Dr. Mario (SSBM): Difference between revisions
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==Attributes== | ==Attributes== | ||
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form). Both have the same [[dash|dashing speed]] and [[falling speed]], yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster [[air speed]], rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no [[sourspot]]s that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into. | Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form). Both have the same [[dash|dashing speed]] and [[falling speed]], yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster [[air speed]], rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no [[sourspot]]s that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into. | ||
Dr. Mario also has a great projectile, [[Megavitamins]]. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes. | |||
Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. Super Sheet, like Mario's cape, turns enemies around without dealing knockback, limiting the effectiveness of their recoveries and allowing for possible gimps and quick kills. | |||
Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. Super | |||
Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and [[chain throw]]s, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (more powerful than Mario's and Luigi's), being effective for setting up edge guards at high percentages, and acting as a reliable KO move at very high percentages. | Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and [[chain throw]]s, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (more powerful than Mario's and Luigi's), being effective for setting up edge guards at high percentages, and acting as a reliable KO move at very high percentages. | ||
Dr. Mario | Dr. Mario also has his flaws. While powerful, the majority of the sweetspots in Dr. Mario's attacks are short-ranged. His forward smash is a notable example, where its reach is among the worst for a forward smash attack, requiring Dr. Mario to be right next to the opponent to land it. Similarly, his up smash is also rather close ranged. | ||
Yet his greatest weakness is his abysmal recovery. A combination of predictability, poor distance covered, and few options to extend it makes it one of the worst in ''Melee''. Although he has above average air speed, he also has above average falling speed, lowering his horizontal air movement. [[Super Jump Punch]] grants below average vertical distance and poor horizontal distance. Button mashing [[Dr. Tornado]], is a decent stalling tactic and can mindgame edge-guarding opponents, but grants negligible net vertical and horizontal distance. His [[Super Sheet]], being not as effective as Mario's cape, only grants minor vertical distance once in the air. | |||
==Moveset== | ==Moveset== |
Revision as of 08:36, June 30, 2013
Dr. Mario in Super Smash Bros. Melee | |
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Universe | Mario |
Availability | Unlockable |
Tier | C (9) |
“ | The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion. |
” |
—Description from Dr. Mario's trophy. |
Dr. Mario (Dr. マリオ Dokutā Mario) is a unlockable character in Super Smash Bros. Melee. This is his first 3D appearance as well as his first appearance in the Super Smash Bros. series, as he stems from a series of Mario puzzle games. As a clone of Mario, Dr. Mario and Mario have nearly identical movesets with obvious differences in attack physics.
Dr. Mario currently ranks 9th in Melee’s tier list in the C tier, four places higher than Mario's rank. His relatively high tier placement is a consequence of his combo ability with overall uniqueness as a fighter, such as an unusual sex kick. His approach options are also very good, with a long wavedash and a good air game, as well as a very good SHFFL. Dr. Mario also has a good projectile, which itself can be used to aid his approach. However, Dr. Mario's primary weakness is his abysmal recovery, which is one of the worst in the game, due to its predictability and few methods of increasing its distance. Dr. Mario also suffers from lack of range in his attacks, leaving him vulnerable against characters with disjointed hitboxes such as Marth and Donkey Kong.
How to unlock
To unlock Dr. Mario, players need to complete either Classic or Adventure Mode as Mario without using any continues; alternatively, players can play 100 VS. matches.
Dr. Mario is fought on Princess Peach's Castle, with the track "Dr. Mario" playing.
Attributes
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form). Both have the same dashing speed and falling speed, yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster air speed, rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no sourspots that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into. Dr. Mario also has a great projectile, Megavitamins. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes.
Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. Super Sheet, like Mario's cape, turns enemies around without dealing knockback, limiting the effectiveness of their recoveries and allowing for possible gimps and quick kills.
Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and chain throws, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (more powerful than Mario's and Luigi's), being effective for setting up edge guards at high percentages, and acting as a reliable KO move at very high percentages.
Dr. Mario also has his flaws. While powerful, the majority of the sweetspots in Dr. Mario's attacks are short-ranged. His forward smash is a notable example, where its reach is among the worst for a forward smash attack, requiring Dr. Mario to be right next to the opponent to land it. Similarly, his up smash is also rather close ranged.
Yet his greatest weakness is his abysmal recovery. A combination of predictability, poor distance covered, and few options to extend it makes it one of the worst in Melee. Although he has above average air speed, he also has above average falling speed, lowering his horizontal air movement. Super Jump Punch grants below average vertical distance and poor horizontal distance. Button mashing Dr. Tornado, is a decent stalling tactic and can mindgame edge-guarding opponents, but grants negligible net vertical and horizontal distance. His Super Sheet, being not as effective as Mario's cape, only grants minor vertical distance once in the air.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | {{{neutralname}}} | 3-4% | {{{neutraldesc}}} | |
2-4% | ||||
5-6% | ||||
Forward tilt | Dr. Kick | 8% | A kick forward. Is stronger than Mario's. | |
Up tilt | Uppercut | 10% | Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If the player hits them while they're in front of the player, they will sent forwards. If the player hits them when they're above the player, they'll go 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. | |
Down tilt | Reflex Test | 9% | While crouching, does a quick sweeper kick in front of him. Sends foes behind him, unlike Mario's. | |
Dash attack | Slide | 9% | Slides on the ground feet first, has slightly more range than Mario's. Launches foes in a random trajectory. | |
Forward smash | Defibrillator | 16% uncharged, 21% fully charged | 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%. | |
Up smash | Ear, Nose and Throat | 16% uncharged, 21% fully charged | 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 attack has spike properties, though these only work on grounded opponents. | |
Down smash | Surgical Sweep | 18% uncharged, 24% fully charged | A very sudden break-dance like sweep, which is very fast and powerful. | |
Neutral aerial | Dr. Kick | 10% when first out, 14% at the very last frames | Does an inverted "sex kick". Oddly, the move's power increases the more it's out, unlike other sex kicks. | |
Forward aerial | Dr. Punch | 17% (sweetspot), 16% (sourspot) | 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. | |
Back aerial | Drop Kick, M.D. | 8% | Kicks backwards. 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). | |
Up aerial | Bicycle Kick | 10% | Flip kicks upwards, is good for juggling fast-fallers. | |
Down aerial | Bone Drill | 12% if all hits connect | Does a drilling kick. Has seven hits. | |
Grab | {{{grabname}}} | — | {{{grabdesc}}} | |
Pummel | Eye Exam | 2-3% per pummel | Headbutts opponent. | |
Forward throw | Routine Physical | 9% | Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding follow up. | |
Back throw | Traction | 12% | Spins around three times and tosses the foe behind him, with impressive knockback. The strongest back throw in Melee. | |
Up throw | Check Up | 8% | Heaves his opponent upwards, can lead into a combo against fast fallers, notably into a fair for a KO. | |
Down throw | Hospital Bed | 6% | Slams opponent to ground, good for a short-hopped nair follow up. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Gets up and punches behind him, then in front of him. | ||
Floor attack (back) Floor getups (back) |
6% | Gets up and punches behind him, then in front of him. | ||
Edge attack (fast) Edge getups (fast) |
8% | Does a somersault and then kicks upwards. | ||
Edge attack (slow) Edge getups (slow) |
10% | Gets up then does an attack similar to his f-tilt. | ||
Neutral special | Megavitamins | 8% | Throws pills forward, similar to Mario's fireballs. However, they have a unique bounce arc, fall faster, do more damage, and have distinctive sounds used from the original Dr. Mario game. They are more powerful than Mario's Fireballs. | |
Side special | Super Sheet | Up to 12% | Flicks a white cape forward very similar to Mario's Cape, which reverse opponents (causes them to face in the opposite direction) and can reflect projectiles. The differences are that the Super Sheet is longer and is does 2% more damage, but has less lag and moves Dr. Mario up only once, making it less useful for recovery. The attack can also be used to shift the direction of an opponent who is trying to recover, such as Fox using his Fire Fox. In this case, they will be turned around, and will instead jump backwards, missing the ledge. | |
Up special | Super Jump Punch | 12% maximum | Performs a jumping uppercut. It is very similar to Mario's, but does more damage and has less hits. Also, the sound effect is different than the usual sound made when Mario grabs a coin. Recovery move. | |
Down special | Dr. Tornado | 10% maximum | A spinning tornado attack, similar to Mario's, but a little stronger. It traps the opponent in a tornado, hits them constantly, then knocks them back. While Mario's knocks opponents into the air, Dr. Mario's throws them in a random direction. Dr. Mario can hover in the air using this move by repeatedly pressing the B button while using it. |
Taunt
Dr. Mario pulls out a randomly coloured Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it.
In Competitive play
Matchups
Avg. | |||||||||||||||||||||||||||
Notable players
- See also: Category:Dr. Mario professionals
Differences with Mario
As a clone, Dr. Mario has multiple characteristics inherently similar to Mario, though differences between the two can clearly be seen.
In terms of general attributes, the two have identical falling speed, dashing speed, traction and jumping heights. However, Dr. Mario has a higher air speed, making him a slightly better and more effective comboer.
For standard attacks, Dr. Mario and Mario have identical animations, but different effects. Most of Dr. Mario's attacks are stronger than Mario's, except for his up-smash. Dr. Mario's down tilt, for instance, sends opponents behind him, while Mario's pops foes into the air. Their forward smashes also differ; Mario's produces a small fireball, with the fireball being the sweetspot while his hand is the sourpot, while Dr. Mario's is just the thrust forward with an electrical effect, being stronger while not have varied hitboxes. Additionally, the fireball produced by Mario's gives his f-smash slightly more reach with a disjointed hitbox and transcendent priority. In the air, Dr. Mario's nair grows stronger the longer it lasts, while Mario's grows weaker. Dr. Mario's forward air also lacks meteor smash properties; instead, it sends opponents flying upward.
For special moves, Dr. Mario's Megavitamins have more hitstun, do more damage, and have a considerably different trajectory. Dr. Mario's Super Sheet is longer ranged than Mario's Cape and it deals more damage. However, it has more lag and it only gives vertical distance once, making it less useful for recovery. Dr. Tornado has more knockback and damage dealing capabilities than Mario Tornado, as well as sending opponents scattering in random directions. However, it takes faster taps of the B button, and it is easier to DI out of.
In Single Player modes
In Classic Mode
Upon being unlocked, Dr. Mario can appear in one on one battles, in a team with Luigi or as an ally, as a giant character or as a metal character. In all appearances, his stage is Mushroom Kingdom.
In Adventure Mode
Adventure Mode makes no concessions to Dr. Mario when he is unlocked. Unlike some other characters, the track Dr. Mario does not play on any stages.
In All-Star Mode
In All-Star Mode, Dr. Mario and his allies are fought on Mushroom Kingdom II. In these cases, the track Dr. Mario plays.
In Event Matches
Dr. Mario appears in the following event matches:
- Event 35: Time for a Checkup: As Luigi, the player must fight against a CPU team consisting of Dr. Mario and Peach, the latter in her white costume, on Yoshi's Story. All characters have one life each, and the event must be completed in three minutes.
- Event 49: All-Star Match Deluxe: Dr. Mario is the first opponent fought in this series of staged battles. The selected character battles him on the Mushroom Kingdom stage with a stock of 2 while Dr. Mario has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: Falco, Pichu, Young Link, Roy and Ganondorf.
Ending Images
Trophies
Dr Mario (Classic Mode, trophy #61)
Immaculate in his medical garb, Dr. Mario destroys killer viruses with his amazing vitamin capsules. With his dedicated nurse, Princess Peach, at his side, Dr. Mario spends day and night in his laboratory working on new miracle cures. Somehow he's managed to keep up with all the new viruses that have arisen over the years.
- : Dr. Mario
Dr. Mario (Smash Red, Adventure Mode, trophy #62)
There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad slower due to his lack of exercise, but his Megavitamins pack a bit more punch than Mario's Fireballs. The capsules travel on a unique trajectory and make a distinct sound on impact.
- B: Megavitamins
- Smash B: Super Sheet
Dr. Mario (Smash Blue, All Star Mode, trophy #63)
The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion. While it may be hard to spot the contrasts, they do exist. For example, Dr. Mario's Super Sheet is longer and narrower than Mario's cape, and any opponents hit by Dr. Tornado will fly off in diverse directions.
- Up & B: Super Jump Punch
- Down & B: Dr. Tornado
Costumes
Trivia
- Dr. Mario is the only clone whose voice is exactly the same as his original character.
- Dr. Mario is the only character in the series to have a sex kick that gets stronger the longer it's out.
- Dr. Mario is currently the only clone who is ranked higher than the original character.
Fighters in Super Smash Bros. Melee | |
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Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |