility is slower, especially in comparison to the rest of the cast, given the nerfs to his air speed and jump height. His overall mobility remains largely unaltered from his previous appearance, resulting in him now being much slower relative to the roster (as well as Mario himself), considering as most other fighters have received buffs to their mobility, Mario included.
Compared to Mario, Dr. Mario is still a slower and stronger clone of him. However, he is not classified as an Echo Fighter. There is currently no confirmed reason for this oddity, though it is likely due to Dr. Mario debuting in Melee rather than SSB4 or Ultimate as with the other Echo Fighters. Aside from having an updated idle animation, slightly higher traction compared to Mario, an altered animation for his side special, as well as receiving a new back throw and down aerial, he has not been further decloned. He has also received many of the same changes as Mario.
Compared to his appearance in SSB4, his damage-racking potential has increased substantially and his recovery, while still fairly lackluster, is safer and better overall. Because of these changes, he is better in Ultimate, achieving some representation from players like Locus and Lui$. However, Dr. Mario's overall tournament representation has been fairly limited. Despite his buffs, Dr. Mario is regarded as a low-mid tier character at best, and even a low-tier character due to Mario being contemplated as a much better character, his slow speed, and abysmal recovery. As such, his buffs may not be as significant as other changes that most characters got. His tier placement is questionable due to the young meta of Ultimate.
Aesthetics
- As with all veterans returning from SSB4, Dr. Mario's model features a more subdued color scheme. Like Mario, his hair and clothing now feature simple detailing, with his head mirror's headband in his default costume reverting back to a cordovan brown from his design in Super Smash Bros. Melee, instead of a dark taupe gray.
- The inside of Dr. Mario's pants are now slate grey instead of white.
- Dr. Mario, like many other characters, has been made more expressive, with many of the same expressions also used by Mario himself. Like with Mario, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
- Dr. Mario has a new idle animation with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
- Like with Mario, many of Dr. Mario's animations have been slightly altered. His walking, helpless, skidding, and ledge-hanging animations are just a few examples.
- Dr. Mario's sleeping animation is mirrored. He now faces the screen instead of away.
- Dr. Mario has a slightly different pose during his air dodge, and has an angry expression on his face.
- Dr. Mario's mustache now moves during certain animations.
- All of Dr. Mario's victory poses have been slightly altered.
- The victory animation where Dr. Mario rubs his chin now has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.
- The victory animation where Dr. Mario throws Megavitamins now has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.
- The victory animation where Dr. Mario poses with his stethoscope is now more exaggerated.
Attributes
- Like all characters, Dr. Mario's jumpsquat animation takes 3 frames to complete (down from 5).
- Dr. Mario's damage modifier has been increased from 1.12× to 1.175×, meaning that all of his attacks have increased damage output and slightly higher KO power as a result.
- However, the damage modifier no longer applies to his floor attacks.
- Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to Ryu and the Mii Gunner.
- Dr. Mario runs slightly faster (1.3312 → 1.397792).
- His initial dash is also faster (1.3312 → 1.5375712), although it is now the slowest in the game.
- Dr. Mario walks slightly faster (0.9152 → 0.917301).
- Dr. Mario's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is now slightly higher than Mario's.
- Dr. Mario's air speed is slower (0.9292 → 0.9238784).
- Dr. Mario's first jump covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).
- Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
Ground attacks
- Neutral attack:
- Consecutive uses of the first hit of neutral attack are faster (11 → 6 frames).
- The first two hits transition into the subsequent hits noticeably faster (frame 10 → 5 (hit 1), 6 (hit 2)) and have less ending lag (FAF 23 → 20 (hit 1), 25 → 22 (hit 2)), no longer being slower than Mario's.
- The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
- However, its total duration was not fully compensated (FAF 36 → 34), giving it more ending lag.
- The third hit has increased base knockback (45 → 60).
- All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
- All hits have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
- The first two hits no longer use set knockback (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → 361°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to lock, and gives them jab cancel setups at high percents, but causes them to connect less reliably.
- Forward tilt:
- Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
- It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.
- Up tilt:
- Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
- Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
- Down tilt:
- Down tilt's sweetspot takes priority over the sourspot.
- Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
- Dash attack:
- Dash attack's clean hit deals more base damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.
- The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
- It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.
- The late hit has a slightly bigger hitbox (2.6u → 2.7u).
- It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.
- Forward smash:
- Forward smash deals consistent base damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.
- The electricity produced from Dr. Mario's forward smash is now magenta/lavender instead of light blue.
- Up smash:
- Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to LSI and worsens its KO ability near the ledge.
- Its animation has been reversed, with Dr. Mario facing toward the screen rather than away from it.
- Down smash:
- Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the breakdance Mario performs on the cover of Dance Dance Revolution: Mario Mix.
Aerial attacks
- All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).
- Neutral aerial:
- Neutral aerial's late hit has more knockback scaling (90 → 102), improving its KO potential.
- The late hit has larger hitboxes (3u → 3.6u).
- Forward aerial:
- Forward aerial has a different animation, with Dr. Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
- Up aerial:
- Up aerial has less ending lag (FAF 32 → 31).
- It deals more base damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.
- It auto-cancels earlier (frame 18 → 17).
- Its hitboxes have a shorter duration (frames 4-8 → 4-7).
- Down aerial:
- Dr. Mario has a new down aerial: a downward stomp similar to that of Captain Falcon. It consists of only one hit instead of five.
- It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.
- It deals more base damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that meteor smashes opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.
- It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.
- It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).
- Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-17), which also increases its ending lag despite its total duration being reduced.
- It no longer possesses a landing hit.
Throws and other attacks
- Grabs:
- All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less base damage (3.25% → 1.3%).
- It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
- All of Dr. Mario's throws have been altered with more exaggerated animations.
- The speed of Dr. Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Back throw:
- Dr. Mario has a new back throw: he heaves the opponent overhead behind him.
- It releases opponents faster (frame 44 → 30), making it harder to DI.
- However, its total duration remains unchanged, increasing its ending lag.
- It has more knockback scaling (60 → 68). In combination with Dr. Mario's higher damage multiplier, this turns it into one of the strongest back throws in the game.
- It no longer possesses a collateral hit.
- Up throw:
- Up throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
- Dr. Mario faces horizontally rather than facing the screen.
- Down throw:
- Down throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
- Dr. Mario no longer spins after throwing the opponent.
- Edge attack:
- Edge attack deals more base damage (7% → 8.51%).
Special moves
- Megavitamin:
- Megavitamin has less ending lag (FAF 53 → 50).
- It launches at a higher angle (361° → 65°), deals much more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), and has a higher hitlag multiplier (0.3× → 1×). Alongside the previous change, this greatly improves the move's camping and followup abilities.
- Due to these changes, however, it can no longer lock opponents.
- Megavitamins are slightly larger, and have been given an extended hitbox to match their size, increasing their range despite the hitbox itself being smaller overall (2u (clean)/1.8u (mid)/1.6u (late) → 1.7u).
- It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
- Dr. Mario no longer opens his mouth when using Megavitamin on the ground.
- Super Sheet:
- Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).
- It no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.
- It no longer gives the opponent super armor on hit.
- Super Sheet has an updated animation to differentiate it from Cape. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.
- Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
- Super Jump Punch:
- The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
- The clean hit has a lower hitlag multiplier (1.5× → 1×).
- It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.
- Dr. Tornado:
- Dr. Tornado hits seven times, up from five, and deals much more base damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).
- It has gained percent-based heavy armor during frames 5-9 when used on the ground, with a threshold of 10%.
- It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).
- It gains more height via button mashing, improving Dr. Mario's recovery.
- The looping hits have shorter gaps between them (6 frames → 4), different angles (90°/180° (grounded), 90°/366° (aerial) → 90°/105°/367°), a lower hitlag multiplier (1× → 0.5×), and use set knockback for all their hitboxes, allowing them to connect much more reliably despite their increased SDI multiplier (1× → 1.2×).
- The last hit has more knockback scaling (130 → 154), which combined with its increased damage greatly improves its KO potential.
- The looping hits are only active for one frame each, instead of being fully active throughout and using a rehit rate (frames 10-33 → 10, 14, 18, 22, 26, 30).
- Dr. Mario opens his hands when using the move, and rises slightly upwards on the ground.
- It has a vortex form around Dr. Mario when used, much like Luigi Cyclone.
- It has a slightly altered animation in the air.
- Doctor Finale:
- At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.
- Damage from each hit is dealt solely based on how long the attack has been out, with the Megavitamins becoming more powerful as the attack continues. This makes the front Megavitamin worse early during the Final Smash, but the back Megavitamin stronger later during it.
- Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.
Update history
Like Mario, Dr. Mario has received a mixture of minor buffs and nerfs, but was slightly buffed overall. Though nerfed from SSB4, his already-decent combo ability has very slightly improved thanks to Super Sheet no longer putting enemies into hitstun during ledge return vulnerability. Doctor Finale has seen some minor buffs as well. The universal nerf to projectiles does not affect Dr. Mario, as Megavitamin was already lackluster on shield.
- Megavitamin has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
- Super Sheet no longer puts opponents into hitstun during ledge return vulnerability, slightly increasing his combo potential.
- At the start of Doctor Finale, nearby opponents will be slowed more, and for longer.
Moveset
- Dr. Mario can wall jump.
For a gallery of Dr. Mario's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.9375% | Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first and second hits can jab lock. | ||
1.7625% | ||||
4.7% | ||||
Forward tilt | 8.225% | A wheel kick. Like neutral attack, it is useful for spacing. Can be angled. Can lock at low percentages. | ||
Up tilt | 7.4025% | A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement. | ||
Down tilt | 5.875% (foot), 8.225% (leg) | A legsweep. A decent combo starter, although unsafe on hit at low percents, and typically only combos into up aerial or Super Jump Punch if done correctly. | ||
Dash attack | 11.515% (clean), 7.05% (late) | A baseball slide. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late. | ||
Forward smash | 17.2725% (electricity), 20.915% (arm) | Steps back, then does a palm thrust that produces electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options. Its electric properties also make it safer on shield compared to Mario's, especially if spaced. | ||
Up smash | Ear, Nose, and Throat | 16.45% | An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge, although it weakens its potential as an anti-air and punishment tool. | |
Down smash | 11.75% (front), 14.1% (back) | A 360º breakdance sweep kick. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool. | ||
Neutral aerial | Dr. Kick | 5.875% (clean), 9.4% (late) | A sex kick that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has good edgeguarding potential. | |
Forward aerial | Dr. Punch | 11.75% (early), 17.625% (clean), 10.575% (late) | Throws an overhand punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (tied with his down aerial for the slowest of his other aerials), high ending and landing lag, and is the only aerial that cannot autocancel in a short hop, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge. | |
Back aerial | 14.1% (clean), 8.225% (late) | A dropkick. Comes out quickly and has above-average knockback, which makes it a viable edgeguarding and KO move and a reverse aerial rush option. Can also chain into itself at low percents, or set up tech-chase situations. | ||
Up aerial | 10.2225% | A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single short hop, or the second up aerial can be replaced with a neutral aerial instead. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage. | ||
Down aerial | CLEAR! | 14.1% | Performs a double foot stomp similar to those of Captain Falcon and Ganondorf. While it has noticeable startup, it can powerfully meteor smash opponents when hitting with the sweetspot in the legs. It has a sourspot on his hips, which launches away instead. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado; however it can be difficult to hit as it only has one active frame. | |
Grab | — | Reaches out. Has average range and above average speed. | ||
Pummel | 1.5275% | Headbutts the opponent. Moderately fast. | ||
Forward throw | 9.4% | Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. | ||
Back throw | 12.925% | Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass Ness's back throw by a small margin when at the ledge. Can KO middleweights at around 90% near the edge. | ||
Up throw | 8.225% | Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. | ||
Down throw | Hospital Bed | 5.875% | Throws the opponent down to the ground. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for setting up aerial combos and can even has KO setups into forward aerial and Super Jump Punch, although both require a read. It can KO at percentages as low as 60% if followed up with Dr. Tornado at the sides of the stage, though this is also reliant on reads. It also has KO setups into up aerial and back aerial. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Sweepkicks, then gets up. Identical to Mario's. | ||
Floor attack (back) Floor getups (back) |
7% | Punches on both sides, then gets up. Identical to Mario's. | ||
Floor attack (trip) Floor getups (trip) |
5% | Sweepkicks, then gets up. Identical to Mario's. | ||
Edge attack Edge getups |
10% | Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage. | ||
Neutral special | Megavitamins | 5.875% (early), 4.7% (late) | Throws a Megavitamin. Useful approach and pressure option. Unlike Fireball, it cannot be absorbed, bounces on a different trajectory, and does not have a flame effect. At higher percentages, it launches opponents slightly upward, which potentially can make it a combo starter, and even opens up into KO setups if timed correctly. | |
Side special | Super Sheet | 8.225%, 1.6x times the reflected projectile | Flips his white sheet upward. Can turn opponents around (which also temporarily reverses their controls and aerial momentum) and can function as a reflector, which deals more damage than Mario's variant due to Dr. Mario's attack multipliers. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike Cape. | |
Up special | Super Jump Punch | 14.1% (clean), 7.05% (late) | A jumping uppercut. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly out of shield option. However, it travels a short distance compared to Mario's version. | |
Down special | Dr. Tornado | 1.88% (hits 1-6), 3.525% (final hit) | A series of clothesline spins. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. It gains good vertical and horizontal distance if mashed fast enough. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery. | |
Final Smash | Doctor Finale | 3.1% (front Megavitamin), 2.3% (back Megavitamin) | Similar to Mario Finale, but the fireballs are replaced with huge Megavitamins with their respective sounds, and their trails consist of red, yellow, and blue pixelated streaks and circles. Slightly stronger than Mario Finale. |
On-screen appearance
- Starts behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Has his eyes closed until all of the Megavitamins are gone, in which he opens them and assumes fighting stance.
Taunts
- Up taunt: Looks to the ground and rubs the sole of one of his shoes to the floor.
- Side taunt: Pulls out a randomly-colored Megavitamin, tosses it up in the air with his shoulder, and then catches it and swipes it away.
- Down taunt: Balls one of his fists and lightly pounds his shoulder.
Idle poses
- Pounds his fist into his palm.
- Rolls his neck as if stretching it.
Victory poses
- Left: Throws two randomly-colored Megavitamins in different directions, dusts his gloves, and pulls out two more Megavitamins of the same color.
- Up: Waves his stethoscope in front of him, off to his side, then to the other, and then back in front of him.
- Right: Taps his shoe on the ground, puts his right hand on his chin in a thinking manner, and then glares at the screen while rubbing his chin.
In competitive play
Dr. Mario's competitive history in Ultimate has played out fairly similarly to his Smash 4 self: while initially met with intrigue, he slowly fell out of favor, oftentimes being perceived simply as a worse version of Mario. Although the game engine allowing improved access to his out-of-shield options such as his up smash and Super Jump Punch, he was seen as a low- to mid-tier character in the early metagame, with his most exploitable flaws from Smash 4 still being prevalent: sluggish approach and short distanced recovery. Although Lui$ would place well with him, he only used Dr. Mario as a secondary and eventually dropped him, worsening his representation.
Although Dr. Mario hasn't been changed much in subsequent patches, thanks to the efforts of players such as Fons and Tsumusuto, both who have performed well at regional and national-level tournaments, more people have been inspired to play the character. This allowed Dr. Mario to slowly gain more recognition in the competitive scene and improve his representation. While he's not considered quite as good as regular Mario, players have managed to produce good results using what strengths the character does have.
Notable players
Active
- Fons - One of the best Dr. Mario players in the United States. Placed 7th at Overextend, 17th at Combo Breaker 2019, and 25th at Midwest Mayhem Ultimate, while also having wins over Raito and big_mak.
- Oryon - Mains Wolf with Dr. Mario as a secondary. Placed 5th at both Pop-Off Arena and Syndicate 2019, and 9th at Albion 4 in conjunction with Wolf.
- Tsumusuto - The best Dr. Mario player in Japan and one of the best in the world. Placed 7th at Sumabato SP 9, 9th at both Sumabato SP 5 and Sumabato SP 6, 17th at Sumabato SP 4, 33rd at Sumabato SP 2, and 49th at both Sumabato SP and Sumabato SP 3.
Inactive
- Locus - Considered the best Dr. Mario player in Canada. Placed 9th at Battle of BC 3. Has dropped him in favor of Ken.
- Lui$ - Considered the best Dr. Mario player in the world prior to dropping him in favor of Fox and Mario. Placed 5th at Esports Arena Smash Ultimate Tournament - Oakland, 9th at Super Splat Bros, 33rd at both GENESIS 6 and Frostbite 2019. Ranked 2nd on the NorCal Ultimate Power Rankings.
Classic Mode: Colorful Treatment Plan
Dr. Mario's opponents are all trios of the same character in red, blue, and yellow costumes, referencing the three viruses: Fever, Chill, and Weird.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Mr. Game & Watch Team | Flat Zone X | Chill (for 3DS / Wii U) | |
2 | Kirby Team | Green Greens | Fever | |
3 | Yoshi Team | Yoshi's Island | Chill (Brawl) | |
4 | Wii Fit Trainer Team | Wii Fit Studio | Fever | |
5 | R.O.B. Team | Battlefield | Chill (for 3DS / Wii U) | |
6 | Wario Team | Luigi's Mansion | Tetris: Type A | |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Note: Every stage plays a track from the Mario or Tetris universe, no matter what universe the stage originates from.
Credits roll after completing Classic Mode. Completing it as Dr. Mario has Fever accompany the credits.
Role in World of Light
Although Dr. Mario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Dr. Mario has his own awakening battle separate from that of Mario, who appears in the opening cutscene.
Dr. Mario can be awakened in a cloud that is found on a pathway connected by a ribbon that also leads to a city-like area.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
18 | Dr. Mario | Shield | 3,400 | Mario Bros. (Ω form) | Fever |
Spirits
Dr. Mario's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dr. Mario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces it with the fighter's artwork in Ultimate.
- Dr. Mario Fighter Spirit.png
8. Dr. Mario
In Spirit battles
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
592 | Dr. Stewart | F-Zero series | •Dr. Mario | 9,500 | Mute City SNES (Battlefield form) | •Item: Food | •Timed battle •The enemy heals over time •Items will be pulled toward the enemy |
Mute City (Original) | |||
736 | Dr. Crygor | WarioWare series | •Dr. Mario •R.O.B. •Wario |
3,400 | WarioWare, Inc. | N/A | •Defeat the main fighter to win | Mike's Song | |||
752 | Hal Emmerich | Metal Gear Solid series | •Dr. Mario •Giant Metal R.O.B. |
4,500 | Prism Tower | N/A | •Defeat the main fighter to win •The enemy tends to avoid conflict •The enemy is metal |
Yell "Dead Cell" | |||
867 | Dr. Light | Mega Man series | •Dr. Mario •Mega Man |
10,000 | Wily Castle (Battlefield form) | N/A | •Defeat the main fighter to win •Stamina battle •The enemy tends to avoid conflict |
Mega Man 2 Medley | |||
873 | Dr. Wily | Mega Man series | •Dr. Mario •Metal Mega Man (×8) |
12,600 | Wily Castle (hazards off) | N/A | •Stamina battle •Reinforcements will appear after an enemy is KO'd •The enemy is metal |
Mega Man 2 Medley | |||
1,132 | Hockey Players | Ice Hockey | •Dr. Mario •Donkey Kong •Luigi |
1,500 | Pokémon Stadium (Ω form) | •Slippery Stage | •The stage's platforms are very slippery | Core Luge | Short hockey player | ||
1,135 | Andy | Advance Wars series | •Dr. Mario •Snake (×8) |
3,400 | Halberd (Ship deck) | •Health Recovery •Item: Exploding Types |
•The enemy is healed when the enemy's at high damage •Defeat an army of fighters |
Filled with Hope | |||
1,195 | Sick Beats Doctor | Rhythm Heaven series | •Dr. Mario | 2,200 | Wrecking Crew | •Assist Trophy Enemies (Ghosts) •Hazard: Poison Cloud |
•The stage is covered in a poisonous cloud •Hostile assist trophies will appear |
Chill (Brawl) | |||
1,214 | Dr. Kawashima | Brain Age: Train Your Brain in Minutes a Day! series | •Dr. Mario | 3,800 | PictoChat 2 (hazards off) | •Assist Trophy Enemies (Dr. Kawashima) | •Hostile assist trophies will appear | Brain Age: Train Your Brain in Minutes a Day! | |||
1,216 | Dr. Lobe | Big Brain Academy Series | •Dr. Mario •Kirby (×2) () |
3,400 | PictoChat 2 | •Hazard: Low Gravity •Hazard: High Gravity |
•All fighters have reduced jump ability •Gravity is reduced after a little while |
Title Theme - Big Brain Academy | |||
1,266 | Plague Knight | Shovel Knight series | •Dr. Mario | 1,900 | Unova Pokémon League | •Item: Bob-omb | •The enemy's explosion and fire attacks have increased power •Items will be pulled toward the enemy •The enemy is easily distracted by items |
Flash In The Dark (Dr. Wily Stage 1) | |||
1,319 | Professor Riggs & Plaise & Lerna | Nintendo Labo series | •Dr. Mario •Bayonetta •Tiny Young Link |
2,500 | Paper Mario | •Attack Power ↑ •Defense ↑ |
•The enemy has increased defense after a little while •The enemy has increased attack power after a little while |
Title Theme - Super Mario Maker | Professor Riggs |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
1,319 | Gruntilda | Banjo-Kazooie series | •King Dedede •Dr. Mario (x3) |
13,900 | Find Mii (Ω form) | •Hazard: Poison Floor | •Defeat the main fighter to win •The floor is poisonous •Stamina battle |
Vs. Klungo | Klungo |
Alternate costumes
Gallery
Dr. Mario idling on Wuhu Island.
Taunting on Mario Galaxy.
Attacking Link with his forward smash on New Pork City.
Jumping in Mushroomy Kingdom.
Tossing a Megavitamin on Moray Towers.
Holding a Fairy Bottle while running towards Link on Great Bay.
Taunting next to Little Mac on Tomodachi Life.
Snared by Mimikyu on Pictochat 2.
Using his down aerial on Wario on Skyworld.
Performing Doctor Finale on Wii Fit Studio.
Character Showcase Video
Trivia
- With Link and Young Link now representing different incarnations of Link, Zelda and Sheik now representing different incarnations of Princess Zelda, and Zero Suit Samus now briefly transforming into her Varia Suited form for her Final Smash, Dr. Mario is the only playable character to represent an alternate identity for another character with no gameplay connection between the two (if Odyssey doesn't count since Dr. Mario is a costume in that game).
- During Luigi's character showcase trailer, Dr. Mario's Super Sheet uses Mario's Cape animation, rather than the new animation specific to Dr. Mario. Additionally, the sheet is unanimated, and is attached to Dr. Mario's left arm.
- Super Smash Bros. Ultimate is the first Smash Bros. game where Dr. Mario is not holding his Megavitamins in his official art.
- Dr. Mario's official art resembles one of his victory poses.
- One of the images on the Smash Bros. website shows Dr. Mario and Link, with the former holding a Fairy Bottle and the latter laying face-down. This is a reference to the fact that Fairies are a healing item in the The Legend of Zelda series, alluding to Dr. Mario's status as a doctor.
- This is further joked with in Dr. Mario's highlight video, in which he fights King Dedede on top of Onett's Drugstore.
- Once again, this is referenced once more in Ultimate's Opening Movie, in which he throws a Fairy Bottle at Little Mac to heal him.
- This is further joked with in Dr. Mario's highlight video, in which he fights King Dedede on top of Onett's Drugstore.
- Super Smash Bros. Ultimate is the first Smash game to feature Dr. Mario and have his inclusion be planned from the start.
- Like in Melee and Smash 3DS, Dr. Mario can be unlocked by playing Classic Mode as Mario (though Dr. Mario is one of the last characters in his unlock column).
- Dr. Mario is the only character who travels to Yoshi's Island in Classic Mode.
- Dr. Mario is also one of two characters to travel to Battlefield in his Classic Mode, the other being Jigglypuff.
- When looking under Dr. Mario's coat, there appears to be a gap around his waist area.
- When KOed by reaching 0 HP in Stamina Mode, Dr. Mario uses his heavy knockback scream rather than his standard KO scream. This trait is shared with Mario, Hero and Terry.
- Using Megavitamins and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color 1 frame later.
- Prior to version 2.0.0, Dr. Mario’s down aerial was named Bone Drill, a name arguably more fitting for his old down aerial in Smash 4. The current name, CLEAR!, references the message appearing when a level is completed in the original Dr. Mario, as well as the shout paramedics give when using defibrillators.
- Dr. Mario technically has the most victory screens of any fighter. Although it may seem he has only 3 like most fighters, the colors of the pills in the animation where he throws them are random, totaling up to 6561 combinations. When the other 2 are added, Dr. Mario has 6563 victory screens.