Super Smash Bros. 4

Dr. Mario (SSB4)

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This article is about Dr. Mario's appearance in Super Smash Bros. 4. For the character in other contexts, see Dr. Mario; for information on the character of whom Dr. Mario is a clone, see Mario (SSB4).
Dr. Mario
in Super Smash Bros. 4
Dr. Mario
MarioSymbol.svg
Universe Mario
Other playable appearance in Melee


Availability Unlockable
Final Smash Doctor Finale
Tier E (51)
Dr. Mario (SSB4)

Dr. Mario (Dr. マリオ, Dr. Mario) is a playable character in Super Smash Bros. 4. His return to the series was announced on SSB4's official website on October 9th, 2014, during which Dark Pit was also revealed.[1] Charles Martinet reprises his role as Dr. Mario's voice actor, albeit via Mario's voice clips from Super Smash Bros. Brawl.

Dr. Mario is currently ranked 51st out of 58 on the tier list, placing him in the E tier. This is a significant drop from his mid-tier placement in Super Smash Bros. Melee, where his ranking of 11th out of 26 placed him above his normal self. The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower Mario. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Like Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to punish and very effective at punishing.

However, the multipliers applied to Dr. Mario's walking speed, dashing speed, air speed and air acceleration collectively result in him being considerably slower and less nimble than Mario. Due to some moveset adjustments and changes to game mechanics, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency.

Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in his tournament representation and results both being very sparse throughout SSB4's lifespan. Although he is considered non-viable in competitive play, especially in comparison to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to 2ManyCooks, Nairo, Koolaid and B7Games.

How to unlock

Super Smash Bros. for Nintendo 3DS

After completing one of the two methods, Dr. Mario must then be defeated on Mushroomy Kingdom.

Super Smash Bros. for Wii U

After completing one of the two methods, Dr. Mario must then be defeated on Delfino Plaza.

Attributes

As a clone of a Mario, Dr. Mario is a middleweight that can wall jump. Although they share an overwhelming number of animations and the exact same in-game values, Dr. Mario's height is below-average because of him oddly being marginally shorter than his normal self, while his crouch is not as low as Mario's. Unlike in Melee, Dr. Mario now fights like a stronger, yet slower Mario: multipliers are applied to his walk and dash speeds (0.832×), as well as certain aerial attributes such as air speed, air acceleration, and jump heights (0.808×). Although the decreased jump height also makes his short hop more effective, these modified attributes collectively render Dr. Mario's overall mobility as sub-par. Outside of these attributes, Dr. Mario and Mario share the same falling and fast falling speeds, traction, and gravity.

However, a multiplier is also applied to almost the entirety of Dr. Mario's moveset: aside from his up tilt, forward aerial, clean back aerial, down aerial, up special and down special, a multiplier (1.12×) is applied to the remainder of Dr. Mario's attacks.[2] This results in him being noticeably more efficient at KOing in comparison to Mario, as his smash attacks, clean forward aerial, clean back aerial and clean Super Jump Punch are all excellent KOing options. Like his normal self, Dr. Mario has excellent frame data: when not counting special moves, the overall start-up lag of his normal moveset is the fifth fastest in the game. As a result, Dr. Mario is difficult to punish and very effective at punishing.

Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only marginally slower than Mario's, his higher overall damage output and overall slower movement speed make him much better suited to a bait and punish playstyle, instead of the healthy balance of offense and defense that his normal self is effective at using. Dr. Mario's combo game is less varied and consistent compared to his normal self's. Despite this, his combos deal respectable damage in spite of their short lengths, similarly to Ike's.

He also shares two useful combo starters with Mario, thanks to said moves being modified since Melee. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a hard read. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even makes it a situational KOing option at very high percentages.

Outside of these moves, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.

Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game by default, as it is surpassed by Olimar and Shulk's pummels only if they use White Pikmin and the Buster Art, respectively. Forward throw is useful for initiating edge-guards and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages. Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash, down aerial and a reverse aerial rushed back aerial, and even has forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.

Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edge-guarding. Back aerial is also fast, auto-cancels with a short hop, and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind, which results in it being lethal when SHFF'd against opponents that are near the edge.

Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. This angle also makes its beginning frames capable of edge-guarding, unlike his normal self's up aerial. However, its launching angle also makes it much less effective at starting combos when SHFF'd or juggling compared to Mario's. Down aerial hits multiple times like Mario Tornado and has a horizontal launching angle like up aerial. As a result, it is much more effective for edge-guarding compared to Mario Tornado, yet completely unusable for juggling. Compared to Mario's up aerial and Mario Tornado, however, Dr. Mario's up and down aerials are unable to KO outright because of their much lower knockback scaling and less damaging final hitbox, respectively.

In regard to special moves, Megavitamins travel farther in the air without landing compared to Mario's Fireball, and they bounce twice instead of three times. Super Sheet's reflection hitbox has a longer duration compared to Cape. Due to its hitbox being positioned higher, it has more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls him in midair like it did in Melee. To alleviate the removal of Super Sheet's recovery potential, Dr. Tornado is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.

Unlike F.L.U.D.D., Dr. Tornado deals damage. When coupled with its very high knockback scaling, auto-link angle and transcendent priority, it is useful for edge-guarding like F.L.U.D.D., albeit much riskier in comparison, and can out-prioritize their attacks. Due to Super Jump Punch consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of Luigi's Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can no longer be canceled, Super Jump Punch can now be B-reversed upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edge-guarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.

However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite now being able to wall jump, the combination of his slow air speed, slow air acceleration, and the mediocre distance granted by Super Jump Punch results in his recovery being predictable like Mario's. However, Dr. Mario can extend his recovery by making use of Dr. Tornado, which allows him to gain slightly better horizontal distance compared to his normal self, as well as fend off edge-guarders.

Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most meteor smashes. As a result, it is optimal for him to read the opponent when trying to return to the stage knowing when and how to make use of Dr. Tornado. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly semi-spikes, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: Donkey Kong and Captain Falcon have more power and much better overall mobility; Luigi and Bayonetta have much more versatile combo games; and R.O.B. and Duck Hunt have much better zoning abilities.

Dr. Mario benefits significantly from his custom moves. Like Mario, his custom moves define the fundamentals of customization, but in Dr. Mario's case, some of them alleviate his most significant flaws. Fast Capsule deals less damage and barely causes flinching, but covers more range at a much faster pace. Conversely, Mega Capsule has less range and is much slower, but deals repeated damage and lingers after being thrown. This allows it to shut down many approaches from characters that lack projectiles, as well as provide follow-ups. Breezy Sheet provides more safety when fighting near the edge but deals slightly less damage, whereas Shocking Sheet gives Dr. Mario another KOing option that has decent speed, but merely destroys projectiles instead of reflecting them.

Ol' One-Two gives Dr. Mario a fast and extremely powerful KOing option that can KO at very low percentages, but at the cost of further hindering his already sub-par recovery. Conversely, Super Jump functions in the exact opposite way: it grants noticeably better recovery, but deals no damage. However, Soaring Tornado is arguably Dr. Mario's best custom move because of its utility. It grants noticeably better vertical recovery, has incredible edge-guarding potential thanks to its windbox and hitbox, and its hitbox is powerful enough to KO early either on-stage or off-stage. However, these benefits come at the cost of it granting no horizontal recovery. Conversely, Clothesline Tornado is effectively his worst custom move: it boasts impressive power, yet further hinders his recovery, has a shorter duration, and has slower start-up lag.

Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his neutral game to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edge-guarder compared to his normal self. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to 2ManyCooks, Nairo, Koolaid and B7Games.

Changes from Melee

Dr. Mario became one of the most noticeably reworked veterans upon his transition from Melee to SSB4. Unlike in Melee, he now functions as a stronger, yet slower Mario because of multipliers being applied to the majority of his moveset and some of his attributes. However, Dr. Mario's stronger moveset does not compensate for his much slower mobility. As a result, he is among the few characters to have been truly nerfed in the transition to SSB4.

Aside from the multipliers, changes to game mechanics have indirectly buffed and nerfed Dr. Mario. Rage makes his KOing options KO even heavyweights with relative ease. Additionally, the higher damage multiplier for fully charged smash attacks makes his fully charged forward and up smashes even more potent. Lastly, the changes to shields and shieldstun supplement Dr. Mario's smash attacks by making them much better at pressuring shields. However, the removal of chain grabbing significantly worsens his up and down throws' damage racking potentials, while the removal of wavedashing further compounds his already worsened approach.

A number of Dr. Mario's moves have received buffs and nerfs. Down tilt now functions like Mario's, and is thus a reliable combo starter at low to high percentages. Up aerial's lower launching angle makes it better for edge-guarding and partaking in combos. Down aerial and Dr. Tornado's hitbox alterations result in their hits connecting together better. Megavitamins have longer ranges, are no longer absorbable and, when used in the air, descend faster. Super Jump Punch now possesses KO potential, thanks to it functioning like a less polarized version of Luigi's Super Jump Punch. Conversely, neutral attack deals much less damage; forward aerial is only effective when sweetspotted; up aerial has significantly worsened juggling potential; down aerial and Megavitamins have lower damage outputs, more lag, shorter durations and, in the case of the latter, a smaller hitbox; and back throw's KO potential has worsened.

However, several of Dr. Mario's moves have been ambivalently buffed and nerfed. Up tilt's consistent angle makes more reliable for combo, but at the cost of its versatility. Up smash is no longer a spike, which makes its KO potential more consistent at the cost of significantly worsening its ability to start combos. Down smash's front hit is now a semi-spike, but has a much lower damage output. Neutral aerial's lower damage output makes its clean hitbox better for set-ups, yet removes its late hitbox's KO potential. Back aerial's clean hitbox now possesses KO potential, yet it is no longer a semi-spike. Lastly, Super Jump Punch can now be B-reversed upon landing its clean hitbox, but at the cost of its ability to be canceled.

Despite being poor in Melee, Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now wall jump like his normal self, and Dr. Tornado can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while Super Sheet no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump.

Aesthetics

  • Change Dr. Mario's design is now a combination of his appearance as of Dr. Mario Online Rx, and his appearance in Super Smash Bros. Melee. His fair skin, dark brown hair, fully buttoned white coat, red tie, and tawny shoes are from Online Rx and subsequent Dr. Mario games, whereas his white coat's loose sleeves and dark gray pants are from Melee.
  • Change Dr. Mario's pants are now slightly rolled up at his ankles. His stethoscope's tubing and head mirror's headband are also dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are original to SSB4.
  • Change Dr. Mario now has an on-screen appearance, an up taunt, and a down taunt.
  • Change Dr. Mario has a new idle pose. He punches his open palm with his fist. However, his stance while holding a light item is now identical to Mario's.
  • Change Dr. Mario has a new victory pose. He now contemplatively rubs his chin with his hand. It replaces the "Here we go!" victory pose that he shared with Mario in Melee.

Attributes

  • Change Dr. Mario is slightly shorter. This makes his hurtbox slightly smaller, but slightly hinders his range.
  • Change Due to the majority of Mario's damage output having slightly decreased since Brawl, the majority of Dr. Mario's damage output has also slightly decreased. This slightly improves his combo game, but slightly hinders his damage racking potential.
  • Change Dr. Mario is lighter (100 → 98), as he now weighs as much as Mario as of Brawl. This makes him slightly less susceptible to combos, but slightly hinders his endurance.
  • Nerf Dr. Mario walks slower (1.1 → 0.913).
  • Change Walk's animation has changed. It is now identical to Mario's as of Brawl.
  • Nerf Dr. Mario dashes slower (1.5 → 1.328).
  • Nerf Dr. Mario's traction is lower (0.6 → 0.45), as it is now identical to Mario's.
  • Buff Dr. Mario's air speed is faster (0.9 → 0.9315).
  • Change Dr. Mario's falling speed is slower (1.7 → 1.5). This makes him less susceptible to combos, but hinders his vertical endurance.
  • Change Dr. Mario's gravity is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.
  • Buff Rolls and air dodge have decreased ending lag (frame 31 → 30 (rolls), frame 48 → 33 (air dodge)).
  • Nerf Sidestep has increased ending lag (frame 22 → 27).
  • Nerf Rolls and air dodge have decreased intangibility frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).
  • Buff Sidestep has increased intangibility frames (frames 2-15 → 3-17).
  • Buff Jump is higher and Dr. Mario can now wall jump.
  • Nerf Jumpsquat is slower (4 frames → 5).
  • Change Backward jump's animation has changed. Dr. Mario now performs a Backward Somersault repeatedly, instead of once.
  • Nerf The removal of wavedashing significantly hinders Dr. Mario's approach.

Ground attacks

  • Nerf Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%), although its last hit's knockback was somewhat compensated (18 (base)/100 (scaling) → 45/80). It also has increased ending lag (frame 16 (hit 1)/19 (hit 2)/23 (hit 3) → 23/25/36).
  • Buff Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased start-up lag (frame 3 → 2), which makes it connect together better with its first hit.
  • Change Neutral attack's first and second hits' angles have been altered (83°/83°/85° (both) → 60°/70°/80° (hit 1)/70°/78°/88° (hit 2)).
  • Nerf Neutral attack's last hit has increased start-up lag (frame 5 → 7) and a shorter duration (frames 5-9 → 7-8).
  • Nerf All tilt attacks have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).
  • Change Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).
  • Nerf Forward and up tilts have increased start-up lag (frame 4 → 5).
  • Change Up tilt deals less damage (10% (clean)/8% (late) → 7.056%). Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up tilt's angle has also been altered (361° (clean)/100° (late) → 96°). These changes improve its combo potential, but hinder its versatility.
  • Buff Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)), has decreased ending lag (frame 33 → 28), and its angle has been altered (150° → 80° (body/foot)). Altogether, these changes grant it combo potential at low to high percentages.
  • Change Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%). However, its clean hitbox's knockback was compensated (70 (base)/30 (scaling) → 90/42) and its late hitbox's knockback was somewhat compensated (60 (base)/50 (scaling) → 90/42). Its angle has also been altered (80° (clean)/85° (late) → 90° (both)). Altogether, these changes slightly improve its combo potential at low percentages, but slightly hinder its spacing potential.
  • Nerf Upward angled forward smash deals 0.008% less damage (20% → 19.992%), slightly hindering its KO potential.
  • Buff Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their and upward angled forward smash's knockback have been compensated (30 (base)/97 (scaling) → 25/96).
  • Buff Forward smash has received a sourspot located at the blast of electricity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.
  • Nerf Forward smash has increased start-up (frame 12 → 15), ending lag (frame 42 → 48), and a shorter duration (frames 12-16 → 15-17).
  • Buff Due to the damage multiplier for fully charged smash attacks being increased from Melee to SSB4 (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%). This improves their KO potentials.
  • Change Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).
  • Change Due to its angle being altered (259° (clean/late) → 130°), up smash is no longer a spike. This improves its KO potential, but significantly hinders its combo potential.
  • Buff Up smash has a longer duration (frames 9-11 → 9-13) and increased intangibility frames (frames 9-11 → 9-13).
  • Nerf Down smash's front hit deals less damage (18% (clean)/17% (late) → 11.2%), hindering its KO potential. Additionally, down smash has increased ending lag (frame 38 → 44). Lastly, down smash's back hit has a shorter duration (frames 14-15 → 14).
  • Change Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down smash's back hit now deals consistent damage (15% (clean)/13% (late) → 13.44%). However, its knockback was somewhat compensated (45 (base)/75 (scaling) → 30/100). These changes improve its KO potential, but hinder its spacing potential.
  • Buff Due to its angle being altered (361° (front/back) → 32° (front)/30° (back)), down smash is now a semi-spike. This significantly improves its edge-guarding potential.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve all smash attacks' shield pressuring potentials.

Aerial attacks

  • Change Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). These changes improve its combo potential, but hinder its spacing and edge-guarding potential.
  • Nerf Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), hindering its spacing potential and removing its KO potential.
  • Nerf Neutral aerial has a shorter duration (frames 3-31 → 3-27).
  • Buff Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).
  • Change Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). However, its knockback was somewhat compensated (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).
  • Change Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. This decreases its start-up lag (frame 18 → 16) and lengthens its duration (frames 18-22 → 16-22), but makes it more susceptible to punishment at low to medium percentages.
  • Buff Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%), although its knockback was compensated (43 (base)/65 (scaling) → 10/95 (clean), 20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.
  • Nerf Back aerial has increased ending lag (frame 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.
  • Buff Up aerial deals 2.16% less damage (10% → 7.84%), although its base knockback was compensated (0 → 9). It also has decreased ending lag (frame 34 → 32) and a longer duration (frames 4-9 → 4-12). Altogether, these changes improve its combo potential at low to medium percentages.
  • Change Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its juggling potential.
  • Nerf Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).
  • Nerf Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%).
  • Change Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/366°, instead of multiple hitboxes every 3 frames that launch at 80°. This makes its hits connect together better, but shortens its duration (frames 10-29 → 11-27).
  • Nerf Down aerial has increased start-up (frame 10 → 11) and ending lag (frame 38 → 52).
  • Buff Down aerial has received a concluding hitbox and a landing hitbox that deal 3.36% and 2.24% respectively, and launch at 45° and 361° respectively. These changes improve its safety.
  • Buff The weakening of SDI makes down aerial significantly more difficult to escape from.

Throws/other attacks

  • Buff All grabs have increased ranges.
  • Change All grabs' animations have changed. Dr. Mario now reaches out with one hand, instead of using both to clinch the opponent.
  • Buff Standing and dash grabs have decreased start-up (frame 7 → 6 (standing), frame 11 → 8 (dash)) and ending lag (frame 31 → 29 (standing), frame 41 → 36 (dash)).
  • Buff Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game by default. It is also faster (24 frames → 23).
  • Change Forward throw deals 0.04% less damage (9% → 8.96%) and has decreased knockback scaling (72 → 60). This grants it combo potential into dash attack at low percentages, but hinders its edge-guarding potential.
  • Change Up throw deals 0.16% less damage (8% → 7.84%) and has decreased knockback (70 (base)/80 (scaling) → 65/70). When coupled with the changes to hitstun canceling and the removal of chain grabbing, these changes slightly improve its combo potential at low percentages, but significantly hinder its damage racking potential.
  • Nerf Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%), although its knockback was compensated (80 (base)/72 (scaling) → 70/60). This hinders its KO potential in spite of its higher damage output.
  • Change Down throw deals 0.4% less damage (6% → 5.6%), although its knockback scaling was compensated (40 → 45). Its angle has also been altered (90° → 80°). When coupled with the changes to hitsun canceling and the removal of chain grabbing, these changes improve its combo potential at low to medium percentages, but significantly hinder its damage racking potential.
  • Change Due to the introduction of tripping, Dr. Mario has received a floor attack when he trips.
  • Buff Front and back floor attacks deal 1.84% more damage (6% → 7.84%).
  • Change Edge attack now deals consistent damage (6% (body)/8% (legs) → 7.84%).

Special moves

  • Nerf Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 12 → 17), ending lag (frame 44 → 53), and a shorter duration (frames 12-87 → 17-69).
  • Buff Megavitamins have increased range and can no longer be absorbed.
  • Buff Aerial Megavitamins descend faster.
  • Change Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and Super Smash Bros. for Nintendo 3DSlack a translucent half.
  • Nerf Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.
  • Buff Super Sheet can now reflect projectiles behind Dr. Mario.
  • Nerf Aerial Super Sheet no longer stalls Dr. Mario, removing its recovery potential.
  • Buff Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).
  • Nerf Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).
  • Buff Super Jump Punch can now be B-reversed upon hitting with its clean hitbox, granting it edge-guarding potential and improving its safety.
  • Nerf Super Jump Punch can no longer be canceled.
  • Change Super Jump Punch's visual effects have changed. It no longer produces Coins upon contact.
  • Nerf Dr. Tornado deals less damage (13% (all grounded hits)/14% (all aerial hits) → 8.736% (all hits)) and has increased start-up lag (frame 8 → 10).
  • Buff Dr. Tornado has decreased ending lag (frame 80 → 75). Its last hit also has increased knockback (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)), improving its edge-guarding potential.
  • Change Dr. Tornado now consists of a consistent hitbox that re-hits every 6 frames and launch at 90°/180°/360°, instead of multiple hitboxes with short durations that launch at 180°/160°/100°. This makes its hits connect together better, but shortens its duration (frames 8-39 → 10-40).
  • Change Dr. Tornado's last hit's angle has been altered (361° → 45°).
  • Change Dr. Tornado's loop hits have lost their transcendent priority, whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its loop hits' safety against incoming moves.
  • Buff Dr. Tornado can now be moved horizontally, granting it approach and horizontal recovery potential.
  • Nerf Aerial Dr. Tornado covers significantly less vertical distance, significantly hindering its vertical recovery potential.
  • Buff The weakening of SDI makes Dr. Tornado significantly more difficult to escape from.
  • Change Dr. Mario now has a Final Smash, Doctor Finale. Dr. Mario rears his arms back before thrusting them forward to generate and then launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. Aesthetically, it functions identically to Mario Finale.

Differences from Mario

Aesthetics

  • Change Dr. Mario's stance is identical to Mario's, albeit slower.
  • Change Dr. Mario is less vocal than Mario and some of his attacks emit different sound effects.
  • Change Dr. Mario's on-screen appearance, taunts, idle poses, and victory poses are different from Mario's.
  • Change Super Smash Bros. for Wii UDr. Mario keeps his fingers close to each other during his screen KO, whereas Mario spreads his apart.

Attributes

  • Change Dr. Mario is slightly shorter than Mario.
  • Buff Aside from his up tilt, forward aerial, clean back aerial, down aerial, up special, and down special, Dr. Mario's other attacks use a multiplier of 1.12×.[2] As a result, he is significantly stronger than Mario. However, this multiplier does not apply to items or reflected attacks.
  • Nerf Dr. Mario's walking and dashing speeds use a multiplier of 0.83×, his air speed uses a multiplier of 0.81×, and his air acceleration uses a multiplier of 0.82×. He also does not double jump as high as Mario. As a result, he is significantly less mobile than Mario.
  • Change Dr. Mario does not jump as high as Mario. This makes his short hop more effective, but makes his recovery less effective.
  • Nerf Dr. Mario does not crouch as low as Mario.

Ground attacks

  • Nerf Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at jab canceling and jab locking, and can result in lightweight and/or floaty characters escaping its entirety at high percentages.
  • Buff Forward tilt has a longer duration (frames 5-6 → 5-7).
  • Change Up tilt deals 1.556% more damage (5.5% → 7.056%). This makes it capable of KOing and more effective for juggling, but less effective for combos into itself past low percentages.
  • Buff Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for combos at low percentages.
  • Buff Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).
  • Change Dr. Mario's forward smash's sweetspot and sourspot are on his arm and blast of electricity respectively, whereas Mario's are on the flame and his arm respectively.
  • Change Dr. Mario's forward smash has an electric effect, whereas Mario's has a flame effect. This makes it safer on shield, but easier to DI.
  • Change Super Smash Bros. for Nintendo 3DSDr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.
  • Change Up smash has different knockback (32 (base)/94 (scaling) → 0/117). Dr. Mario's up smash also launches the opponent horizontally (130°), whereas Mario's launches them vertically (83°). These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective at KOing while away from the edge.
  • Buff Up smash has a longer duration (frames 9-12 → 9-13).
  • Buff The 19% damage increase to shields and the increase to shieldstun make Dr. Mario's smash attacks significantly more effective at pressuring shields.

Aerial attacks

  • Nerf All aerials have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).
  • Change Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.
  • Buff Neutral aerial can lock until ≈40%.
  • Nerf Neutral aerial has a shorter duration (frames 3-29 → 3-27).
  • Buff Clean and late forward aerials deal more damage (14% (clean)/10% (late) → 16.8%/10.08%). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).
  • Nerf Early forward aerial deals 0.8% less damage (12% → 11.2%).
  • Nerf Clean forward aerial has less base knockback (32 → 30).
  • Change Clean and late forward aerials have shorter and longer durations, respectively (frames 17-19 → 17-20 (clean), frames 20-22 → 21 (late)).
  • Change Dr. Mario's clean forward aerial launches the opponent diagonally (50°), whereas Mario's meteor smashes them (280°).
  • Buff Clean back aerial deals 2.94% more damage (10.5% → 13.44%), making it more effective at KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).
  • Buff Back aerial has a longer duration (frames 6-10 → 6-13).
  • Change Up aerial has less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos.
  • Buff Up aerial has less ending lag (frame 24 → 20) and a longer duration (frames 4-8 → 4-12).
  • Change Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been Mario Tornado as of Brawl.
  • Buff Down aerial's loop hits deal 0.904% more damage (1% → 1.904%).
  • Nerf Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it less effective at KOing.
  • Change Dr. Mario's down aerial's last hit launches the opponent diagonally (45°), whereas Mario Tornado's launches them vertically (75°). This makes it capable of edge-guarding, but unusable for juggling.
  • Nerf Down aerial has more start-up (frame 5 → 11), ending lag (frame 13 → 27), and less vertical range.
  • Nerf Unlike Mario Tornado, Dr. Mario's down aerial cannot auto-cancel with a short hop.

Grabs and throws

  • Change Due to its higher damage output, back throw is as effective at KOing in spite of its lower knockback scaling (66 → 60).
  • Change Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).
  • Nerf Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.
  • Buff Dr. Mario's down throw launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to directional influence.

Special moves

  • Buff Unlike Fireball, Megavitamins cannot be absorbed.
  • Change Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.
  • Change Super Smash Bros. for Nintendo 3DSDr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.
  • Buff Compared to Cape, Super Sheet's reflection hitbox has a longer duration (frames 6-20 → 6-22).
  • 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.
  • Nerf Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario, making it unusable for recovery.
  • Change Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of six hitboxes.
  • Buff Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective at KOing in spite of its lower knockback (52 (base)/145 (scaling) → 30/100). Dr. Mario's Super Jump Punch also has a longer duration than Mario's (frames 3-11 → 3-19).
  • Nerf Dr. Mario's Super Jump Punch retains its vertical distance from Melee, whereas Mario's has increased, making it less effective for recovery.
  • 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 no longer produces Coins upon contact, whereas Mario's now produces Star Coins upon contact.
  • Change Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been F.L.U.D.D. as of Brawl.
  • Buff Unlike F.L.U.D.D., Dr. Tornado deals damage.
  • 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, making it less effective at edge-guarding.
  • 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.

Other

  • Change Dr. Mario uses Ties as defensive Equipment, whereas Mario uses Overalls.

Update history

Dr. Mario has been buffed slightly via game updates. Updates 1.0.4 and 1.0.6 increased his forward aerial's damage output and knockback, which allow it to KO earlier. His KO potential was further improved in update 1.1.0, which increased his up smash's duration and knockback. Although the changes to shields and shieldstun brought about by updates 1.1.0 and 1.1.1 hinder Dr. Mario's out of shield options because of his low traction, he also benefits from them unlike Mario, thanks to his above-average damage output making his most powerful moves much safer on shield in comparison.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) → 95/102)
  • Buff Down aerial's loop hits deal 0.336% more damage (1.568% → 1.904%)
  • Buff Down aerial has less landing lag (24 frames → 21).
  • Nerf Down aerial deals less damage overall due to having two less hits (14.336% → 12.88%).


Super Smash Bros. 4 1.0.6

  • Change Up smash's angle has been altered (110º →130º)
  • Buff Up smash knockback growth increased (105 →117)
  • Buff Sweetspotted forward aerial deals 1.12% more damage: 15.68% → 16.8%.


Super Smash Bros. 4 1.1.0

  • Buff Up smash's knockback scaling increased: 108 → 117, significantly improving its KO potential.
  • Buff Up smash's duration increased: frames 9-12 → 9-13.

Super Smash Bros. 4 1.1.1

  • Buff Clothesline Tornado deals 1% more damage: 10.2% (hit 1)/12.44% (hit 2) → 11.2%/13.44%.
  • Change Clothesline Tornado's first hit's knockback altered: 60 (base)/120 (scaling) → 100/70. This improves its spacing potential, but hinders its KO potential.
  • Buff Clothesline Tornado's first hit's hitbox size increased.

Moveset

  • Aside from his up tilt, forward aerial, clean back aerial, down aerial, up special and down special, Dr. Mario's other attacks deal 1.12× more damage than Mario's respective attacks.[2] This does not apply to items or reflected attacks.
  • Dr. Mario can wall jump.
  Name Damage Description
Neutral attack   2.8% The Punch + Punch + Kick combo from Super Mario 64. It hits on frame 2, which makes it among the fastest moves in the game. Its first hit can also jab lock like the first hit of his normal self's neutral attack. However, its higher ending lag makes it less effective at jab locking and unreliable at jab canceling compared to Mario's.
1.68%
4.48%
Forward tilt   7.84% A wheel kick. It can be angled and is useful for jab locking. It is also decent for spacing beginning at 50%.
Up tilt   7.056% A spinning uppercut. Compared to his normal self's up tilt, its higher damage output makes it better at juggling. By extension, it can even function as a situational KOing option, unlike Mario's. It KOs middleweights at 165% from anywhere on Final Destination in Super Smash Bros. for Nintendo 3DS, and at 156% in Super Smash Bros. for Wii U. However, its higher damage output makes it less effective at chaining into itself past low percentages. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt   5.6% (foot), 7.84% (body) A legsweep. It is Dr. Mario's best combo starter, thanks to it hitting on frame 5 and launching at 80°. It can combo into neutral attack and a grab at 0%-15%; itself, all smash attacks and Super Jump Punch at 0%-20%; up tilt, a dashing up smash, and a short hopped Super Jump Punch at low to medium percentages; and back and up aerials at medium to high percentages. It also has forward aerial as a KO mix-up at high percentages, but it requires a hard read. However, it has short range.
Dash attack   8.96% (clean), 6.72% (late) The Slide Kick from Super Mario 64. It clean and late hitboxes both launch opponents at 90°, which make it better for set-ups compared to his normal self's dash attack. However, it has a fair amount of ending lag like Mario's.
Forward smash   19.992% (arm), 16.464% (hand) A palm thrust that produces a blast of electricity. Unlike in Melee, it now consists of a sweetspot and a sourspot: the former is on Dr. Mario's arm, whereas the latter is the blast of electricity. Its sweetspot's impressive damage output and high knockback scaling make it Dr. Mario's strongest smash attack. While near the edge of Final Destination in the 3DS version, its upward angled, non-angled and downward angled sweetspot KOs middleweights at 72%, 78% and 74%, respectively. In comparison, it KOs middleweights at 64%, 69% and 66% when angled upward, not angled and angled downward, respectively, while near the edge in the Wii U version. Although its sourspot deals slightly less damage, it is also strong enough to KO reliably. While near the edge of Final Destination in the 3DS version, its upward angled, non-angled and downward angled sourspot KOs middleweights at 89%, 94% and 90%, respectively. In comparison, it KOs middleweights at 80%, 85% and 82% when angled upward, not angled and angled downward, respectively, while near the edge in the Wii U version. Due to it hitting on frame 15 and having 30 frames of ending lag, however, it is very punishable.
19.04% (arm), 15.68% (hand)
19.6112% (arm), 16.1504% (hand)
Up smash   15.68% An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. It also renders Dr. Mario's head intangible throughout its duration like his normal self's up smash. However, its duration is slightly longer than Mario's. Unlike Mario's, it functions almost identically to Luigi's up smash: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, it launches at 130° instead of 110°, which grants it much greater combo and edge-guarding potential in comparison. When uncharged, it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. It KOs middleweights at 105% while near the edge of Final Destination in the 3DS version, and at 96% in the Wii U version. However, its 39 frames of ending lag make it very punishable. Its launching angle also makes it unreliable at KOing while away from the edge, whereas Mario and, to a lesser degree, Luigi's versions can KO reliably from anywhere on-stage.
Down smash   11.2% (front), 13.44% (back) The Sweep Kick from Super Mario 64. Due to it hitting on frame 5, it is tied with Pit, Dark Pit, Zelda, Ryu and his normal self's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is also a semi-spike, which makes it excellent for edge-guarding. Depending on the opponent's position, both of its hits can potentially hit them. Its back hit KOs middleweights at 97% while near the edge of Final Destination in the 3DS version, and at 88% in the Wii U version. Although its front hit deals less damage, it is still powerful; it KOs middleweights at 121% while near the edge of Final Destination in the 3DS version, and at 110% in the Wii U version. However, it is Dr. Mario's least damaging smash attack, and its 29 frames of ending lag make it punishable.
Neutral aerial   5.6% (clean), 8.96% (late) A flying kick. It hits on frame 3, which is the lowest amount of start-up lag out of Dr. Mario's aerials. Like in Melee, it is a "reverse sex kick": its late hitbox deals more damage and has more knockback, whereas its clean hitbox deals less damage and has less knockback. It can also auto-cancel with a short hop. As a result, its late hitbox is decent for edge-guarding, whereas its clean hitbox is a useful set-up option when SHFF'd and a decent combo breaker.
Forward aerial   11.2% (early), 16.8% (clean), 10.08% (late) Rears back his fist and then throws an overhand. It is useful for edge-guarding and, with a proper read, against on-stage opponents when SHFF'd. Unlike in Melee, it now has early and late hitboxes; these hitboxes make it slightly safer, but lack KO potential in spite of their decent damage outputs. Unlike his normal self's forward aerial, its clean hitbox is not a meteor smash, but instead launches at 50°. Regardless, Dr. Mario's clean forward aerial is the third strongest forward aerial in the game, as it is capable of KOing middleweights at 92% while near the edge of Final Destination in the 3DS version, and at 84% in the Wii U version. Due to it hitting on frame 16, having 37 frames of ending lag, and having 28 frames of landing lag, however, it is very punishable.
Back aerial   13.44% (clean), 7.84% (late) A dropkick. Its hits on frame 6, while its clean hitbox has both a respectable damage output and high knockback scaling. Altogether, these traits make it one of Dr. Mario's most viable KOing options. Its clean hitbox KOs middleweights at 134% while near the edge of Final Destination in the 3DS version, and at 123% in the Wii U version. It also has a moderately longer duration compared to his normal self's back aerial, which makes it more effective for spacing or edge-guarding.
Up aerial   7.84% A bicycle kick. It hits on frame 4 and can auto-cancel with a short hop. Compared to his normal self's up aerial, it has much less knockback scaling, slightly less ending lag, a moderately longer duration, and launches at 45°. Altogether, these traits make its beginning and ending frames reliable for chaining into Super Jump Punch and back aerial, respectively, at low to medium percentages. Its launching angle also makes its beginning frames useful for edge-guarding. However, its lower knockback and launching angle make its beginning frames unusable for KOing, and significantly less effective for juggling or SHFF'd combos.
Down aerial   1.904% (hits 1-4), 3.36% (hit 5), 2.24% (landing) A diagonal corkscrew dropkick. It hits multiple times, similarly to Mario Tornado. Its last hit also launches the opponent at 45°, which makes it usable for edge-guarding unlike Mario Tornado. However, it is considerably laggier than Mario Tornado. Unlike Mario Tornado, it is unusable for juggling and cannot auto-cancel with a short hop.
Grab   Reaches out. Like his normal self, Dr. Mario's overall grab range is average.
Pummel   3.64% A headbutt. Moderately slow, but it is the most damaging pummel in the game by default.
Forward throw   8.96% Spins the opponent around once and throws them forward. It is decent at setting up an edge-guard, but can also be followed up with dash attack at 0%-20%.
Back throw   12.32% (throw), 8.96% (collateral) Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since Melee, it is still strong enough to KO middleweights at 154% while near the edge of Final Destination in the 3DS version, and at 146% in the Wii U version. It also can hit nearby opponents during the spin. It is based on the throw that his normal self uses against Bowser in Super Mario 64.
Up throw   7.84% Heaves the opponent directly overhead with both hands. It is useful against heavyweights and fast-fallers for aerial combos at low to medium percentages, but otherwise lacks combo potential on other types of characters past low percentages.
Down throw   5.6% A body slam. It has average base knockback and low knockback scaling, which make it more effective for aerial combos compared to his normal self's down throw, but much less effective for grounded combos. It also launches at 80°, which makes its combos less susceptible to DI compared to Mario's. It can combo down aerial and Dr. Tornado at low percentages, and into up aerial and reverse aerial rushed back aerial at low to medium percentages. However, its down aerial and back aerial combos require hard reads. It also has forward aerial and Super Jump Punch as KO mix-ups at high percentages, but they also require hard reads. In comparison, its only grounded combos are up tilt and up smash, which are effective against the majority of cast only at 0%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7.84% Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (back)
Floor getups (back)
  7.84% Punches behind himself and then in front of himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5.6% Performs a side kick behind himself and then in front of himself while getting up.
Edge attack
Edge getups
  7.84% Performs a dropkick while climbing up.
Neutral special Default Megavitamins 5.6% (early), 4.48% (late) Throws a Megavitamin. Megavitamins travel on a bouncing arc and are able to lock, similarly to his normal self's Fireball, although their arc is unique and allows them to cover different angles in comparison. Unlike Mario's Fireball, they cannot be absorbed.
Custom 1 Fast Capsule 3.36% (early), 2.576% (mid), 1.68% (late) Throws a smaller Megavitamin that flies straight ahead, similarly to Blaster. It is very spammable, thanks to its much lower start-up and ending lag. However, it deals less damage and hitstun.
Custom 2 Mega Capsule 1.68% (per hit) Throws a much larger Megavitamin that damages any opponent it hits in its predetermined path until it vanishes. Unlike Megavitamins and Fast Capsule, it does not disappear upon impact, which grants it decent set-up potential. However, it has significantly shorter range, as well as significantly more start-up and ending lag.
Side special Default Super Sheet 7.84% (sheet), 1.5× (reflected projectiles) Waves a white sheet in front of himself. It deals damage, reflects projectiles with 50% more power than they originally had, and reverses opponents. Compared to Cape, its hitbox is much smaller, but its reflection hitbox has a slightly longer duration. Unlike in Melee, however, it lacks recovery potential because it no longer stalls Dr. Mario in midair.
Custom 1 Shocking Sheet 12.544% The sheet discharges electricity, which launches opponents and destroys projectiles instead of reversing them and reflecting them, respectively. Unlike Super Sheet, it deals respectable damage and has knockback, which grant it KO potential. It KOs middleweights at 109% while near the edge of Final Destination in the 3DS version. However, it has more ending lag.
Custom 2 Breezy Sheet 5.6% (sheet), 1.5× (reflected projectiles) The sheet has emits a small gust of wind that pushes opponents back. It is one of the best edge-guarding options in the game, thanks to the sheet itself possessing an extremely strong pushbox. However, it deals less damage and has slightly more ending lag.
Up special Default Super Jump Punch 13.44% (clean), 6.72% (late) A jumping uppercut. Unlike his normal self's Super Jump Punch, Dr. Mario's version consists of clean and late hitboxes like Luigi's Super Jump Punch, which grants it much greater KO potential compared to Mario's. Its clean hitbox KOs middleweights at 122% while near the edge of Final Destination in the 3DS version, and at 112% in the Wii U version. Like Mario's Super Jump Punch, Dr. Mario's version now enables him to move himself in the opposite direction upon landing its clean hitbox, which makes it less punishable. Unlike to Mario's Super Jump Punch, Dr. Mario's version lacks intangibility on start-up and its vertical travel distance has remained unchanged since Melee, which make it worse for recovery.
Custom 1 Super Jump Covers much more vertical distance and, when moved left or right during start-up, more horizontal distance. However, it deals no damage and has slightly more ending lag.
Custom 2 Ol' One-Two 8.96% (hit 1), 14.56% (hit 2) A flaming version that is significantly stronger. Its first hit leads reliably into its second hit, but it is not strictly necessary to use, thanks to its second hit's higher damage output, knockback and vertical angle making it reliable enough to score a KO on its own. Altogether, these traits make it an even better KOing option than Super Jump Punch, as it KOs middleweights at 96% from anywhere on Final Destination in the 3DS version. However, it covers much less vertical distance, and almost no horizontal distance.
Down special Default Dr. Tornado 1.344% (hits 1-4), 3.36% (hit 5) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. On the ground, Dr. Tornado allows Dr. Mario to slightly move left or right, while button mashing will make him leap into the air. In the air, button mashing immediately after the apex of a jump will make him ascend, thus helping his recovery. However, aerial Dr. Tornado can only be used once for recovery: if it is used at the apex of his first jump, using it at the apex of his second jump will result in him descending instead of ascending. Despite hitting on frame 10 and having 34 frames of ending lag, its loop hits' usage of the auto-link angle enable it to reliably trap opponents. Although its last hit has a very low damage output, it possesses very high knockback scaling, transcendent priority, and launches opponents at 45°. These traits enable it to function as a very potent, albeit risky off-stage edge-guarding option, as it will KO middleweights at 82% while near Final Destination's left/right blast lines in the 3DS version, and at 75% in the Wii U version. It resembles the Spin Jump.
Custom 1 Soaring Tornado 6.72% Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a windbox and a hitbox, the latter of which deals twice as much damage and much more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edge-guarding compared to Dr. Tornado, as it KOs middleweights at 49% while near Final Destination's left/right blast lines in the 3DS version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag.
Custom 2 Clothesline Tornado 11.2% (hit 1), 13.44% (hit 2) Deals much more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it to hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 72% from anywhere on Final Destination in the 3DS version. However, its first hit does not KO middleweights until 151% while near the edge of Final Destination in the 3DS version, whereas its second hit is very difficult to land because of its first hit's long duration. In addition, it has much more start-up and ending lag, which make it unusable for recovering or edge-guarding.
Final Smash Doctor Finale 3.36% (big Megavitamin), 2.24% (small Megavitamin) Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. It functions identically to Mario Finale, but deals slightly more damage.

On-screen appearance

  • A large stack of Megavitamins appears on-stage. Another Megavitamin then lands on the top, causing a chain reaction which disintegrates the entire stack, revealing Dr. Mario behind them. Initially, Dr. Mario appears to be thinking with his eyes closed, but then opens his eyes with a surprised expression once the entire stack of Megavitamins disappears.
Dr.MarioOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Grinds the sole of his shoe on the ground.
  • Side taunt: Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
  • Down taunt: Lightly pounds his shoulder with his fist.
Up taunt Side taunt Down taunt
DrMarioUpTauntSSB4.gif DrMarioSideTauntSSB4.gif DrMarioDownTauntSSB4.gif

Idle poses

  • Pounds his fist into his palm.
  • Performs a neck roll, a neck exercise.
DrMarioIdlePose1WiiU.jpg DrMarioIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Go Doc! Doc-tor!
Pitch Group chant Group chant

Victory poses

A flourished remix of the Course Clear Fanfare used in Super Mario Bros.
  • Throws two randomly colored Megavitamins, dusts off his gloves, and then pulls out two more Megavitamins that are the same color as the ones he threw.
  • Holds out his stethoscope and points it in front of himself, then to his left, and then in front of himself again.
  • Contemplatively rubs his chin and then suddenly glances at the screen while continuing to rub his chin.
Dr.MarioPose1WiiU.gif Dr.MarioPose2WiiU.gif Dr.MarioPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Dr. Mario (SSB4) Dr. Mario 2312 2332 2212 2232 2211
1311 1332 1212 1211 2322

Notable players

Active

Inactive

Tier placement and history

Upon SSB4's release, Dr. Mario's slower mobility, lack of reliable KO set-ups, lower damage output, worsened combo game and recovery, and his inability to successfully adapt to SSB4's game physics collectively saw him widely perceived as a low-tier or even bottom-tier character. Despite his poor perception, Nairo surprisingly utilized Dr. Mario for some matches at MLG World Finals 2015 alongside Zero Suit Samus, with a notable example being a set against ESAM that concluded with Nairo winning 3-0 against him in Losers Finals after using Dr. Mario to defeat ESAM's Pikachu for the first two matches, and his Samus for their final match. Other professionals, such as 2ManyCooks, would also proceed to achieve decent results with him.

Despite these flashes of success and vocal support of Dr. Mario because of his Super Jump Punch combos, his back aerial granting him a niche over Mario in very specific matchups, and his frame data being mostly identical to Mario's, Dr. Mario's metagame has remained stagnant. This is because of both his tournament results and representation being considered among the most sparse in the game, even more so than a few characters ranked below him. These aspects have been reflected in his tier placement, in which he was ranked 45th on the first tier list, before dropping to 48th on the second tier list.

Due to Dr. Mario's representation and results still remaining very sparse, as well as his best player, 2ManyCooks, dropping him in favor of Mario, he is now ranked 51st on the third and current tier list. However, it is unlikely that Dr. Mario will drop any further down the tier list, largely because of his strengths being greater than those of the characters ranked below him.

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 opponents fought in this event. All of the opponents have been unlockable characters in previous Super Smash Bros. games.
  • Doctor Schmoctor: As Wario, the player must defeat Dr. Mario before Wario's health is depleted via flowering.

Co-op Events

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

  • Like Dark Pit and Lucina, Dr. Mario was originally planned to be an alternate costume. However, all three were instead converted into being clones late in Super Smash Bros. 4's development. Masahiro Sakurai explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from Super Smash Bros. Melee.[3]
  • Dr. Mario is the first of three Melee characters that were cut from Super Smash Bros. Brawl to return for SSB4, followed by Mewtwo and Roy. However, he retains his status as an unlockable character, whereas Mewtwo and Roy are now downloadable content.
  • Dr. Mario's amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from Melee and SSB4.
  • In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively.
  • Dr. Mario, Bowser and Lucina are the only characters who are not playable in a solo event unless selected.
  • Dr. Mario is the only character to have two challenges exclusive to him in Super Smash Bros. for Wii U.
  • Dr. Mario and Lucario are the only characters that lack a meteor smash of any kind, including unconventional meteor smashes.
  • Dr. Mario and Pac-Man are the only characters who have a taunt that aesthetically changes each time it is performed. In Dr. Mario's case, his side taunt creates a randomly colored Megavitamin each time it is performed.

References