Dr. Mario (SSBM): Difference between revisions

→‎Moveset: Same as Mario
(→‎Moveset: Same as Mario's)
(→‎Moveset: Same as Mario)
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|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Cross ({{ja|右クロス|Migi Kurosu}}) / Toe Kick ({{ja|トーキック|Tō Kikku}})
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=6%
|neutral3dmg=6%
|neutraldesc=A weak punch forward, then a second weak punch, then a strong kick forward.
|neutraldesc=A weak punch forward, then a second weak punch, then a strong kick forward.
|ftiltname= 
|ftiltname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=9%
|ftiltupdmg=9%
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|ftiltdowndmg=7%
|ftiltdowndmg=7%
|ftiltdesc=Kick straight forward. Is stronger than {{SSBM|Mario}}'s and has less ending lag.
|ftiltdesc=Kick straight forward. Is stronger than {{SSBM|Mario}}'s and has less ending lag.
|utiltname= 
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=10% (clean), 8% (late)
|utiltdmg=10% (clean), 8% (late)
|utiltdesc=Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If hit from the front, the opponent gets launched diagonally forward, and if hit from above, the opponent will be launched upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial.
|utiltdesc=Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If hit from the front, the opponent gets launched diagonally forward, and if hit from above, the opponent will be launched upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial.
|dtiltname= 
|dtiltname=Reflex Test ({{ja|反射テスト|Hansha Tesuto}})
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's.
|dtiltdesc=Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's.
|dashname= 
|dashname=Slide ({{ja|滑り台|Suberidai}})
|dashdmg=9% (clean), 8% (late)
|dashdmg=9% (clean), 8% (late)
|dashdesc=Slides on the ground feet first, has slightly more range than Mario's. Launches foes in a different trajectory compared to Mario's.
|dashdesc=Slides on the ground feet first, has slightly more range than Mario's. Launches foes in a different trajectory compared to Mario's.
|fsmashname= 
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|20}}
|fsmashupdmg={{ChargedSmashDmgSSBM|20}}
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|fsmashdowndmg={{ChargedSmashDmgSSBM|18}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|18}}
|fsmashdesc=Launches a somewhat short-ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot, and is quite stronger, being able to reliably KO under 100%.
|fsmashdesc=Launches a somewhat short-ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot, and is quite stronger, being able to reliably KO under 100%.
|usmashname= 
|usmashname=Ear, Nose and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|usmashdesc=Headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the hitboxes have [[spike]] properties, though it only works on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out.
|usmashdesc=Headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the hitboxes have [[spike]] properties, though it only works on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out.
|dsmashname= 
|dsmashname=Surgical Sweep ({{ja|外科的スイープ|Geka-Teki Suīpu}})
|dsmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (front), {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (back)
|dsmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (front), {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (back)
|dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Considered to be his best KO move.
|dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Considered to be his best KO move.
|nairname= 
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairdmg=10% (clean), 14% (late)
|nairdmg=10% (clean), 14% (late)
|nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks.
|nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks.
|fairname= 
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairdmg=17% (sweetspot), 16% (sourspot)
|fairdmg=17% (sweetspot), 16% (sourspot)
|fairdesc=Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback, being capable of KOing at 120%. Has a slightly weaker sourspot on Dr. Mario's hand. While it is a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its IASA is on frame 60), being hard to land on its own. While Dr. Mario has setups for the move in his throws, they are not fully reliable and require successful reading of the opponent's DI for landing the move.
|fairdesc=Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback, being capable of KOing at 120%. Has a slightly weaker sourspot on Dr. Mario's hand. While it is a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its IASA is on frame 60), being hard to land on its own. While Dr. Mario has setups for the move in his throws, they are not fully reliable and require successful reading of the opponent's DI for landing the move.
|bairname= 
|bairname=Drop Kick, M.D. ({{ja|ドロップキック、医学博士|Doroppu Kikku, Igakuhakushi}})
|bairdmg=8% (clean), 7% (late)
|bairdmg=8% (clean), 7% (late)
|bairdesc=Kicks backwards. Very good for [[edgeguarding]], with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees).
|bairdesc=Kicks backwards. Very good for [[edgeguarding]], with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees).
|uairname= 
|uairname=Bicycle Kick ({{ja|バイシクルキック|Baishikuru Kikku}})
|uairdmg=10%
|uairdmg=10%
|uairdesc=Does a flip kick upward. A good move for juggling fast-fallers.
|uairdesc=Does a flip kick upward. A good move for juggling fast-fallers.
|dairname= 
|dairname=Bone Drill ({{ja|ボーンドリル|Bōn Doriru}})
|dairdmg=3% (hits 1-7)
|dairdmg=3% (hits 1-7)
|dairdesc=Does a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's.
|dairdesc=Does a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Eye Exam ({{ja|目の検査|Me no Kensa}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts the opponent. Relatively slow.
|pummeldesc=Headbutts the opponent. Relatively slow.
|fthrowname= 
|fthrowname=Routine Physical ({{ja|ルーチンフィジカル|Rūchin Fijikaru}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Spins opponent once, and tosses them forward with decent knockback. Good for an [[edgeguarding]] follow-up attack.
|fthrowdesc=Spins opponent once, and tosses them forward with decent knockback. Good for an [[edgeguarding]] follow-up attack.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=Traction ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdesc=Spins around three times and tosses the foe behind him, with impressive knockback, being stronger than {{SSBM|Mewtwo}}'s back throw and the second strongest back throw in the game, only behind {{SSBM|Ness}}'s back throw.
|bthrowdesc=Spins around three times and tosses the foe behind him, with impressive knockback, being stronger than {{SSBM|Mewtwo}}'s back throw and the second strongest back throw in the game, only behind {{SSBM|Ness}}'s back throw.
|uthrowname= 
|uthrowname=Check Up ({{ja|スルーアップ|Surū Appu}}, ''Throw Up'')
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a forward air for a KO.
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a forward air for a KO.
|dthrowname= 
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Slams the opponent to the ground. Good for a short-hopped neutral air follow up. Weirdly, the move's knockback on Mr. Game & Watch is affected by port priority; if the Dr. Mario player has the higher port (closer to P1), then the knockback will be normal; if he has the lower port, however (closer to P4), [https://www.youtube.com/watch?v=EllXsKyXcLQ then the knockback will behave in the same manner as Fox's down throw].
|dthrowdesc=Slams the opponent to the ground. Good for a short-hopped neutral air follow up. Weirdly, the move's knockback on Mr. Game & Watch is affected by port priority; if the Dr. Mario player has the higher port (closer to P1), then the knockback will be normal; if he has the lower port, however (closer to P4), [https://www.youtube.com/watch?v=EllXsKyXcLQ then the knockback will behave in the same manner as Fox's down throw].
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