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 confirmed on October 9th, 2014 as part of a post-release announcement, during which Dark Pit was also confirmed. 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 SSB4's development, with Masahiro Sakurai explaining that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from Super Smash Bros. Melee.[1]

Dr. Mario is also 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 Roy and Mewtwo are now downloadable content. Charles Martinet reprises his role as Dr. Mario's voice actor, albeit via Mario's voice clips from Brawl. Additionally, Dr. Mario is less vocal than his normal self.

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 placement in Melee, where his ranking of 11th out of 26 placed him in the mid-tier and higher than his normal self. While Dr. Mario's power has increased overall, his mobility has become noticeably slower and less nimble, with these traits having been implemented in order to differentiate him from Mario. Dr. Mario's recovery and combo game are also inferior to Mario's, which altogether have resulted in him having poor representation and below average results in competitive play.

While Dr. Mario is considered non-viable in competitive play, especially in comparison to his normal self, he has nonetheless achieved minor success as a niche character thanks to 2ManyCooks, Atomsk and Nairo.

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

Dr. Mario is a clone of Mario: he is a middleweight of average stature and can now wall jump, just like his normal self. However, while they share animations and overall design, Dr. Mario functions differently due to his differences in speed and power. As such, he fights like a stronger, but slower version of Mario, just as he was originally intended to be in Melee. Although Dr. Mario has the exact same in-game values as Mario, the application of multipliers to his walking and dashing speeds (0.83x), air speed (0.81x), and air acceleration (0.82x) collectively render his 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, almost the entirety of Dr. Mario's moveset deals noticeably more damage and knockback than Mario's; aside from his up tilt, forward aerial, back aerial, down aerial, and down special, the remainder of Dr. Mario's attacks use a 1.12x multiplier on his normal self's respective attacks.[2] As a result, Dr. Mario is noticeably more efficient at KOing in comparison to Mario, as his smash attacks, forward and back aerials, and clean Super Jump Punch are each excellent KOing options. By extension, Dr. Mario's above average damage output and knockback grant him a very capable punishment game once he finds the proper opening.

Other noticeable differences between Dr. Mario and Mario are seen in their special moves. Megavitamins move farther in the air without landing compared to Mario's Fireball, and they bounce twice instead of three times. Super Sheet has higher positioned hitboxes and its reflection hitbox has a longer duration compared to Mario's Cape, but it has much less horizontal range and, most notably, 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 more integral part of Dr. Mario's recovery, since it grants him a decent amount of horizontal distance if it is button mashed sufficiently. Dr. Tornado deals damage unlike F.L.U.D.D. and can be used for edgeguarding, although it is noticeably riskier at doing so in comparison to F.L.U.D.D. Super Jump Punch functions similarly to Luigi's version instead of Mario's version, as it consists of a clean hitbox and a late hitbox instead of multiple hitboxes, and thus possesses KO potential unlike Mario's. In addition, Super Jump Punch can be B-reversed upon start-up, which potentially allows Dr. Mario to counter shielded attacks even from behind his back.

In regard to playstyle, Dr. Mario's combo game is very different from Mario's, as it is harder overall to land more attacks without correct reads. While he has a higher overall damage output, Dr. Mario's slower movement speed, increased knockback and his up aerial's different angle can noticeably hinder his ability to chain hits together in quick succession, especially against lightweight characters, which gives Dr. Mario's combo game less flexibility. Despite this, his down tilt is his most versatile combo starter; although it has short range, it is very effective against middleweights, heavyweights and certain fast-fallers, with follow-ups including itself, neutral attack, up smash, forward tilt, up tilt, Super Jump Punch, or Dr. Tornado. Outside of this, his up tilt can also combo into itself as reliably as Mario's, although it cannot be performed as consecutively due to its higher knockback. Lastly, the horizontal angle of Dr. Mario's up smash enables it to initiate grounded combos when uncharged, particularly into itself at low percentages.

Like his normal self, Dr. Mario boasts an effective grab game due to his throws' respective uses. His forward throw is excellent for initiating edgeguards, while his back throw is a viable KOing option at high percentages. His up throw is able to initiate aerial pressure, while his down throw is able to combo into his up smash on the majority of the cast beginning at 0%, a reverse aerial rushed back aerial at early to medium percentages, and even his forward aerial and Super Jump Punch at high percentages, although the latter two require very precise timing.

Dr. Mario's air game is also above average: his neutral aerial is a "reverse sex kick", meaning it has lower knockback at the start, but higher knockback throughout the rest of its duration. It also comes out quickly, which makes it ideal to break combos and lead into another move when late due to its low landing lag. His back aerial is also fast and powerful, making it a viable KOing and edgeguarding option. His back aerial and up aerial can also be auto-cancelled from a short hop, making them good pressuring and combo tools respectively. His forward aerial, while slow in execution, is the third strongest of its kind when landing its clean hitbox, making it lethal from a short hop while near the edge. His up and down aerials, however, are different from Mario's in regard to utility. His up aerial launches at a more horizontal angle and has much less knockback, making it his most difficult aerial to combo with at low percentages. His down aerial is a drill kick with considerable start-up, but a longer duration and a much lower launching angle, making it better than Mario Tornado for edgeguarding. In addition to his down tilt, the majority of his other grounded moves have some utility: his neutral attack is among the fastest in the game, his up tilt can chain into itself, and all of his smash attacks boast great power.

Dr. Mario's flaws are significantly more noticeable when compared to Mario's. While he boasts excellent KO power, his KO potential is a bit inconsistent due to having fewer guaranteed KO set-ups than Mario. Many characters also outperform him in several areas: Donkey Kong has more power, Luigi has greater combo versatility, Villager and R.O.B. have stronger zoning abilities, Captain Falcon has better mobility, and Shulk has greater range. Out of these attributes, his most problematic ones are the latter two: his slow mobility compared to Mario gives him problems with approaching, which, when compounded by the poor range on his attacks, further prevents him from fighting at a safe distance compared to Mario.

Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite him now being able to wall jump, the combination of Dr. Mario's lower jumps, slower air speed, slower air acceleration, and the mediocre distance Super Jump Punch grants results in his recovery being predictable like Mario. Unlike the former, he can extend it by making use of Dr. Tornado, which allows him to gain slightly better horizontal distance compared to him, as well as helping on fending off edgeguarders. However, his recovery gains noticeably less vertical distance compared to Mario, which leaves him vulnerable to most meteor smashes as they may launch him low enough to be KO'd. As a result, it is best for him to read the opponent when trying to return to the stage knowing when and how to make use of Dr. Tornado. Additionally, even though he may not need to use his second jump to recover, any sufficiently strong attacks, particularly semi-spikes, may launch him too far away to recover back to the stage.

Dr. Mario significantly benefits 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 compared to how Mario's benefit him. Fast Capsule deals less damage and barely causes flinching, but covers more range at a much faster pace and thus improves his already decent projectile game. 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 rather than reflecting them.

Ol' One-Two gives Dr. Mario an 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 whatsoever. However, Soaring Tornado is arguably Dr. Mario's best custom move, due to its utility. It grants noticeably better vertical recovery, has incredible edgeguarding potential due 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 granting less 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 of start-up lag.

Overall, Dr. Mario functions like he was initially intended to in Melee: a slower, yet stronger version of Mario. These traits make Dr. Mario function like a slow, yet fairly powerful glass cannon, similarly to Zelda. As such, he performs optimally with a bait and punish playstyle, yet must remain on-stage more often than not due to his sub-par recovery. While Dr. Mario's faults outweigh his strengths to the point that his tournament representation and results are both extremely sparse, he has achieved some instances of success, thanks to 2ManyCooks, Atomsk and Nairo.

Changes from Melee

Dr. Mario received some of the most recognizable changes out of any veteran in the transition from Melee to SSB4, with all of his changes gearing him towards what he was intended to be in Melee: a slower, but stronger Mario. However, these changes result in Dr. Mario being considerably nerfed overall, due to the nerfs to his speed and mobility weakening his neutral game and approach despite having Megavitamins as a projectile, which means Dr. Mario must now rely more on baiting the opponent rather than approaching. Many of his moves were also nerfed, with notable examples including his forward aerial and forward smash, which now require landing their sweetspots in order to be effective, and his Megavitamins, which now deal less damage and have noticeably higher lag.

Although his punishment game is still potent, the post-Melee changes to game physics have also removed many of Dr. Mario's set-ups into those potential sweetspots, making it much less effective as well. Furthermore, his recovery was nerfed due to Dr. Tornado's vertical coverage having been decreased when used in the air (without the aid of his jump) while Super Sheet no longer stalls him in the air. When combined with his lower jumps, this forces Dr. Mario to either mix up the usage of his Dr. Tornado by using it early when recovering or by using it with his double jump to get more vertical distance. His new wall jump can be used for recovery mix-ups, but this makes him predictable to edgeguard.

However, Dr. Mario has been buffed in other aspects. Some of his moves have increased range, benefiting his matchups against characters with long/disjointed ranges, such as Marth. However, Mario also benefits somewhat more from the latter change in comparison, due to his better mobility. Dr. Mario's already high power has increased even further, due to the strengthening of some of his attacks' sweetspots. These changes, however, do not properly compensate for the overall decrease to his mobility. As a result, he is the only Melee veteran to have been truly nerfed in his transition, as Mewtwo has been significantly buffed via game updates, whereas Roy had already been buffed in various ways upon his return and was slightly buffed via game updates.

Aesthetics

  • Change Dr. Mario's design is now a combination of his appearances from both Dr. Mario 64 and Super Smash Bros. Melee. He now wears a red tie and his white coat is now fully buttoned like in Dr. Mario 64 and subsequent Dr. Mario games. However, he retains his dark gray pants from Melee, instead of his white pants from the Dr. Mario games. Additionally, his stethoscope and head mirror's headband are now grayish blue and blackish brown respectively, (although both are shown to be black in his artwork) instead of blue and reddish brown respectively, while his pants are now slightly rolled up at his ankles. Lastly, the aesthetic used in SSB4 has resulted in Dr. Mario's skin and shoes now being much lighter, while his hair is now slightly darker. These latter changes make him better resemble Mario's appearances in the latest Mario games.
  • 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, in which he contemplatively rubs his chin with his hand. It replaces the one he shared with Mario in Melee.

Attributes

  • Change Dr. Mario is slightly shorter. This makes his hurtbox slightly smaller, but slightly hinders his range.
  • Nerf Due to Mario's overall damage output having decreased since Brawl, Dr. Mario's overall damage output has slightly decreased.
  • Change Dr. Mario is lighter (100 → 98), as he now weighs as much as Mario's as of Brawl. This makes him slightly less susceptible to combos, but slightly hinders his survivability.
  • Nerf Dr. Mario walks slower (1.1 → 0.913).
  • 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. This hinders his punishment game, especially from out of shield.
  • Buff Dr. Mario's air speed is faster (0.9 → 0.9315).
  • Change Due to the physics changes in SSB4, Dr. Mario's falling speed is slower (1.7 → 1.5) and his gravity is lower (0.095 → 0.08715). Compared to the other veterans, his survivability is still balanced.
  • Buff Jump is slightly higher and Dr. Mario can now wall jump.
  • Nerf Jumpsquat is slower (4 frames → 5).
  • Change Walk's animation has changed. It is now identical to Mario's as of Brawl.
  • Change Backward jump's animation has changed. Dr. Mario now backflips three times instead of once.

Ground attacks

  • Nerf Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%) and has increased ending lag (frame 16/19/23 → 23/25/36), hindering its jab canceling potential.
  • Buff Neutral attack transitions faster overall and its first hit is now a consecutive jab.
  • Nerf All tilt attacks deal less damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all angles) (forward), 10% (clean)/8% (late) → 7.056% (up), 9% → 7.84% (body)/5.6% (foot) (down)) and have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).
  • Nerf Forward and up tilts have increased start-up lag (frame 4 → 5).
  • Change Up tilt's angle has been altered (361° (clean)/100° (late) → 96°) due to no longer consisting of a clean hitbox and a late hitbox. This improves its combo potential, but hinders its versatility.
  • Buff Down tilt has decreased ending lag (frame 33 → 28).
  • Change Down tilt's angle has been altered (150° → 80°). This improves its combo potential, but removes its edgeguard set-up potential.
  • Nerf Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%).
  • Buff Due to the damage multiplier for fully charged smash attacks being increased from Melee to SSB4 (1.3671x → 1.4x), fully charged non-angled/downward angled forward and up smashes deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%, 21.8736% (up) → 21.952%).
  • Nerf Forward smash has received a sourspot located at Dr. Mario's hand that deals less damage (20% (upward)/19% (non-angled)/18% (downward) → 16.464%/15.68%/16.1504%). Upward angled forward smash also deals 0.008% less damage (20% → 19.992%).
  • Nerf Forward smash has decreased knockback (30 (base)/97 (scaling) → 25/96), increased start-up (frame 12 → 15) and ending lag (frame 42 → 48), and a shorter duration (frames 12-16 → 15-17).
  • Buff Forward smash has increased range.
  • Change Due to having 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 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 deals less damage (18% (clean front)/17% (late front)/15% (clean back)/13% (late back) → 11.2% (front)/13.44% (back)), has increased ending lag (frame 38 → 44), and its back hit has a shorter duration (frames 14-15 → 14).
  • Change Down smash's knockback has been altered (45 (base)/75 (scaling) → 30/100). Additionally, its hits' properties have been reversed, as its back hit is now stronger than its front hit. Lastly, it has a consistent hitbox instead of a clean hitbox and late hitbox.
  • Buff Due to its angle being altered (361° → 30°), down smash is now a semi-spike. This improves its edgeguarding potential.

Aerial attacks

  • Nerf Neutral, forward, up, and down aerials deal less damage (10% (early)/14% (clean) → 5.6%/8.96% (neutral), 17% (clean)/16% (late) → 11.2% (early)/16.8% (clean)/10.08% (late) (forward), 10% → 7.84% (up), 16.38% → 10.976% (down)).
  • Buff Neutral and forward aerial autocancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).
  • Nerf Neutral aerial has a shorter duration (frames 3-31 → 3-27).
  • Buff Forward aerial has decreased start-up lag (frame 18 → 16) and a longer duration (frames 18-22 → 16-22).
  • Nerf Forward aerial has received an early hitbox and a late hitbox that deal less damage (11.2% (early), 10.08% (late)) and knockback (30 (base)/95 (scaling) (early), 20 (base)/95 (scaling) (late)). Clean forward aerial also has altered knockback (50/40 (base)/100 (scaling) → 30/102), hindering its KO potential.
  • Buff Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%) and has altered knockback (43 (base)/65 (scaling) → 10/95), improving its KO potential.
  • Nerf Back aerial has increased ending lag (frame 29 → 34) and a shorter duration (frames 6-16 → 6-13). It is also no longer a semi-spike due to its angle being altered (28° → 361°), hindering its edgeguarding potential.
  • Buff Up aerial has increased base knockback (0 → 9), decreased ending lag (frame 34 → 32) and a longer duration (frames 4-9 → 4-12).
  • Nerf Up and down aerials autocancel later (frame 16> → 18> (up), frame 33> → 45> (down)).
  • Change Up aerial's angle has been altered (55° → 45°).
  • Buff Down aerial has received a landing hitbox that deals 2.24%. Due to using the auto-link angle, its hits connect together better.
  • Change Due to receiving a single hitbox that re-hits every 4 frames instead of multiple hitboxes every 3 frames, down aerial now consists of five hits instead of seven.
  • Nerf Down aerial has increased ending lag (frame 38 → 52).

Throws/other attacks

  • Buff All grabs have increased ranges.
  • Buff Standing and dash grabs have decreased start-up (frame 7 → 6 (standing), frame 11 → 8) and ending lag (FAF 31 → 29 (standing), FAF 41 → 36).
  • Buff Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game.
  • Nerf Forward, up and down throws deal less damage (9% (forward)/8% (up)/6% (down) → 8.96%/7.84%/5.6%).
  • Buff Up throw has decreased knockback (70 (base)/80 (scaling) → 65/70), slightly improving its aerial combo potential.
  • Buff Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%).
  • Nerf Back throw has decreased knockback (80 (base)/72 (scaling) → 70/60), hindering its KO potential.
  • Nerf The removal of chain grabbing hinders Dr. Mario's grab game and 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 (8% (legs)/6% (body) → 7.84%).

Special moves

  • Nerf Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have increased start-up (frame 12 → 17), ending lag (frame 44 → 53) and a shorter duration (frames 12-87 → 17-69).
  • Buff Megavitamins are slightly larger, cover more distance, and are no longer absorbable.
  • Change Megavitamins are much brighter, more rounded, and Super Smash Bros. for Nintendo 3DSlack a translucent half.
  • Nerf Super Sheet deals less damage (10%/12% → 7.84%) and has a much smaller hitbox.
  • Nerf Aerial Super Sheet no longer stalls Dr. Mario, removing its recovery potential.
  • Change 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)).
  • Buff Clean Super Jump Punch deals 10.44% more damage than its last hit in Melee (3% → 13.44%). This grants it KO potential, despite it 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).
  • Change Super Jump Punch can now be moved in the opposite direction upon hitting with its clean hitbox, which allows Dr. Mario to potentially avoid being punished after hitting with it or hit another opponent with its clean hitbox. However, it can no longer be canceled.
  • Change Super Jump Punch's animation has 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). Aerial Dr. Tornado also covers less vertical distance due to its longer animation, hindering its recovery potential.
  • Buff Dr. Tornado has decreased ending lag (frame 80 → 75) and its last hit has increased knockback (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)), improving its KO potential.
  • Change Dr. Tornado now consists of a single hitbox that re-hits every 6 frames instead of multiple hitboxes with short durations. This makes it harder to escape from, but shortens its duration (frames 8-39 → 10-40).
  • 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

Attributes

  • Buff Except for his up tilt, forward aerial, back aerial, down aerial and down special, Dr. Mario's other attacks use a multiplier of 1.12x on the damage outputs of Mario's respective attacks.[2] As a result, he is significantly stronger than Mario, although this multiplier does not apply to items or reflected attacks.
  • Nerf Dr. Mario's walk and dash use a multiplier of 0.83x, his air speed uses a multiplier of 0.81x, and his air acceleration uses a multiplier of 0.82x. As a result, he is significantly less mobile than Mario.
  • Nerf Dr. Mario does not crouch as low as Mario.

Ground attacks

  • Buff Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)), making it slightly more effective at jab canceling.
  • Nerf Neutral attack has more ending lag (frame 20 → 23 (hit 1), frame 22 → 25 (hit 2), frame 34 → 36 (hit 3)) and consistently launches the opponent vertically, whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both) → 60°/70°/80° (hit 1), 70°/78°/88° (hit 2)). This makes it unusable for jab locking and can result in lighter opponents escaping its entirety at high percentages.
  • Buff Forward tilt has a longer duration (frames 5-6 → 5-7).
  • Buff Up tilt deals 1.556% more damage (5.5% → 7.056%).
  • Buff Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally (60° (clean)/110° (late) → 90° (both)). This makes it more effective for aerial follow-ups at low percentages.
  • Change Dash attack has different knockback (100 (base)/40 (scaling) → 90/42).
  • Nerf Forward smash has slightly less range.
  • Buff Dr. Mario's forward smash has less knockback scaling (103/99 → 96/96/100), but KOs earlier than Mario's due to its higher damage output, making it more effective at KOing.
  • Change Dr. Mario's forward smash's sweetspot is on his arm, whereas Mario's is on the flame. This means that Dr. Mario has to be closer to the opponent to hit with the sweetspot.
  • Change Dr. Mario's forward smash is an electric attack, whereas Mario's is a flame attack. 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.
  • Buff Up smash has a longer duration (frames 9-12 → 9-13) and slightly more range.
  • Change Dr. Mario's up smash has different knockback (32 (base)/94 (scaling) → 0/117) and launches the opponent horizontally, whereas Mario's launches them vertically (130° → 83°). This makes it much more effective for starting combos at low percentages when uncharged, but less effective at KOing lightweight/floaty characters.

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 knockback the longer it is active, whereas Mario's functions oppositely.
  • Buff Neutral aerial can jab reset 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%).
  • Buff Dr. Mario's forward aerial has more knockback scaling (80 (early)/78 (clean)/80 (late) → 95/102/95).
  • 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, whereas Mario's meteor smashes them (50° → 280°).
  • Buff Back aerial deals more damage (10.5% (clean)/7% (late) → 13.44%/7.84%) and has a longer duration (frames 6-10 → 6-13).
  • Buff Due to its higher damage output, clean back aerial is more effective at KOing, despite having less knockback (12 (base)/106 (scaling) → 10/95).
  • Buff Up aerial has less ending lag (frame 24 → 20) and a longer duration (frames 4-8 → 4-12).
  • Nerf Up aerial has less knockback (10 (base)/135 (scaling) → 9/100) despite its higher damage output. Dr. Mario's up aerial also launches the opponent diagonally, whereas Mario's launches them vertically (45° → 75°). Altogether, these differences make it less effective for combos and juggling.
  • Change Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been Mario Tornado since Brawl.
  • Buff Down aerial deals 2.88% more damage (10% → 12.88%). Dr. Mario's down aerial's last hit also launches the opponent horizontally, whereas Mario's launches them vertically (45° → 75°). Altogether, these differences make it more effective at edgeguarding.
  • Nerf Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). Dr. Mario's down aerial also has more start-up (frame 5 → 11), ending lag (frame 13 → 27) and less vertical range. Altogether, these differences make it less effective at KOing.
  • Nerf Down aerial cannot autocancel from a short hop.

Grabs and throws

  • Nerf Due to having less knockback scaling (66 → 60), back throw is less effective at KOing, despite its higher damage output.
  • Change Up throw deals less knockback (70 (base)/72 (scaling) → 65/70). This makes it slightly more effective for aerial combos, but less effective at KOing.
  • Nerf Down throw has different knockback (40 (base)/90 (scaling) → 75/45). This makes it significantly less effective for grounded combos at low percentages.
  • Change Dr. Mario's down throw launches the opponent vertically, whereas Mario's launches them diagonally (80° → 68°).

Special moves

  • Buff Unlike Fireball, Megavitamins are physical projectiles, and thus 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), making it safer against projectiles.
  • Nerf Compared to Cape, Super Sheet has significantly less horizontal range due to its hitbox being positioned slightly upward, making it less effective for gimping.
  • 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, despite it having less knockback than the last hit of Mario's Super Jump Punch (30 (base)/100 (scaling) → 52/145). 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. 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. 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. Dr. Mario also cannot preform FLUping techniques, hurting its edgeguarding abilities.
  • 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 received a handful of buffs from 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. Like Mario, however, the changes on shieldstun in update 1.1.1 make it slightly harder for Dr. Mario to use his patient playstyle effectively, as the increased shieldstun makes it harder for him to punish out of shield. This change, however, also benefits him due to his overall damage output being higher than Mario's, which makes his most powerful moves much safer on shield in comparison to Mario's.

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

  • Buff Up smash's angle adjusted, improving its KO potential horizontally.
  • Buff Clean 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, 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% (first)/12% (last) → 11.2%/13.44%.
  • Buff Clothesline Tornado's first hit's hitbox size increased.
  • Change Clothesline Tornado's first hit's knockback altered: 60 (base)/120 (scaling) → 100/70.

Moveset

  • Except for his up tilt, forward aerial, back aerial, down aerial and down special, Dr. Mario's other attacks deal 1.12x 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% A one-two combo followed by a front kick. Its first two hits have set vertical knockback, and thus possess jab canceling potential, with its most notable follow-ups being itself, down tilt, and Super Jump Punch. Originates from Super Mario 64.
1.68%
4.48%
Forward tilt   7.84% A reverse roundhouse kick. It can be angled and is useful for spacing beginning at 40%.
Up tilt   7.056% A spinning uppercut. It can combo into itself repeatedly at low percentages, similarly to Mario's up tilt, and into an aerial attack at low to medium percentages. Originates 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, as it can combo into any grounded attack, a grab or Super Jump Punch at low percentages, and any aerial attack or Super Jump Punch at medium to high percentages.
Dash attack   8.96% (clean), 6.72% (late) A baseball slide. It launches the opponent directly above Dr. Mario, which gives its better follow-up potential than Mario's. However, it has a fair amount of ending lag like his.
Forward smash   19.992% (arm), 16.464% (hand) A palm thrust that produces a small blast of electricity. Its range has increased since Melee, but it now consists of a sweetspot and a sourspot. The sweetspot is on Dr. Mario's arm, while the sourspot in on the blast of electricity. Regardless, its excellent damage output and high knockback scaling make it Dr. Mario's strongest smash attack, as its non-angled sweetspot KOs middleweights at 97% while near the edge, whereas its non-angled sourspot KOs them at 109% while near the edge. However, it has the highest amount of ending lag out of his smash attacks.
19.04% (arm), 15.68% (hand)
19.6112% (arm), 16.1504% (hand)
Up smash   15.68% An upward headbutt. It renders Dr. Mario's head intangible throughout its duration, similarly to Mario's. However, it has more range than Mario's, as it can hit opponents behind Dr. Mario. It also launches at 130°, which makes it better than Mario's in regard to starting combos when uncharged at low percentages, with its most notable follow-up being itself. However, this also makes it reliable at KOing only while near the edge, whereas Mario's can KO reliably from any part of a stage. It KOs middleweights at 119% while near the edge, and has the lowest amount of ending lag out of his smash attacks.
Down smash   11.2% (front), 13.44% (back) A double legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. It is Dr. Mario's least damaging smash attack. However, it is a very fast and powerful semi-spike, which makes it excellent for edgeguarding and KOing, especially when landing its back hit. In addition, opponents can potentially be hit by both the front and back hit. It front hit KOs middleweights at 129% while near the edge, whereas its back hit KOs them at 110% while near the edge. Originates from Super Mario 64.
Neutral aerial   5.6% (clean), 8.96% (late) A flying kick. Like in Melee, it is a "reverse sex kick": its late hitbox deals more damage and knockback, while its clean hitbox deals less damage and knockback. As a result, its late hitbox is useful for edgeguarding, whereas its clean hitbox is useful for combo breaking. Autocancels from a short hop. Originates from Super Mario 64.
Forward aerial   11.2% (early), 16.8% (clean), 10.08% (late) Rears back his fist and then throws an overhand. Unlike Mario's, its clean hitbox does not meteor smash opponents, but instead launches them at 50°. Regardless, Dr, Mario's clean forward aerial is the third strongest forward aerial in the game, to the point that it is capable of KOing middleweights at 108% while near the edge. However, unlike in Melee, it now has early and late hitboxes, which are much weaker despite their respectable damage outputs. Great for edgeguarding and, with a proper read, against on-stage opponents when short hopped.
Back aerial   13.44% (clean), 7.84% (late) A dropkick. Its minimal start-up lag and its clean hitbox's respectable damage output make it effective for spacing when used as part of a reverse aerial rush or edgeguarding. Its clean hitbox KOs middleweights at 147% while near the edge.
Up aerial   7.84% A bicycle kick. It is decent for juggling opponents at low percentages, but due to it launching at 45°, it is not as reliable for combos like Mario's. Autocancels from a short hop.
Down aerial   1.904% (loop), 3.36% (last), 2.24% (landing) A diagonal corkscrew dropkick. It hits multiple times, similarly to Mario Tornado. However, its last hit launches the opponent at 45°, making it better at edgeguarding compared to Mario Tornado.
Grab   Reaches out. Like Mario, Dr. Mario's overall grab range is fairly short.
Pummel   3.64% A headbutt. Moderately slow, but it is the most damaging pummel in the game. While Olimar and Shulk's pummels can deal more damage, this only occurs if they are using White Pikmin and the Buster Art, respectively.
Forward throw   8.96% Spins the opponent around once and throws them forward. It is useful for setting up an edgeguard, although it can be followed up with a dash attack or an aerial attack at certain percentages.
Back throw   12.32% (throw), 8.96% (collateral) Spins the opponent by their legs three times before throwing them backward. While its knockback has decreased since Melee, it is still strong, as it KOs middleweights at 159% while near the edge. It also can hit nearby opponents during the spin. Originates from Super Mario 64.
Up throw   7.84% Heaves the opponent directly overhead with both hands. It is decent against heavyweights and fast-fallers for aerial follow-ups.
Down throw   5.6% A body slam. Due to it having average base knockback and low knockback scaling, it is better for aerial combos compared to Mario's, but much less suitable for grounded combos compared to his. It can combo into forward, up and down aerials, Super Jump Punch and Dr. Tornado up to medium percentages, although the forward aerial combo requires a hard read. In comparison, its only reliable grounded combo is into up smash, which is effective from 0% to very low percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7.84% Kicks behind himself and then in front of himself while 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% Kicks behind himself and then in front of himself while getting up.
Edge attack
Edge getups
  7.84% Dropkicks upward while climbing up.
Neutral special Default Megavitamins 5.6% (early), 4.48% (late) Throws a Megavitamin. Megavitamins travel on a bouncing arc, similarly to Mario's Fireball, although their arc is unique and allows them to cover different angles compared to Mario's Fireball. Unlike Mario's Fireball, they cannot be absorbed. Megavitamins are able to lock.
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 deals less damage and hitstun, but is very spammable thanks to its significantly lower start-up and ending lag.
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 much shorter range, as well as significantly more start-up and ending lag.
Side special Default Super Sheet 7.84% (sheet), 1.5x (reflected projectiles) Waves a white sheet. It deals damage, reflects projectiles with 50% more power than they originally had, and reverses opponents. Its hitbox is much smaller than Cape's, but its reflection hitbox has a slightly longer duration. Unlike in Melee, it no longer has stalls him 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. It deals noticeably more damage, and is strong enough to KO middleweights at 121% while near the edge. However, it has more ending lag.
Custom 2 Breezy Sheet 5.6% (sheet), 1.5x (reflected projectiles) The sheet has slightly emits a small gust of wind that pushes opponents back. Compared to Super Sheet, it has much better edgeguarding potential, and is one of the best edgeguarding options in the game, thanks to the sheet itself possessing significant pushback. 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. It grants less distance than Mario's, but consists of clean and late hitboxes like Luigi's, which grants much greater KO potental compared to Mario's. Additionally, Dr. Mario's Super Jump Punch has the unique perk of allowing him to move himself in the opposite direction upon landing its clean hitbox, which makes it less punishable than Mario and Luigi's. Its clean hitbox KOs middleweights at 135% while near the edge.
Custom 1 Super Jump Covers significantly 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, as simply landing the second hit is typically sufficient enough to score a KO, thanks to its higher damage output, knockback and vertical angle. Altogether, these traits make it an even better KOing option than Super Jump Punch, as it KOs middleweights at 111% from anywhere on Final Destination. However, it covers significantly less vertical distance, and almost no horizontal distance.
Down special Default Dr. Tornado 1.344% (loop), 3.36% (last) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them by powerfully outstretching his arms. 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 coming out on frame 10 and having 35 frames of ending lag, its respectable range allows it to out-prioritize attacks or punish rolls. Its last hit also has very high knockback scaling, but this is offset by said hit's very low damage output, which results in it KOing middleweights at 169% while near the edge. Conversely, it can function as a risky, yet potent off-stage edgeguarding option, as it KOs middleweights at 107% while near the left/right blast lines. It appears to be based on the Spin Jump.
Custom 1 Soaring Tornado 6.72% Covers significantly 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 significantly more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edgeguarding compared to Dr. Tornado, as it KOs middleweights at 97% while near the edge, and at 70% while near the left/right blast lines. 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% (first), 13.44% (last) Deals significantly more damage and higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 97% from anywhere on Final Destination. However, its first hit does not KO middleweights until 162% while near the edge, whereas its second hit is very difficult to land because of its first hit's long duration. Additionally, it has significantly more start-up and ending lag, which make it unusable for recovering or edgeguarding.
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 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 in deep thought 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, 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.
  • Sways his head around, doing a basic 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 Victory Theme 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. This replaces his "Here we go!" victory animation from Melee.
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 garnered a negative perception, thanks to the combination of his 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. As a result, he was 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 due to his frame data being mostly identical to Mario's, his Super Jump Punch combos, and his back aerial granting him a niche over Mario in very specific matchups, Dr. Mario's metagame has remained stagnant. This is due to both his tournament results and representation being considered among the most sparse in the game, more so than some of his fellow low-tier characters, and even a couple of bottom-tier characters. 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 due to his strengths being greater than those of 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

  • Dr. Mario's amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from Melee and SSB4.
  • Dr. Mario's collar and tie are done up in his official artwork. However, his in-game model shows his collar open and tie loose.
  • 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