Super Smash Bros. Ultimate

Dr. Mario (SSBU)

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This article is about Dr. Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dr. Mario.
Dr. Mario
in Super Smash Bros. Ultimate
Dr. Mario SSBU.png
MarioSymbol.svg
Universe Mario
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Doctor Finale
Dr. Mario (SSBU)
He has more attack and launch power than Mario, but his jump and recovery is not as good. Pro tip: You can repeatedly press the B button when using his down special, Dr. Tornado, to float a bit!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Dr. Mario (ドクターマリオ, Doctor Mario) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018. Dr. Mario is classified as fighter #18.

As in SSB4, Charles Martinet's portrayal of Mario from Brawl was repurposed for Dr. Mario in Ultimate.

How to unlock

Complete one of the following:

  • Play VS. matches, with Dr. Mario being the 62nd character to be unlocked.
  • Clear Classic Mode with Mario or any character in his unlock tree, being the seventh character in his unlock tree after Roy.
  • Have Dr. Mario join the player's party in World of Light.

With the exception of the third method, Dr. Mario must then be defeated on New Donk City Hall.

Differences from Mario

Despite not being an Echo Fighter of Mario, Dr. Mario is still very much a full clone of Mario. Both characters are middleweights with the ability to wall jump. Because Dr. Mario uses external modifiers to his stats (rather than directly modifying them), Dr. Mario sports subpar mobility compared to Mario. He has the 16th-slowest walking speed, 7th-slowest dashing speed, 8th-slowest air speed, poor air acceleration, 29th-slowest falling speed, 31st-slowest fast falling speed, average gravity and traction, and below-average jump force. As a result of these traits, Dr. Mario's approach and recovery are greatly inferior to Mario's, giving him sluggish movement in addition to negatively impacting both his neutral game and his edgeguarding skills. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticably more damage without any compensation on knockback, which enables him to KO more easily as a result.

Like Mario, Dr. Mario has excellent frame data, with most of his standard attacks having low startup and ending lag (excluding forward smash, forward aerial, down aerial and special moves). As a result, Dr. Mario is effective at punishing his opponents, while he himself is difficult to punish. Like Mario, Dr. Mario has excellent combo starters in his up tilt and down tilt, since both attacks come out rather quickly, and deal low knockback to the opponent. All of Dr. Mario's aerials have decreased landing lag compared to his previous appearance in SSB4 (but still higher than Mario's), contributing to his combo game, and making setups easier to create.

However, much like Mario, Dr. Mario's range is fairly short, forcing him to fight close to his opponents and limiting his ability to fight opponents with long or disjointed range. Due to Dr. Mario's slower mobility, this is considerably riskier for him.

Aesthetics

  • Change Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.
  • Change Dr. Mario's on-screen appearance, taunts, idle poses, and victory poses are different from Mario's.
  • Change Dr. Mario's defeated/No Contest animation is different from Mario's. He also looks in front of him with a neutral expression, whereas Mario looks slightly to the left with a smiling expression.

Attributes

  • Buff Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.
  • Buff The damage outputs of most of Dr. Mario's attacks use a 1.175x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to items.
    • Nerf However, this limits his combo game.
  • Nerf Dr. Mario's walking speed, dashing speed, initial dash speed, air speed and air acceleration use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.
  • Nerf Dr. Mario jumps lower.
    • Nerf Dr. Mario's wall jump covers significantly less height, hindering his recovery.
  • Buff Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish out of shield.

Ground attacks

  • Neutral attack:
    • Buff Jab 1 has higher base damage (2.2 → 2.5), further improving its damage output.
    • Buff All of Jab 1's hitboxes are further out (Z offset: 6/8.7/12 → 6.7/9.3/12.5), improving its range.
    • Nerf Jab 2's base damage is slightly lower (1.7 → 1.5).
  • Dash attack:
    • Buff Clean dash attack has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).
    • Change Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. It also deals less knockback (100 (base)/43 (scaling) → 90/38). These differences make it effective for combos at low percentages, but less useful for 2-framing.
  • Up tilt:
    • Buff Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential.
      • Nerf However its combo potential is weaker as a result.
  • Down tilt:
    • Buff Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.
      • Nerf However this makes the sourspot (which is better for comboing) harder to connect with, weakening the move's combo potential.
  • Forward smash:
    • Change Dr. Mario's forward smash's sweetspot and sourspot are on his arm and electricity respectively, whereas Mario's are on the flame and his arm respectively.
    • Nerf Dr. Mario's forward smash has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partly compensating for the increased damage.
    • Nerf Dr. Mario's forward smash has slightly less range (outer hitbox size: 5u → 3.7u).
    • Change Dr. Mario's forward smash has an electric effect, whereas Mario's has a flame effect. This makes it capable of hurting Olimar's Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.
  • Up smash:
    • Change Up smash launches at a lower angle (83 → 120), allowing it to KO opponents horizontally if they DI away, but weakening its vertical KO potential.
    • Buff Up smash deals more knockback (32 (base)/94 (scaling) → 0/117).
    • Buff Dr. Mario's up smash lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.

Aerial attacks

  • Neutral aerial:
    • Change Dr. Mario's neutral aerial (known as "Dr. Kick" in the tips) deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO confirm into down smash and makes it less useful as an instant combo finisher.
    • Buff Neutral aerial's late hit is larger (2.8u/2.8u → 3.6u/3.6u) and has higher knockback scaling (90 → 102).
    • Buff It autocancels earlier (frame 39 → 34).
    • Nerf It has more landing lag.
  • Forward aerial:
    • Change Dr. Mario's forward aerial (known as "Dr. Punch" in the tips) launches the opponent diagonally, whereas Mario's meteor smashes them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and renders it incapable of starting combos on landing.
  • Back aerial:
    • Buff Back aerial's clean hit has higher base damage (10.5 → 12) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).
    • Buff Back aerial's clean hit has a longer duration (2 frames → 3).
    • Nerf Back aerial's clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u).
    • Nerf It has more landing lag.
  • Up aerial:
    • Change Up aerial launches at a lower angle (75 → 45), severely weakening its combo potential but improving its edgeguarding potential.
    • Buff Up aerial has higher base damage (7 → 8.7) with knockback scaling compensated (135 → 114), further improving its damage output.
    • Nerf It has more landing lag.
  • Down aerial:
    • Change Dr. Mario's down aerial (known as "CLEAR!" in the tips) is a powerful stomp kick, whereas Mario's has been Mario Tornado since Brawl. Unlike Mario's, it consists of one strong hitbox instead of six weaker hitboxes.
    • Change Down aerial can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding and tech-chasing, but less effective at KOing and combos.
    • Buff Down aerial has reduced landing lag (15 → 13).
    • Nerf Down aerial has significantly increased startup lag (5 → 16).
    • Nerf Down aerial lacks a landing hit.
    • Nerf Down aerial has significantly smaller hitboxes.

Grabs and throws

  • Forward throw:
    • Nerf Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing and making it as strong as Mario's despite the damage multiplier.
  • Back throw
    • Change Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around multiple times like Mario.
      • Buff Back throw has reduced startup lag.
      • Buff Back throw has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.
      • Nerf Back throw lacks a collateral hitbox.
  • Up throw
    • Nerf Up throw has reduced knockback scaling (72 → 65), making it as strong as Mario's despite the damage multiplier, while possessing inferior combo potential due to Dr. Mario's lower jumps.
  • Down throw:
    • Nerf Down throw (known as "Hospital Bed" in the tips) launches at a higher angle (68 → 80) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up aerial more consistent, it prevents it from being comboed into forward aerial, depriving Dr. Mario of a potential kill confirm and making other followups like down tilt and neutral attack impossible.

Special moves

  • Neutral special:
    • Buff Unlike Fireball, Megavitamins cannot be absorbed.
    • Change Megavitamins launch at a higher angle (361 → 65), and deals more knockback (base knockback: 35 (clean)/28 (mid)/22 (late) → 60/55/50, knockback scaling: 20 (clean)/15 (mid)/10 (late) → 40/40/40), improving its setup potential but hindering its jab reset and edgeguarding potential.
    • Change Megavitamins' hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7/1.7/1.7, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.
    • Change Megavitamins deal more hitlag (0.6x → 1x) improving their safety but making them easier to DI/SDI.
    • Change Megavitamins do not have a flame effect unlike Fireball. This makes them capable of hurting Olimar's Red Pikmin, but renders them incapable of instantly detonating explosives.
    • Change Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.
  • Side special:
    • Change Compared to Mario's Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.
    • Change Super Sheet has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.
    • Change Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at B-reversing, but unusable for recovery.
    • Buff Projectiles reflected by Super Sheet do more damage (1.5x → 1.6x), making it as strong as Joker's Tetrakarn.
  • Up special:
    • Change Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.
    • Buff Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing.
    • Nerf Dr. Mario's Super Jump Punch travels a much shorter distance, 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 does not produce Coins upon contact, whereas Mario's does.
  • Down special:
    • Change Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been F.L.U.D.D. since Brawl.
    • Buff Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at mid percents.
    • 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 and is less important to his neutral game as a result.
    • Nerf Due to lacking a powerful windbox that pushes opponents away, Dr. Tornado is less effective at gimping.
  • Final Smash
    • 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.
      • Change Doctor Finale does not have a flame effect as a result.

Changes from Super Smash Bros. 4

Dr. Mario has been buffed in the transition from SSB4 to Ultimate. One of his biggest buffs were to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and previously inconsistent KO ability. His recovery, while still being rather lackluster, has nevertheless improved slightly; his Dr. Tornado has increased distance, and the readdition of directional air dodges gives him another option to possibly extend his recovery. His Megavitamins and Dr. Tornado have also been given notable improvements; the Megavitamins deal enough damage and knockback to cause opponents to tumble, and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. Dr. Tornado, outside of its improved recovery potential, has been significantly buffed; it has gained notoriety for being able to KO offstage effectively at very low percentages, and when combined with its increased distance, make it a deadly edgeguarding option. It also has gained heavy armor on startup if used on the ground, which further improves its safety and viability. Additionally, Dr. Mario has a new down aerial which can meteor smash opponents much like Mario's forward aerial, which when combined with the changes to Dr. Tornado give him an improved edgeguarding game, although still inferior to Mario's overall.

However, Dr. Mario has received a few nerfs. Like with Mario, Dr. Mario's up tilt has had its hitbox placement adjusted, giving it inferior range in front of and underneath him. Additionally, his grabs, like Mario's, have increased ending lag, impacting his grab game to an extent. Furthermore, his already sub-par mobility is slower, especially in comparison to the rest of the cast, given the nerfs to his air speed and jump height. His overall mobility remains largely unaltered from his previous appearance, resulting in him now being much slower relative to the roster (as well as Mario himself), considering as most other fighters have received buffs to their mobility, Mario included.

Compared to Mario, Dr. Mario is still a slower and stronger clone of him. However, he is not classified as an Echo Fighter. There is currently no confirmed reason for this oddity, though it is likely due to Dr. Mario debuting in Melee rather than SSB4 or Ultimate as with the other Echo Fighters. Aside from having an updated idle animation, slightly higher traction compared to Mario, an altered animation for his side special, as well as receiving a new back throw and down aerial, he has not been further decloned. He has also received many of the same changes as Mario.

Compared to his appearance in SSB4, his damage-racking potential has increased substantially and his recovery, while still fairly lackluster, is safer and better overall. Because of these changes, he is better in Ultimate, achieving some representation from players like Locus and Lui$. However, Dr. Mario's overall tournament representation has been fairly limited. Despite his buffs, Dr. Mario is regarded as a low-mid tier character at best, and even a low-tier character due to Mario being contemplated as a much better character, his slow speed, and abysmal recovery. As such, his buffs may not be as significant as other changes that most characters got. His tier placement is questionable due to the young meta of Ultimate.

Aesthetics

  • Change As with all veterans returning from SSB4, Dr. Mario's model features a more subdued color scheme. Like Mario, his hair and clothing now feature simple detailing, with his head mirror's headband in his default costume reverting back to a cordovan brown from his design in Super Smash Bros. Melee, instead of a dark taupe gray.
  • Change The inside of Dr. Mario's pants are now slate grey instead of white.
  • Change Dr. Mario, like many other characters, has been made more expressive, with many of the same expressions also used by Mario himself. Like with Mario, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
  • Change Dr. Mario has a new idle animation with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
  • Change Like with Mario, many of Dr. Mario's animations have been slightly altered. His walking, helpless, skidding, and ledge-hanging animations are just a few examples.
  • Change Dr. Mario's sleeping animation is mirrored. He now faces the screen instead of away.
  • Change Dr. Mario has a slightly different pose during his air dodge, and has an angry expression on his face.
  • Change Dr. Mario's mustache now moves during certain animations.
  • Change All of Dr. Mario's victory poses have been slightly altered.
    • Change The victory animation where Dr. Mario rubs his chin now has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.
    • Change The victory animation where Dr. Mario throws Megavitamins now has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.
    • Change The victory animation where Dr. Mario poses with his stethoscope is now more exaggerated.

Attributes

  • Buff Like all characters, Dr. Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Dr. Mario's damage modifier has been increased from 1.12× to 1.175×, meaning that all of his attacks have increased damage output and slightly higher KO power as a result.
    • Nerf However, the damage modifier no longer applies to his floor attacks.
  • Nerf Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to Ryu and the Mii Gunner.
  • Buff Dr. Mario runs slightly faster (1.3312 → 1.397792).
    • Buff His initial dash is also faster (1.3312 → 1.5375712), although it is now the slowest in the game.
  • Buff Dr. Mario walks slightly faster (0.9152 → 0.917301).
  • Buff Dr. Mario's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is now slightly higher than Mario's.
  • Nerf Dr. Mario's air speed is slower (0.9292 → 0.9238784).
  • Nerf Dr. Mario's first jump covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).
  • Change Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).

Ground attacks

  • Neutral attack:
    • Buff Consecutive uses of the first hit of neutral attack are faster (11 → 6 frames).
    • Buff The first two hits transition into the subsequent hits noticeably faster (frame 10 → 5 (hit 1), 6 (hit 2)) and have less ending lag (FAF 23 → 20 (hit 1), 25 → 22 (hit 2)), no longer being slower than Mario's.
    • Buff The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • Nerf However, its total duration was not fully compensated (FAF 36 → 34), giving it more ending lag.
    • Buff The third hit has increased base knockback (45 → 60).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf All hits have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • Change The first two hits no longer use set knockback (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → 361°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to lock, and gives them jab cancel setups at high percents, but causes them to connect less reliably.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Change It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.
  • Up tilt:
    • Nerf Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
    • Change Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
  • Down tilt:
    • Buff Down tilt's sweetspot takes priority over the sourspot.
    • Change Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack's clean hit deals more base damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.
    • Buff The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • Buff It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.
    • Buff The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • Nerf It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.
  • Forward smash:
    • Buff Forward smash deals consistent base damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.
    • Change The electricity produced from Dr. Mario's forward smash is now magenta/lavender instead of light blue.
  • Up smash:
    • Change Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to LSI and worsens its KO ability near the ledge.
    • Change Its animation has been reversed, with Dr. Mario facing toward the screen rather than away from it.
  • Down smash:

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's late hit has more knockback scaling (90 → 102), improving its KO potential.
    • Buff The late hit has larger hitboxes (3u → 3.6u).
  • Forward aerial:
    • Change Forward aerial has a different animation, with Dr. Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 32 → 31).
    • Buff It deals more base damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.
    • Buff It auto-cancels earlier (frame 18 → 17).
    • Nerf Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Change Dr. Mario has a new down aerial: a downward stomp similar to that of Captain Falcon. It consists of only one hit instead of five.
    • Buff It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.
    • Buff It deals more base damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that meteor smashes opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.
    • Buff It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.
    • Buff It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).
    • Nerf Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-17), which also increases its ending lag despite its total duration being reduced.
    • Nerf It no longer possesses a landing hit.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
    • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less base damage (3.25% → 1.3%).
    • Change It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  • Change All of Dr. Mario's throws have been altered with more exaggerated animations.
  • Change The speed of Dr. Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Back throw:
    • Change Dr. Mario has a new back throw: he heaves the opponent overhead behind him.
    • Buff It releases opponents faster (frame 44 → 30), making it harder to DI.
      • Nerf However, its total duration remains unchanged, increasing its ending lag.
    • Buff It has more knockback scaling (60 → 68). In combination with Dr. Mario's higher damage multiplier, this turns it into one of the strongest back throws in the game.
    • Nerf It no longer possesses a collateral hit.
  • Up throw:
    • Buff Up throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario faces horizontally rather than facing the screen.
  • Down throw:
    • Buff Down throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario no longer spins after throwing the opponent.
  • Edge attack:
    • Buff Edge attack deals more base damage (7% → 8.51%).

Special moves

  • Megavitamin:
    • Buff Megavitamin has less ending lag (FAF 53 → 50).
    • Buff It launches at a higher angle (361° → 65°), deals much more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), and has a higher hitlag multiplier (0.3× → 1×). Alongside the previous change, this greatly improves the move's camping and followup abilities.
      • Nerf Due to these changes, however, it can no longer lock opponents.
    • Buff Megavitamins are slightly larger, and have been given an extended hitbox to match their size, increasing their range despite the hitbox itself being smaller overall (2u (clean)/1.8u (mid)/1.6u (late) → 1.7u).
    • Nerf It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Change Dr. Mario no longer opens his mouth when using Megavitamin on the ground.
  • Super Sheet:
    • Buff Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).
    • Buff It no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.
    • Buff It no longer gives the opponent super armor on hit.
    • Change Super Sheet has an updated animation to differentiate it from Cape. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.
    • Change Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
  • Super Jump Punch:
    • Change The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • Change The clean hit has a lower hitlag multiplier (1.5× → 1×).
    • Change It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.
  • Dr. Tornado:
    • Buff Dr. Tornado hits seven times, up from five, and deals much more base damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).
    • Buff It has gained percent-based heavy armor during frames 5-9 when used on the ground, with a threshold of 10%.
    • Buff It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).
    • Buff It gains more height via button mashing, improving Dr. Mario's recovery.
    • Buff The looping hits have shorter gaps between them (6 frames → 4), different angles (90°/180° (grounded), 90°/366° (aerial) → 90°/105°/367°), a lower hitlag multiplier (1× → 0.5×), and use set knockback for all their hitboxes, allowing them to connect much more reliably despite their increased SDI multiplier (1× → 1.2×).
    • Buff The last hit has more knockback scaling (130 → 154), which combined with its increased damage greatly improves its KO potential.
    • Nerf The looping hits are only active for one frame each, instead of being fully active throughout and using a rehit rate (frames 10-33 → 10, 14, 18, 22, 26, 30).
    • Change Dr. Mario opens his hands when using the move, and rises slightly upwards on the ground.
    • Change It has a vortex form around Dr. Mario when used, much like Luigi Cyclone.
    • Change It has a slightly altered animation in the air.
  • Doctor Finale:
    • Buff At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.
    • Change Damage from each hit is dealt solely based on how long the attack has been out, with the Megavitamins becoming more powerful as the attack continues. This makes the front Megavitamin worse early during the Final Smash, but the back Megavitamin stronger later during it.
    • Change Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.

Update history

Like Mario, Dr. Mario has received a mixture of minor buffs and nerfs. In 1.1.0, Super Sheet was buffed, as reflected projectiles are now somewhat stronger. 3.0.0 nerfed the shield damage of Megavitamins like with most other projectiles, but it also slightly improved Dr. Mario's Final Smash as well. Overall, these changes have had little to no effect whatsoever on Dr. Mario's competitive viability, and he is still generally regarded as a below-average character in the current metagame.

Super Smash Bros. Ultimate 1.1.0

  • Buff Super Sheet's reflection multiplier has been increased (1.5× → 1.6×).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Megavitamin has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
  • Buff At the start of Doctor Finale, nearby opponents will be slowed more, and for longer.

Moveset

For a gallery of Dr. Mario's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.9375% Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first and second hits can jab lock.
1.7625%
4.7%
Forward tilt   8.225% A wheel kick. Like neutral attack, it is useful for spacing. Can be angled. Can lock at low percentages.
Up tilt   7.4025% A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement.
Down tilt   5.875% (foot), 8.225% (leg) A legsweep. A decent combo starter, although unsafe on hit at low percents, and typically only combos into up aerial or Super Jump Punch if done correctly.
Dash attack   11.515% (clean), 7.05% (late) A baseball slide. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
Forward smash   17.2725% (electricity), 20.915% (arm) Steps back, then does a palm thrust that produces electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options. Its electric properties also make it safer on shield compared to Mario's, especially if spaced.
Up smash Ear, Nose, and Throat 16.45% An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge, although it weakens its potential as an anti-air and punishment tool.
Down smash   11.75% (front), 14.1% (back) A 360º breakdance sweep kick. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool.
Neutral aerial Dr. Kick 5.875% (clean), 9.4% (late) A sex kick that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has good edgeguarding potential.
Forward aerial Dr. Punch 11.75% (early), 17.625% (clean), 10.575% (late) Throws an overhand punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (tied with his down aerial for the slowest of his other aerials), high ending and landing lag, and is the only aerial that cannot autocancel in a short hop, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge.
Back aerial   14.1% (clean), 8.225% (late) A dropkick. Comes out quickly and has above-average knockback, which makes it a viable edgeguarding and KO move and a reverse aerial rush option. Can also chain into itself at low percents, or set up tech-chase situations.
Up aerial   10.2225% A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single short hop, or the second up aerial can be replaced with a neutral aerial instead. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage.
Down aerial CLEAR! 14.1% Performs a double foot stomp similar to those of Captain Falcon and Ganondorf. While it has noticeable startup, it can powerfully meteor smash opponents when hitting with the sweetspot in the legs. It has a sourspot on his hips, which launches away instead. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado; however it can be difficult to hit as it only has one active frame.
Grab   Reaches out. Has average range and above average speed.
Pummel   1.5275% Headbutts the opponent. Moderately fast.
Forward throw   9.4% Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick.
Back throw   12.925% Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass Ness's back throw by a small margin when at the ledge. Can KO middleweights at around 90% near the edge.
Up throw   8.225% Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages.
Down throw Hospital Bed 5.875% Throws the opponent down to the ground. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for setting up aerial combos and can even has KO setups into forward aerial and Super Jump Punch, although both require a read. It can KO at percentages as low as 60% if followed up with Dr. Tornado at the sides of the stage, though this is also reliant on reads. It also has KO setups into up aerial and back aerial.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Sweepkicks, then gets up. Identical to Mario's.
Floor attack (back)
Floor getups (back)
  7% Punches on both sides, then gets up. Identical to Mario's.
Floor attack (trip)
Floor getups (trip)
  5% Sweepkicks, then gets up. Identical to Mario's.
Edge attack
Edge getups
  10% Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage.
Neutral special Megavitamins 5.875% (early), 4.7% (late) Throws a Megavitamin. Useful approach and pressure option. Unlike Fireball, it cannot be absorbed, bounces on a different trajectory, and does not have a flame effect. At higher percentages, it launches opponents slightly upward, which potentially can make it a combo starter, and even opens up into KO setups if timed correctly.
Side special Super Sheet 8.225%, 1.6x times the reflected projectile Flips his white sheet upward. Can turn opponents around (which also temporarily reverses their controls and aerial momentum) and can function as a reflector, which deals more damage than Mario's variant due to Dr. Mario's attack multipliers. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike Cape.
Up special Super Jump Punch 14.1% (clean), 7.05% (late) A jumping uppercut. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly out of shield option. However, it travels a short distance compared to Mario's version.
Down special Dr. Tornado 1.88% (hits 1-6), 3.525% (final hit) A series of clothesline spins. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. It gains good vertical and horizontal distance if mashed fast enough. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery.
Final Smash Doctor Finale 3.1% (front Megavitamin), 2.3% (back Megavitamin) Similar to Mario Finale, but the fireballs are replaced with huge Megavitamins with their respective sounds, and their trails consist of red, yellow, and blue pixelated streaks and circles. Slightly stronger than Mario Finale.

On-screen appearance

  • Starts behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Has his eyes closed until all of the Megavitamins are gone, in which he opens them and assumes fighting stance.

Taunts

  • Up taunt: Looks to the ground and rubs the sole of one of his shoes to the floor.
  • Side taunt: Pulls out a randomly-colored Megavitamin, tosses it up in the air with his shoulder, and then catches it and swipes it away.
  • Down taunt: Balls one of his fists and lightly pounds his shoulder.

Idle poses

  • Pounds his fist into his palm.
  • Rolls his neck as if stretching it.

Victory poses

  • Left: Throws two randomly-colored Megavitamins in different directions, dusts his gloves, and pulls out two more Megavitamins of the same color.
  • Up: Waves his stethoscope in front of him, off to his side, then to the other, and then back in front of him.
  • Right: Taps his shoe on the ground, puts his right hand on his chin in a thinking manner, and then glares at the screen while rubbing his chin.
A flourished remix of the Course Clear Fanfare used in Super Mario Bros.

In competitive play

Dr. Mario's competitive history in Ultimate has played out fairly similarly to his Smash 4 self: while initially met with intrigue, he slowly fell out of favor, oftentimes being perceived simply as a worse version of Mario. Although the game engine allowing improved access to his out-of-shield options such as his up smash and Super Jump Punch, he was seen as a low- to mid-tier character in the early metagame, with his most exploitable flaws from Smash 4 still being prevalent: sluggish approach and short distanced recovery. Although Lui$ would place well with him, he only used Dr. Mario as a secondary and eventually dropped him, worsening his representation.

Although Dr. Mario hasn't been changed much in subsequent patches, thanks to the efforts of players such as Fons and Tsumusuto, both who have performed well at regional and national-level tournaments, more people have been inspired to play the character. This allowed Dr. Mario to slowly gain more recognition in the competitive scene and improve his representation. While he's not considered quite as good as regular Mario, players have managed to produce good results using what strengths the character does have.

Notable players

Active

Inactive

Classic Mode: Colorful Treatment Plan

Dr. Mario's congratulations screen.

Dr. Mario's opponents are all trios of the same character in red, blue, and yellow costumes, referencing the three viruses: Fever, Chill, and Weird.

Round Opponent Stage Music Notes
1 Mr. Game & Watch Team Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU) Flat Zone X Chill (for 3DS / Wii U)
2 Kirby Team Kirby (SSBU)Kirby (SSBU)Kirby (SSBU) Green Greens Fever
3 Yoshi Team Yoshi (SSBU)Yoshi (SSBU)Yoshi (SSBU) Yoshi's Island Chill (Brawl)
4 Wii Fit Trainer Team Wii Fit Trainer (SSBU)Wii Fit Trainer (SSBU)Wii Fit Trainer (SSBU) Wii Fit Studio Fever
5 R.O.B. Team R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU) Battlefield Chill (for 3DS / Wii U)
6 Wario Team Wario (SSBU)Wario (SSBU)Wario (SSBU) Luigi's Mansion Tetris: Type A
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Every stage plays a track from the Mario or Tetris universe, no matter what universe the stage originates from.

Credits roll after completing Classic Mode. Completing it as Dr. Mario has Fever accompany the credits.

Role in World of Light

Finding Dr. Mario in World of Light

Although Dr. Mario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Dr. Mario has his own awakening battle separate from that of Mario, who appears in the opening cutscene.

Dr. Mario can be awakened in a cloud that is found on a pathway connected by a ribbon that also leads to a city-like area.

Fighter Battle

No. Image Name Type Power Stage Music
18
Dr. Mario SSBU.png
Dr. Mario Shield 3,400 Mario Bros. (Ω form) Fever

Template:-

Spirits

Dr. Mario's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dr. Mario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces it with the fighter's artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
592 Dr. Stewart F-Zero series Dr. Mario Dr. Mario (SSBU)
Neutral
9,500 Mute City SNES (Battlefield form) •Item: Food •Timed battle
•The enemy heals over time
•Items will be pulled toward the enemy
Mute City (Original)
736 Dr. Crygor WarioWare series Dr. Mario Dr. Mario (SSBU)
R.O.B. R.O.B. (SSBU)
Wario Wario (SSBU)
Grab
3,400 WarioWare, Inc. N/A •Defeat the main fighter to win Mike's Song
752 Hal Emmerich Metal Gear Solid series Dr. Mario Dr. Mario (SSBU)
•Giant Metal R.O.B. R.O.B. (SSBU)
Shield
4,500 Prism Tower N/A •Defeat the main fighter to win
•The enemy tends to avoid conflict
•The enemy is metal
Yell "Dead Cell"
867 Dr. Light Mega Man series Dr. Mario Dr. Mario (SSBU)
Mega Man Mega Man (SSBU)
Shield
10,000 Wily Castle (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•The enemy tends to avoid conflict
Mega Man 2 Medley
873 Dr. Wily Mega Man series Dr. Mario Dr. Mario (SSBU)
•Metal Mega Man Mega Man (SSBU) (×8)
Attack
12,600 Wily Castle (hazards off) N/A Stamina battle
•Reinforcements will appear after an enemy is KO'd
•The enemy is metal
Mega Man 2 Medley
1,132 Hockey Players Ice Hockey Dr. Mario Dr. Mario (SSBU)
Donkey Kong Donkey Kong (SSBU)
Luigi Luigi (SSBU)
Attack
1,500 Pokémon Stadium (Ω form) •Slippery Stage •The stage's platforms are very slippery Core Luge Short hockey player
1,135 Andy Advance Wars series Dr. Mario Dr. Mario (SSBU)
Snake Snake (SSBU) (×8)
Grab
3,400 Halberd (Ship deck) •Health Recovery
•Item: Exploding Types
•The enemy is healed when the enemy's at high damage
•Defeat an army of fighters
Filled with Hope
1,195
Sick Beats Doctor Spirit.png
Sick Beats Doctor Rhythm Heaven series Dr. Mario Dr. Mario (SSBU)
Shield
2,200 Wrecking Crew Assist Trophy Enemies (Ghosts)
•Hazard: Poison Cloud
•The stage is covered in a poisonous cloud
•Hostile assist trophies will appear
Chill (Brawl)
1,214 Dr. Kawashima Brain Age: Train Your Brain in Minutes a Day! series Dr. Mario Dr. Mario (SSBU)
Neutral
3,800 PictoChat 2 (hazards off) Assist Trophy Enemies (Dr. Kawashima) •Hostile assist trophies will appear Brain Age: Train Your Brain in Minutes a Day!
1,216 Dr. Lobe Big Brain Academy Series Dr. Mario Dr. Mario (SSBU)
Kirby (×2) (Kirby (SSBU)Kirby (SSBU))
Neutral
3,400 PictoChat 2 •Hazard: Low Gravity
•Hazard: High Gravity
•All fighters have reduced jump ability
•Gravity is reduced after a little while
Title Theme - Big Brain Academy
1,266
Plague Knight Spirit.png
Plague Knight Shovel Knight series Dr. Mario Dr. Mario (SSBU)
Grab
1,900 Unova Pokémon League •Item: Bob-omb •The enemy's explosion and fire attacks have increased power
•Items will be pulled toward the enemy
•The enemy is easily distracted by items
Flash In The Dark (Dr. Wily Stage 1)
1,319
Professor Riggs Spirit.png
Professor Riggs & Plaise & Lerna Nintendo Labo series Dr. Mario Dr. Mario (SSBU)
Bayonetta Bayonetta (SSBU)
•Tiny Young Link YoungLink (SSBU)
Neutral
2,500 Paper Mario •Attack Power ↑
•Defense ↑
•The enemy has increased defense after a little while
•The enemy has increased attack power after a little while
Title Theme - Super Mario Maker Professor Riggs

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,319 Gruntilda Banjo-Kazooie series King Dedede King Dedede (SSBU)
Dr. Mario Dr. Mario (SSBU) (x3)
Attack
13,900 Find Mii (Ω form) •Hazard: Poison Floor •Defeat the main fighter to win
•The floor is poisonous
•Stamina battle
Vs. Klungo Klungo

Alternate costumes

Palette swap (SSBU)
Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU) Dr. Mario (SSBU)

Gallery

Character Showcase Video

Trivia

  • With Link and Young Link now representing different incarnations of Link, Zelda and Sheik now representing different incarnations of Princess Zelda, and Zero Suit Samus now briefly transforming into her Varia Suited form for her Final Smash, Dr. Mario is the only playable character to represent an alternate identity for another character with no gameplay connection between the two (if Odyssey doesn't count since Dr. Mario is a costume in that game).
  • During Luigi's character showcase trailer, Dr. Mario's Super Sheet uses Mario's Cape animation, rather than the new animation specific to Dr. Mario. Additionally, the sheet is unanimated, and is attached to Dr. Mario's left arm.
  • Super Smash Bros. Ultimate is the first Smash Bros. game where Dr. Mario is not holding his Megavitamins in his official art.
  • Dr. Mario's official art resembles one of his victory poses.
  • One of the images on the Smash Bros. website shows Dr. Mario and Link, with the former holding a Fairy Bottle and the latter laying face-down. This is a reference to the fact that Fairies are a healing item in the The Legend of Zelda series, alluding to Dr. Mario's status as a doctor.
    • This is further joked with in Dr. Mario's highlight video, in which he fights King Dedede on top of Onett's Drugstore.
      • Once again, this is referenced once more in Ultimate's Opening Movie, in which he throws a Fairy Bottle at Little Mac to heal him.
  • Super Smash Bros. Ultimate is the first Smash game to feature Dr. Mario and have his inclusion be planned from the start.
  • Like in Melee and Smash 3DS, Dr. Mario can be unlocked by playing Classic Mode as Mario (though Dr. Mario is one of the last characters in his unlock column).
  • Dr. Mario is the only character who travels to Yoshi's Island in Classic Mode.
    • Dr. Mario is also one of two characters to travel to Battlefield in his Classic Mode, the other being Jigglypuff.
  • When looking under Dr. Mario's coat, there appears to be a gap around his waist area.
  • When KOed by reaching 0 HP in Stamina Mode, Dr. Mario uses his heavy knockback scream rather than his standard KO scream. This trait is shared with Mario, Hero and Terry.
  • Using Megavitamins and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color 1 frame later.
  • Prior to version 2.0.0, Dr. Mario’s down aerial was named Bone Drill, a name arguably more fitting for his old down aerial in Smash 4. The current name, CLEAR!, references the message appearing when a level is completed in the original Dr. Mario, as well as the shout paramedics give when using defibrillators.
  • Dr. Mario technically has the most victory screens of any fighter. Although it may seem he has only 3 like most fighters, the colors of the pills in the animation where he throws them are random, totaling up to 6561 combinations. When the other 2 are added, Dr. Mario has 6563 victory screens.