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Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as part of his recovery, since it grants Dr. Mario a little extra recovery distance when used properly. Super Jump Punch has been changed as well, as it now acts more like {{SSB|Luigi}}'s from the original ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration. With [[Character customization|custom moves]] on, a few of Dr. Mario's faults get addressed. Fast Capsule improves his already decent projectile game due to its [[spam]]mability, Breezy Sheet provides him more safety when fighting near the edge, and both Super Jump and Soaring Tornado considerably improve his sub-par recovery game. Soaring Tornado also has the benefit of making Dr. Mario an incredible [[Edge-guarding|edge-guarder]] due to both its consistent pushback effect and how soon its hitbox can KO, even from the center of the stage. | Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as part of his recovery, since it grants Dr. Mario a little extra recovery distance when used properly. Super Jump Punch has been changed as well, as it now acts more like {{SSB|Luigi}}'s from the original ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration. With [[Character customization|custom moves]] on, a few of Dr. Mario's faults get addressed. Fast Capsule improves his already decent projectile game due to its [[spam]]mability, Breezy Sheet provides him more safety when fighting near the edge, and both Super Jump and Soaring Tornado considerably improve his sub-par recovery game. Soaring Tornado also has the benefit of making Dr. Mario an incredible [[Edge-guarding|edge-guarder]] due to both its consistent pushback effect and how soon its hitbox can KO, even from the center of the stage. | ||
Dr. Mario's more glaring faults include his slow speed for a character of his size and power, his sub-par range and | Dr. Mario's more glaring faults include his slow speed for a character of his size and power, his sub-par range and a sub-par recovery game despite being given the ability to wall jump and Dr. Tornado enabling him to recover a slight amount of vertical distance. These faults can ultimately hinder his potential to a degree, resulting in Dr. Mario having to utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include remaining on stage more often than not, wisely using his down tilt-initiated combo options against any non-lightweight characters, and capitalizing on predictions by punishing an opponent's openings with his smash attacks and effective grab game. | ||
==Changes from ''Melee''== | ==Changes from ''Melee''== |
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