Super Smash Bros. 4

Dr. Mario (SSB4): Difference between revisions

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m (Reverted edits by Dr.Mario (talk) to last version by Miles of SmashWiki.)
m (Attributes (Sweetspot damage on fair seems to be reverted to original Melee values: maybe not the knockback growth but the damage is 16.87, which can get rounded depending on damage percents))
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===Attributes===
===Attributes===
*{{change|Dr. Mario's character model is slightly smaller than it was in ''Melee''.}}
*{{change|Dr. Mario's character model is slightly smaller than it was in ''Melee''.}}
*{{nerf|Dr. Mario is lighter than he was in ''Melee'', with his weight being changed from 100 to 98 to match Mario's in ''SSB4'', which ultimately hinders his survivability.}}
*{{change|Dr. Mario's [[falling speed]] and [[gravity]] are lower compared to ''Melee'' (1.7 → 1.5 and 0.095 → 0.08715 respectively), due to the physics change in ''SSB4''.}}
*{{nerf|Dr. Mario is slightly lighter than he was in ''Melee'', with his weight being changed from 100 to 98 to match Mario's in ''SSB4'', lowering his survivability.}}
*{{buff|Dr. Mario jumps slightly higher.}}
*{{buff|Dr. Mario jumps slightly higher.}}
*{{nerf|He has decreased [[walking]] (1.1 → 0.9) and [[dashing]] speed (1.5 → 1.3), making Dr. Mario much slower and less mobile overall.}}
*{{nerf|He has decreased [[walking]] (1.1 → 0.9) and [[dashing]] speed (1.5 → 1.3), making Dr. Mario much slower and less mobile overall.}}
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*{{buff|Down tilt is faster making it much more safe at close range for [[spacing]]. It can no longer sends the opponent behind Dr. Mario, but instead launches them into the air, making it a better combo starter.}}
*{{buff|Down tilt is faster making it much more safe at close range for [[spacing]]. It can no longer sends the opponent behind Dr. Mario, but instead launches them into the air, making it a better combo starter.}}
*{{buff|Forward smash has slightly more range and does more damage especially if tilted upwards or downwards.}}
*{{buff|Forward smash has slightly more range and does more damage especially if tilted upwards or downwards.}}
*{{nerf|Forward smash has less knockback (30 base/97 growth → 25/96), slightly more start up, and ending lag. It also now has a sourspot located in Dr. Mario's hand.}}
**{{nerf|Forward smash has less knockback (30 base/97 growth → 25/96), slightly more start up, and ending lag. It also now has a sourspot located in Dr. Mario's hand.}}
*{{buff|Up smash is stronger and faster. As of the 1.06 update, it now also has more horizontal knockback allowing for easier side KOs in addition to sending opponents over Dr. Mario.}}
*{{change|Up smash now longer spikes. As of the 1.06 update, it now also has more horizontal knockback allowing for easier side KOs in addition to sending opponents over Dr. Mario.}}
*{{nerf|Both hits of down smash deal much less damage (18/15% → 11/13%).}}
*{{nerf|Both hits of down smash deal much less damage (18/15% → 11/13%).}}
*{{buff|Down smash has less base knockback (50 → 30) but much more knockback growth (75 → 100) which makes it stronger at K.O. percents.)}}
**{{buff|Down smash has less base knockback (50 → 30) but much more knockback growth (75 → 100) which makes it stronger at K.O. percents.)}}
*{{change|Down smash sweet and sourspots are reversed with the front hit being weaker and the back hit being stronger.}}
**{{change|Down smash sweet and sourspots are reversed with the front hit being weaker and the back hit being stronger.}}


===Aerial attacks===
===Aerial attacks===
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*{{nerf|Forward aerial now necessitates landing a {{b|sweet spot|hitbox}} to be strong at all. Its sourspots and sweetspots do less damage (17/16% → 16/11/10%) and knockback (50 base/100 growth (sweetspot) and 40/100 (Sourspot) → 30/102 (sweetspot) and 20/95 (sour spot)).}}
*{{nerf|Forward aerial now necessitates landing a {{b|sweet spot|hitbox}} to be strong at all. Its sourspots and sweetspots do less damage (17/16% → 16/11/10%) and knockback (50 base/100 growth (sweetspot) and 40/100 (Sourspot) → 30/102 (sweetspot) and 20/95 (sour spot)).}}
*{{buff|Back aerial deals 5% more damage and knockback (43 base/65 growth → 10 base/95 growth), allowing it to function as a KO move.}}
*{{buff|Back aerial deals 5% more damage and knockback (43 base/65 growth → 10 base/95 growth), allowing it to function as a KO move.}}
*{{nerf|Back aerial no longer semi-spikes (angle was changed to 361 degrees) reducing it's amazing edgeguarding potential. It also has a late hitbox that deals less damage.}}
**{{nerf|Back aerial no longer semi-spikes (angle was changed to 361 degrees) reducing it's edgeguarding potential. It also has a late hitbox that deals less damage.}}
*{{change|Dr. Mario uses Mario's back aerial animation from ''[[Brawl]]'' instead of using the back aerial animation from ''[[Melee]]''.}}
**{{change|Dr. Mario uses Mario's back aerial animation from ''[[Brawl]]'' instead of using the back aerial animation from ''[[Melee]]''.}}
*{{buff|Up aerial deals more knockback (0 base/100 growth → 9 base/100 growth).}}
*{{buff|Up aerial deals more knockback (0 base/100 growth → 9 base/100 growth).}}
*{{change|Up air angle was changed to 45 degrees instead of 55.}}
**{{change|Up air angle was changed to 45 degrees instead of 55.}}
*{{buff|Down aerial has stronger knockback. It is also much harder to DI out of the attack.}}
*{{buff|Down aerial has stronger knockback. It is also much harder to DI out of the attack.}}


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*{{nerf|Dr. Mario's [[Super Sheet]] does not stall him while he is in mid-air, while it previously did in ''Melee'' on the first use. It also deals less damage.}}
*{{nerf|Dr. Mario's [[Super Sheet]] does not stall him while he is in mid-air, while it previously did in ''Melee'' on the first use. It also deals less damage.}}
*{{buff|[[Super Jump Punch]] now consists of one strong hit that can KO reliably before 150%. It is now a viable option for combo ending and [[tech chasing]], much akin to [[Dolphin Slash]].}}
*{{buff|[[Super Jump Punch]] now consists of one strong hit that can KO reliably before 150%. It is now a viable option for combo ending and [[tech chasing]], much akin to [[Dolphin Slash]].}}
*{{nerf|Super Jump Punch cannot be cancelled like its ''Melee'' counterpart, and has significantly increased [[landing lag]]. While Mario's Super Jump Punch had an increase in vertical distance, Dr. Mario's version of the move has the same vertical distance in ''Melee'', meaning his Super Jump Punch covers less distance overall.}}
**{{nerf|Super Jump Punch cannot be cancelled like its ''Melee'' counterpart, and has significantly increased [[landing lag]]. While Mario's Super Jump Punch had an increase in vertical distance, Dr. Mario's version of the move has the same vertical distance in ''Melee'', meaning his Super Jump Punch covers less distance overall.}}
*{{buff|[[Dr. Tornado]] has a faster start up and a slightly longer duration. The move itself is also harder to escape from, while having increased KO potential.}}
*{{buff|[[Dr. Tornado]] has a faster start up and a slightly longer duration. The move itself is also harder to escape from, while having increased KO potential.}}
*{{nerf|Dr. Tornado deals less damage and does not travel as high when rising.}}
**{{nerf|Dr. Tornado deals less damage and does not travel as high when rising.}}


==Differences from {{SSB4|Mario}}==
==Differences from {{SSB4|Mario}}==
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|utiltname= 
|utiltname= 
|utiltdmg=7.056%
|utiltdmg=7.056%
|utiltdesc=Dr. Mario performs a spinning uppercut. Does more damage than Mario's, allowing for more hitstun for utilt juggles. Gains KO potential around 160%. Startup of 3 frames.
|utiltdesc=Dr. Mario performs a spinning uppercut. Does more damage than Mario's, allowing for more hitstun for utilt juggles. Gains KO potential around 160%. Startup of 5 frames.
|dtiltname= 
|dtiltname= 
|dtiltdmg=5.6% (foot), 7.84% (body)
|dtiltdmg=5.6% (foot), 7.84% (body)
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|fsmashsidedmg={{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand)
|fsmashsidedmg={{ChargedSmashDmgSSB4|19.04}} (arm), {{ChargedSmashDmgSSB4|15.68}} (hand)
|fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand)
|fsmashdowndmg={{ChargedSmashDmgSSB4|19.6112}} (arm), {{ChargedSmashDmgSSB4|16.1504}} (hand)
|fsmashdesc=Dr. Mario thrusts his arm forward and produces a small blast of electricity. It has longer range than in ''Melee'', but now has a sweetspot at Dr. Mario's arm with the sourspot being the electricity. Gains KO potential from the center of the stage at 85-90%, but can kill early at around 75% near the edge. It could do up to 29% damage if fully charged and tilted upwards in smash mode.
|fsmashdesc=Dr. Mario thrusts his arm forward and produces a small blast of electricity. It has longer range than in ''Melee'', but now has a sweetspot at Dr. Mario's arm with the sourspot being the electricity. Gains KO potential from the center of the stage at 85-90%, but can kill early at around 75% near the edge.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|15.68}}
|usmashdmg={{ChargedSmashDmgSSB4|15.68}}
Line 147: Line 148:
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (hit 1), {{ChargedSmashDmgSSB4|13.44}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|11.2}} (hit 1), {{ChargedSmashDmgSSB4|13.44}} (hit 2)
|dsmashdesc=Dr. Mario performs a breakdance sweep.
|dsmashdesc=Dr. Mario performs a breakdance sweep. While the damage is rather low for a down smash, it gains rather high KO potential around 100% near the edge in addition to sending the opponent at a somewhat horizontal angle. Regardless, down smash is relatively fast at 5 frames allowing it to be used as a quick punish.
|nairname= 
|nairname= 
|nairdmg=5.6% (clean), 8.96% (late)
|nairdmg=5.6% (clean), 8.96% (late)
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|fairname= 
|fairname= 
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late)
|fairdmg=11.2% (early), 16.8% (clean), 10.08% (late)
|fairdesc=Winds up and punches forwards. It knocks the opponent away at an upwards angle, instead of having a [[meteor smash]] effect like Mario's. The sweetspot is when Dr. Mario's fist is in front of him. Can actually deal 17% damage if playing smash mode.
|fairdesc=Winds up and punches forwards. It knocks the opponent away at an upwards angle, instead of having a [[meteor smash]] effect like Mario's. The sweetspot is when Dr. Mario's fist is in front of him. A slow, but brutish tool that can KO at 80% near the edge.
|bairname= 
|bairname= 
|bairdmg=13.44% (clean), 7.84% (late)
|bairdmg=13.44% (clean), 7.84% (late)
|bairdesc=Dr. Mario spins and kicks backwards. Can KO near the edge at 100% and above if clean.
|bairdesc=Dr. Mario spins and kicks backwards. Can KO near the edge at 100% and above if clean. Very fast startup and endlag with high knockback, bair can be used for edgeguarding or [[reverse aerial rush]].
|uairname= 
|uairname= 
|uairdmg=7.84%
|uairdmg=7.84%
|uairdesc=Dr. Mario performs a somersault and kicks backward. Sends the opponent up at an oblique angle.
|uairdesc=Dr. Mario performs a somersault and kicks backward. Sends the opponent up at an oblique angle, decent for juggling opponents at low percents.
|dairname= 
|dairname= 
|dairdmg=1.904% (loop hits), 3.36% (last hit), 2.24% (landing)
|dairdmg=1.904% (loop hits), 3.36% (last hit), 2.24% (landing)
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|pummelname= 
|pummelname= 
|pummeldmg=3.64%
|pummeldmg=3.64%
|pummeldesc=Headbutts opponent. Strongest pummel in the game.
|pummeldesc=Headbutts opponent. Strongest pummel in the game when rounded to 4%.
|fthrowname= 
|fthrowname= 
|fthrowdmg=8.96%
|fthrowdmg=8.96%
|fthrowdesc=Dr. Mario spins his opponent around once and tosses the opponent forward. At certain percents it can be followed with a dash attack or an aerial attack.
|fthrowdesc=Dr. Mario spins his opponent around once and tosses the opponent forward. At certain percents it can be followed with a dash attack or an aerial attack. Can be useful for forcing opponents offstage, or reading their action after the throw.
|bthrowname= 
|bthrowname= 
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdmg=12.32% (throw), 8.96% (collateral)
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|nsdefname=Megavitamins
|nsdefname=Megavitamins
|nsdefdmg=5.6% (early), 4.48% (late)
|nsdefdmg=5.6% (early), 4.48% (late)
|nsdefdesc=Dr. Mario fires a weak, bouncing capsule from his hand as a projectile.
|nsdefdesc=Dr. Mario fires a bouncing capsule from his hand, similar to Mario's [[fireballs]]. They have a unique bouncing arc that allows it to cover different angles.
|nsc1name=Fast Capsule
|nsc1name=Fast Capsule
|nsc1dmg=3.36% (early), 2.576% (mid), 1.68% (late)
|nsc1dmg=3.36% (early), 2.576% (mid), 1.68% (late)
|nsc1desc=Dr. Mario quickly fires a weaker capsule as if a shot from the Ray Gun. It does not bounce on the ground.  
|nsc1desc=Dr. Mario quickly fires a weaker capsule ahead that doesn't bounce on the ground, similar to Falco's [[Blaster]]. Lower damage and hitstun compared to Megavitamins, but can be easily spammed and the projectile moves faster.
|nsc2name=Mega Capsule
|nsc2name=Mega Capsule
|nsc2dmg=1.68% per hit
|nsc2dmg=1.68% per hit
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|ssdefname=Super Sheet
|ssdefname=Super Sheet
|ssdefdmg=7.84%
|ssdefdmg=7.84%
|ssdefdesc=Dr. Mario swings a defensive sheet that reflects projectiles and enemies. It has a taller hitbox than Mario's, but covers less horizontal distance. It also cannot be used to recover with.
|ssdefdesc=Dr. Mario swings a defensive sheet that reflects projectiles and reverses enemies. It has a taller hitbox than Mario's, but covers less horizontal distance. Unlike in ''Melee'', the Super Sheet no longer moves Dr. Mario up for recovery and instead keeps his current momentum.
|ssc1name=Shocking Sheet
|ssc1name=Shocking Sheet
|ssc1dmg=12.544%
|ssc1dmg=12.544%
|ssc1desc=An offensive variant of the sheet that shoots electricity. It cannot be used to reflect projectiles.
|ssc1desc=An offensive variant of the sheet that shoots electricity. Instead of reflecting projectiles, it will destroy them. Has more endlag than Super Sheet.
|ssc2name=Breezy Sheet
|ssc2name=Breezy Sheet
|ssc2dmg=5.6%
|ssc2dmg=5.6%
|ssc2desc=Dr. Mario shoots a small gust of wind from his sheet, pushing his opponent back in addition to turning them around. The sheet deals slightly less damage.
|ssc2desc=Dr. Mario shoots a small gust of wind from his sheet, pushing his opponent back in addition to turning them around. The sheet deals slightly less damage, while also having more endlag.
|usdefname=Super Jump Punch
|usdefname=Super Jump Punch
|usdefdmg=13.44% (clean), 6.72% (late)
|usdefdmg=13.44% (clean), 6.72% (late)
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|dsc1name=Soaring Tornado
|dsc1name=Soaring Tornado
|dsc1dmg=0% (loop hits), 6.72% (last hit)
|dsc1dmg=0% (loop hits), 6.72% (last hit)
|dsc1desc=A rapidly spinning move that launches Dr. Mario into the air. It has much greater vertical mobility, at the cost of horizontal movement. The hitboxes are replaced with a wind hitbox except for the last hit. The last hit has much more knockback than the regular Dr. Tornado.
|dsc1desc=A rapidly spinning move that launches Dr. Mario into the air. It has much greater vertical mobility, at the cost of horizontal movement. The hitboxes are replaced with a wind hitbox except for the last hit, which has much more knockback than the regular Dr. Tornado. Incredible edgeguarding tool that can kill at 30% if near the edge, and around 85% at the center of the stage.
|dsc2name=Clothesline Tornado
|dsc2name=Clothesline Tornado
|dsc2dmg=8.96% (loop hits), 8.96% (last hit)
|dsc2dmg=8.96% (loop hits), 8.96% (last hit)
Line 330: Line 331:
*Dr. Mario appears to have his shirt and tie done up on the artwork, but in gameplay, his collar is open and tie is loose.
*Dr. Mario appears to have his shirt and tie done up on the artwork, but in gameplay, his collar is open and tie is loose.
*Dr. Mario was originally planned to be an alternate costume of {{SSB4|Mario}}, but was made separate late in development as it was felt that reducing him to a model swap would be insensitive to players who enjoyed his moveset in Melee. After {{SSB4|Lucina}}, he was the second planned skin to be made into an individual character, with {{SSB4|Dark Pit}} being the final of the three.
*Dr. Mario was originally planned to be an alternate costume of {{SSB4|Mario}}, but was made separate late in development as it was felt that reducing him to a model swap would be insensitive to players who enjoyed his moveset in Melee. After {{SSB4|Lucina}}, he was the second planned skin to be made into an individual character, with {{SSB4|Dark Pit}} being the final of the three.
*While Dr. Mario has a unique fighting stance that looks like Mario's but a bit slower in speed, it goes back to being quick when he is holding onto a tiny item like a [[Capsule]] or a [[Beetle]].
*While Dr. Mario has a unique fighting stance that looks like Mario's but a bit slower in speed, it goes back to Mario's stance when he is holding onto a tiny item like a [[Capsule]] or a [[Beetle]].


{{SSB4Characters}}
{{SSB4Characters}}

Revision as of 16:37, May 31, 2015

This article is about Dr. Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Dr. Mario.
Dr. Mario
in Super Smash Bros. 4
Dr. Mario
MarioSymbol.svg
Universe Mario
Other playable appearance in Melee


Availability Unlockable
Final Smash Doctor Finale
Dr. Mario (SSB4)

Dr. Mario (Dr. マリオ, Dr. Mario) is a playable character in Super Smash Bros. 4. He was officially confirmed on October 9th, 2014 alongside Dark Pit in a post-release announcement.

While Mario continues to use his updated moveset from Brawl, Dr. Mario retains the old Melee-style moveset with moves such as Dr. Tornado, albeit with a Final Smash now. His Final Smash, Doctor Finale, is similar to Mario's Mario Finale, but instead uses enormous Megavitamins rather than fire. Like Mario, he is once again voiced by Charles Martinet, albeit via Mario's voice clips from Brawl.

How To Unlock

Super Smash Bros. for Nintendo 3DS

  • Play 60 VS Matches.
  • Clear Classic Mode as Mario on difficulty 4.0 or higher.

Dr. Mario must then be defeated on Mushroomy Kingdom.

Super Smash Bros. for Wii U

Dr. Mario must then be defeated on Delfino Plaza.

Changes from Melee

Dr. Mario's buffs and nerfs seem to indicate an increase in the difference between him and Mario. Many of these buffs and nerfs try to make Dr. Mario like he was originally intended to be in Melee: a slower yet stronger Mario. Although Dr. Mario has a few moves and functions that set him apart from being a complete clone of Mario, he is still very similar to him in most aspects. However, the increase in difference between him and Mario sees Dr. Mario ultimately wind up being nerfed overall in comparison to his appearance in Melee due to the very noticeable nerfs to his speed and mobility alongside the removal of Melee specific techniques such as wavedashing, but not without a few buffs to several of his moves: namely his Dr. Tornado and Super Jump Punch.

Aesthetics

  • Change Dr. Mario's design has been updated to include the red tie he has had since Dr. Mario 64, while still retaining his black pants from Melee. However, his pants are now rolled up, revealing their lighter insides. His hair is a lighter shade of brown, and his head mirror's band is now black. Additionally, his stethoscope is now black instead of blue, as it was in Melee.
  • Change Megavitamins are much more brightly colored and appear to be shorter, but more rounded. They also lack the see-through half in the 3DS version.
  • Change Dr. Mario now backflips three times as opposed to once when he jumps.
  • Change Dr. Mario has now a on-screen appearance.
  • Change He has a different walking animation, just like Mario in Brawl.
  • Change Dr. Mario has a new idle pose, he pounds his fist into his open palm.

Attributes

  • Change Dr. Mario's character model is slightly smaller than it was in Melee.
  • Change Dr. Mario's falling speed and gravity are lower compared to Melee (1.7 → 1.5 and 0.095 → 0.08715 respectively), due to the physics change in SSB4.
  • Nerf Dr. Mario is slightly lighter than he was in Melee, with his weight being changed from 100 to 98 to match Mario's in SSB4, lowering his survivability.
  • Buff Dr. Mario jumps slightly higher.
  • Nerf He has decreased walking (1.1 → 0.9) and dashing speed (1.5 → 1.3), making Dr. Mario much slower and less mobile overall.
  • Nerf The loss of wavedashing has hindered Dr. Mario's approach and mobility options.
  • Buff Air speed is slightly higher (0.9 → 0.943).
  • Buff He can now wall jump, aiding his recovery.
  • Nerf Like Mario, Dr. Mario's traction has been significantly decreased (0.6 → 0.45), making it harder for him to punish OoS.

Ground attacks

  • Nerf Neutral attack, up tilt, and down tilt deal less damage.
  • Buff Neutral attack has a consecutive jab and is overall faster.
  • Buff Forward tilt is faster.
  • Change Up tilt no longer sends the opponent forward if the opponent is hit in front of Dr. Mario. Instead, the move sends the opponent up no matter where it hits, whereas in Melee the move had different trajectories depending on where it hit the opponent. This reduces its versatility in exchange for allowing more combo potential.
  • Buff Down tilt is faster making it much more safe at close range for spacing. It can no longer sends the opponent behind Dr. Mario, but instead launches them into the air, making it a better combo starter.
  • Buff Forward smash has slightly more range and does more damage especially if tilted upwards or downwards.
    • Nerf Forward smash has less knockback (30 base/97 growth → 25/96), slightly more start up, and ending lag. It also now has a sourspot located in Dr. Mario's hand.
  • Change Up smash now longer spikes. As of the 1.06 update, it now also has more horizontal knockback allowing for easier side KOs in addition to sending opponents over Dr. Mario.
  • Nerf Both hits of down smash deal much less damage (18/15% → 11/13%).
    • Buff Down smash has less base knockback (50 → 30) but much more knockback growth (75 → 100) which makes it stronger at K.O. percents.)
    • Change Down smash sweet and sourspots are reversed with the front hit being weaker and the back hit being stronger.

Aerial attacks

  • Nerf Neutral, up, and down aerials deal less damage (10/14%, 11%, 18% → 5/8%, 7%, and 10% respectively.)
  • Nerf Forward aerial now necessitates landing a sweet spot to be strong at all. Its sourspots and sweetspots do less damage (17/16% → 16/11/10%) and knockback (50 base/100 growth (sweetspot) and 40/100 (Sourspot) → 30/102 (sweetspot) and 20/95 (sour spot)).
  • Buff Back aerial deals 5% more damage and knockback (43 base/65 growth → 10 base/95 growth), allowing it to function as a KO move.
    • Nerf Back aerial no longer semi-spikes (angle was changed to 361 degrees) reducing it's edgeguarding potential. It also has a late hitbox that deals less damage.
    • Change Dr. Mario uses Mario's back aerial animation from Brawl instead of using the back aerial animation from Melee.
  • Buff Up aerial deals more knockback (0 base/100 growth → 9 base/100 growth).
    • Change Up air angle was changed to 45 degrees instead of 55.
  • Buff Down aerial has stronger knockback. It is also much harder to DI out of the attack.

Throws/other attacks

  • Buff Dr. Mario now grabs with one hand as opposed to two, has a higher grab range, and his throws have less ending lag.
  • Nerf Back throw has much less knockback compared to Melee (80 base/72 growth → 70 base/60 growth) much like Mario's back throw in Brawl, though it still is one of the strongest throws in the game.

Special moves

  • Nerf Megavitamins deals less damage (8% → 4-6% damage), based on distance.
  • Buff Megavitamins are now slightly larger and have longer range.
  • Buff Megavitamins are no longer absorbable.
  • Nerf Dr. Mario's Super Sheet does not stall him while he is in mid-air, while it previously did in Melee on the first use. It also deals less damage.
  • Buff Super Jump Punch now consists of one strong hit that can KO reliably before 150%. It is now a viable option for combo ending and tech chasing, much akin to Dolphin Slash.
    • Nerf Super Jump Punch cannot be cancelled like its Melee counterpart, and has significantly increased landing lag. While Mario's Super Jump Punch had an increase in vertical distance, Dr. Mario's version of the move has the same vertical distance in Melee, meaning his Super Jump Punch covers less distance overall.
  • Buff Dr. Tornado has a faster start up and a slightly longer duration. The move itself is also harder to escape from, while having increased KO potential.
    • Nerf Dr. Tornado deals less damage and does not travel as high when rising.

Differences from Mario

An icon for denoting incomplete things.
  • Buff Dr. Mario is stronger overall compared to Mario, as he has higher damage percentages on moves such as his up tilt, up smash, back aerial, up aerial, forward tilt and all of his throws.
  • Nerf Dr. Mario's horizontal movement speeds are 18% slower than Mario's.
  • Nerf Dr. Mario does not jump as high as Mario. While this allows a lower short hop for Dr. Mario and thus gives him an easier time performing short hopped aerials, it negatively affects his overall recovery.
  • Buff Up, back, and forward throws do 1% more damage.
  • Buff Dr. Mario's Doctor Finale deals more damage than Mario's Mario Finale.
  • Buff Dr. Mario's Super Jump Punch has only two hitboxes, and does more damage at the start of the attack, just like Luigi's. It deals more damage than Mario's and has more knockback, making it an a effective KO move.
    • Nerf However, it does not go as high as Mario's.
  • Change His forward smash is an electric attack rather than a flame attack.
    • Buff It is more powerful, dealing 5% more damage uncharged and 7% more damage when fully charged.
    • Nerf However, it has slightly shorter range.
  • Buff Dr. Mario's jab combo deals more damage and knockback than Mario's. It also slightly launches the opponent with set knockback for the first two hits, allowing Dr. Mario easier followups afterwards.
    • Nerf However, it is slightly slower and has slightly more ending lag.
  • Buff Dash attack sends opponents completely vertically instead of obliquely, increasing his combo ability.
  • Change Megavitamin bounces twice while Mario's Fireball bounces three times.
  • Nerf Dr. Mario's Super Sheet does not stall him in the air like Mario's Cape does and has less horizontal range.
    • Buff However, it does more damage and covers a higher vertical range than Mario's Cape.
  • Change Dr. Mario's down throw has more knockback than Mario's, giving Dr. Mario different followups compared to Mario.
  • Change The sweetspot of Dr. Mario's forward smash is at his arm, where Mario's sweetspots on the flame effect, which means that the sweetspot attack has to be at closer range.
  • Change Dr. Mario's victory poses, idle poses, on-screen appearance and taunts are different.
  • Change Dr. Mario has Dr. Tornado as his down special rather than F.L.U.D.D..
  • Change Dr. Mario's up smash launches opponents at a more horizontal angle compared to Mario's.
  • Change Dr. Mario's neutral aerial (sex kick) does more damage and knockback the longer it sticks out compared to Mario's, which functions oppositely.
  • Change Dr. Mario's forward aerial does not meteor smash, while instead dealing more damage and launching the opponent at an oblique angle when sweetspotted.
  • Change Down aerial is a drill kick while Mario's down aerial has been Mario Tornado since Brawl. As a result, Dr. Mario's down aerial sends the opponent at a different angle compared to Mario's.
    • Buff It does slightly more damage than Mario Tornado.
    • Nerf However, it deals much less knockback and has slower startup than Mario Tornado.
  • Buff Megavitamins are now classified as physical projectiles rather than energy projectiles like Fireballs are, which means that Megavitamins are no longer absorbable.
  • Change Dr. Mario uses Ties as defensive Equipment rather than Overalls.
  • Change Super Jump Punch does not make a coin sound when used on an opponent.
  • Nerf Dr. Mario does not crouch as low as Mario.

Moveset

For unknown reasons, instead of Dr. Mario having notably different damage values as Mario, all the damage values of his moveset are multiplied by 1.12. (source) This does not apply to items or reflected attacks.

  Name Damage Description
Neutral attack   2.8% Dr. Mario jabs with one fist, his other fist, and then finishes with a forward kick. The first two jabs have set knockback which lightly pop the opponent into the air, allowing for Dr. Mario to potentially perform followups such as a grab. Startup of 3 frames.
1.68%
4.48%
Forward tilt   7.84% Dr. Mario performs a quick spinning kick. Sends opponent at a sakurai angle, but this is only apparent at higher percents. Low KO potential, but can be used to space opponents and serve as a defensive move. Startup of 5 frames.
Up tilt   7.056% Dr. Mario performs a spinning uppercut. Does more damage than Mario's, allowing for more hitstun for utilt juggles. Gains KO potential around 160%. Startup of 5 frames.
Down tilt   5.6% (foot), 7.84% (body) Dr. Mario sweeps with his leg low to the ground, popping the opponent into the air. Relatively fast as it starts up in 5 frames, can be used to for a variety of followups at early to mid percents, such as Dr. Mario's jab combo or Super Jump Punch.
Dash attack   8.96% (clean), 6.72% (late) Dr. Mario slides forward and kicks with both feet. Sends opponent at a purely vertical angle. Fair amount of endlag.
Forward smash   19.992% (arm), 16.464% (hand) Dr. Mario thrusts his arm forward and produces a small blast of electricity. It has longer range than in Melee, but now has a sweetspot at Dr. Mario's arm with the sourspot being the electricity. Gains KO potential from the center of the stage at 85-90%, but can kill early at around 75% near the edge.
19.04% (arm), 15.68% (hand)
19.6112% (arm), 16.1504% (hand)
Up smash   15.68% Dr. Mario performs a standard headbutt skyward, sending opponents horizontally towards him as of the 1.06 update. Dr. Mario's head has intangibility frames. Because it can potentially send the opponent over Dr. Mario it can be used to attack an opponent with their back towards Dr. Mario.
Down smash   11.2% (hit 1), 13.44% (hit 2) Dr. Mario performs a breakdance sweep. While the damage is rather low for a down smash, it gains rather high KO potential around 100% near the edge in addition to sending the opponent at a somewhat horizontal angle. Regardless, down smash is relatively fast at 5 frames allowing it to be used as a quick punish.
Neutral aerial   5.6% (clean), 8.96% (late) Does an inverted sex kick, which increases in power the longer it's held out. The early attack frames allow it to be used to start combos, while the late attack frames can be used as an edgeguard option.
Forward aerial   11.2% (early), 16.8% (clean), 10.08% (late) Winds up and punches forwards. It knocks the opponent away at an upwards angle, instead of having a meteor smash effect like Mario's. The sweetspot is when Dr. Mario's fist is in front of him. A slow, but brutish tool that can KO at 80% near the edge.
Back aerial   13.44% (clean), 7.84% (late) Dr. Mario spins and kicks backwards. Can KO near the edge at 100% and above if clean. Very fast startup and endlag with high knockback, bair can be used for edgeguarding or reverse aerial rush.
Up aerial   7.84% Dr. Mario performs a somersault and kicks backward. Sends the opponent up at an oblique angle, decent for juggling opponents at low percents.
Down aerial   1.904% (loop hits), 3.36% (last hit), 2.24% (landing) Dr. Mario spins around in the air repeatedly, hitting the opponent multiple times. It has a sweetspot at his feet which is difficult to land.
Grab  
Pummel   3.64% Headbutts opponent. Strongest pummel in the game when rounded to 4%.
Forward throw   8.96% Dr. Mario spins his opponent around once and tosses the opponent forward. At certain percents it can be followed with a dash attack or an aerial attack. Can be useful for forcing opponents offstage, or reading their action after the throw.
Back throw   12.32% (throw), 8.96% (collateral) A powerful throw that has Dr. Mario spinning the opponent several times while damaging bystanders and throwing the opponent in the opposite direction grabbed. While it has lost most of the knockback it had in Melee, it still is a very strong throw.
Up throw   7.84% Dr. Mario throws his opponent high into the air with both hands.
Down throw   5.6% Dr. Mario slams his opponent into the ground. Pops the opponent much higher than Mario's down throw, allowing for aerial followups more easily.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7.84% Gets up then kicks behind him, then in front of him.
Floor attack (back)
Floor getups (back)
  7.84% Gets up then punches behind him, then in front of him.
Floor attack (trip)
Floor getups (trip)
  5.6% Kicks behind him, then in front of him while getting up.
Edge attack
Edge getups
  7.84% Does a somersault and then kicks upwards, from a laying down position.
Neutral special Default Megavitamins 5.6% (early), 4.48% (late) Dr. Mario fires a bouncing capsule from his hand, similar to Mario's fireballs. They have a unique bouncing arc that allows it to cover different angles.
Custom 1 Fast Capsule 3.36% (early), 2.576% (mid), 1.68% (late) Dr. Mario quickly fires a weaker capsule ahead that doesn't bounce on the ground, similar to Falco's Blaster. Lower damage and hitstun compared to Megavitamins, but can be easily spammed and the projectile moves faster.
Custom 2 Mega Capsule 1.68% per hit A slow but large megavitamin is launched from Dr. Mario's hand. It will damage any opponent it hits in its predetermined path until it vanishes, because unlike the other two variants it does not disappear upon impact. It has slow startup and ending lag.
Side special Default Super Sheet 7.84% Dr. Mario swings a defensive sheet that reflects projectiles and reverses enemies. It has a taller hitbox than Mario's, but covers less horizontal distance. Unlike in Melee, the Super Sheet no longer moves Dr. Mario up for recovery and instead keeps his current momentum.
Custom 1 Shocking Sheet 12.544% An offensive variant of the sheet that shoots electricity. Instead of reflecting projectiles, it will destroy them. Has more endlag than Super Sheet.
Custom 2 Breezy Sheet 5.6% Dr. Mario shoots a small gust of wind from his sheet, pushing his opponent back in addition to turning them around. The sheet deals slightly less damage, while also having more endlag.
Up special Default Super Jump Punch 13.44% (clean), 6.72% (late) Dr. Mario performs a strong rising punch. It travels less distance than Mario's and only hits once, but can be sweetspotted for extra damage, like Luigi's. Has KO potential starting at above near 140% on middleweight characters.
Custom 1 Super Jump 0% A recovery giving more distance than the standard Super Jump Punch, at the cost of not having a hitbox.
Custom 2 Ol' One-Two 8.96% (hit 1), 14.56% (hit 2) A much stronger punch that causes explosive fire damage, at the cost of recovery distance. This uppercut hits twice, at the start and at its apex.
Down special Default Dr. Tornado 1.344% (loop hits), 3.36% (last hit) Performs a multi-hit spinning attack. It also traps the opponent, hitting them constantly, before knocking them back. Dr. Mario can move around on the ground while spinning, and can hover in the air by repeatedly pressing the B button while using it. While the move has a startup of 10 frames and has some considerable endlag, the attack has quite some range that allows it to beat out attacks. Gain KO potential at around 130% near the edge. Because of it's high knockback growth on the last hit, it can be used to edgeguard efficiently.
Custom 1 Soaring Tornado 0% (loop hits), 6.72% (last hit) A rapidly spinning move that launches Dr. Mario into the air. It has much greater vertical mobility, at the cost of horizontal movement. The hitboxes are replaced with a wind hitbox except for the last hit, which has much more knockback than the regular Dr. Tornado. Incredible edgeguarding tool that can kill at 30% if near the edge, and around 85% at the center of the stage.
Custom 2 Clothesline Tornado 8.96% (loop hits), 8.96% (last hit) A slower tornado that deals higher knockback, at the cost of having less vertical and horizontal mobility.
Final Smash Doctor Finale 3.36% (bigger pill), 2.24% (smaller pill) Dr. Mario shoots two massive megavitamins, which move forwards and spiral outwards, creating exploding capsule effects as it travels across the stage. Similar to the Mario Finale, with giant pills replacing fireballs.

Taunts

  • Up taunt: Grinds his shoe on the ground.
  • Side taunt: Dr. Mario pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it. This taunt returns from Melee.
  • Down taunt: Pats his shoulder with his fist.

On-Screen Appearance

A large stack of capsules appear on stage. Another capsule lands on the top, causing a chain reaction which wipes away the entire stack, revealing Dr. Mario from behind them.

Victory Fanfare

A flourished remix directly from Brawl based on the sound clip that would play when Mario reaches the end of a level in Super Mario Bros. It is shared with Mario, Luigi, and Peach.

Trophies

Dr. Mario
Ntsc In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
Pal In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
NES: Dr. Mario 10/1990
Wii: Dr. Mario Online Rx 05/2008
Dr. Mario (Alt.)
Ntsc Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
Pal Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
NES: Dr. Mario 10/1990
Wii: Dr. Mario Online Rx 05/2008
Doctor Finale
In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. The wide range makes it tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!

In Event Matches

Solo Events

  • All-Star Battle: Secret: Dr.Mario is one of the fighters fought in this event.
  • Doctor Schmoctor Dr.Mario appears as Wario's opponent and Wario is constantly taking damage due to lipstick on his head.

Co-op Events

  • Viral Visitors Player 1 controls Doc and Player 2 controls Peach and they must defeat 4 unmasked Metaknight Kirby alternatives within the time limit.
  • The Ultimate Battle Dr.Mario is one of the opponents in the event.

Update history

Super Smash Bros. 4 1.0.4

  • Buff Forward aerial deals slightly more knockback.
  • Nerf Down aerial can only hit the target 5 times instead of 7 times.
  • Buff Down aerial's landing lag has been decreased.

Super Smash Bros. 4 1.0.6

  • Buff Forward aerial (clean) damage: 15.68% → 16.8%
  • Change Angle of up smash is more horizontal.

Alternate costumes

Dr. Mario Palette (SSB4).png
Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4) Dr. Mario (SSB4)

Gallery

Trivia

  • Dr. Mario appears to have his shirt and tie done up on the artwork, but in gameplay, his collar is open and tie is loose.
  • Dr. Mario was originally planned to be an alternate costume of Mario, but was made separate late in development as it was felt that reducing him to a model swap would be insensitive to players who enjoyed his moveset in Melee. After Lucina, he was the second planned skin to be made into an individual character, with Dark Pit being the final of the three.
  • While Dr. Mario has a unique fighting stance that looks like Mario's but a bit slower in speed, it goes back to Mario's stance when he is holding onto a tiny item like a Capsule or a Beetle.