Dr. Mario in Super Smash Bros. Ultimate | |
---|---|
Universe | Mario |
Other playable appearances | in Melee in SSB4 |
Availability | Unlockable |
Final Smash | Doctor Finale |
“ | 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 Smash 4, 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. However, compared to Mario, Dr. Mario sports subpar mobility, with 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 more damaging attacks in comparison, as all of his attacks deal noticably more damage, whichs 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 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
- Dr. Mario is less vocal than Mario. Some of his attacks also emit different sound effects.
- Dr. Mario's on-screen appearance, taunts, idle poses, and victory poses are different from Mario's.
- 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
- Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.
- The damage outputs of most of Dr. Mario's attacks use a positive multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to items.
- 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.
- Dr. Mario jumps lower.
- 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
- Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them diagonally. These differences make it effective for combos at low percentages, but unuseful for edgeguarding.
- 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.
- Dr. Mario's forward smash has slightly less reach than Mario's.
- Dr. Mario's forward smash has an electric effect, whereas Mario's has a flame effect. This makes it capable of hurting Fire Pikmin and makes it safer on shield, but makes it incapable of hurting Electric Pikmin, instantly detonating explosives, and making it easier to DI.
- Dr. Mario's up smash (known as "Ear, Nose, and Throat" in the tips) launches the opponent horizontally, whereas Mario's launches them vertically. This makes it significantly more effective for combos and KOing while near the edge, but makes it significantly less effective as an anti-air and KOing away from the edge.
Aerial attacks
- Neutral, back and up aerials have more landing lag.
- 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 less useful as an instant combo finisher.
- 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, but much worse at edgeguarding and incapable of starting combos.
- Up aerial launches the opponent diagonally, whereas Mario's launches them vertically. These differences make it capable of edgeguarding and pseudo-Wall of Pains. However, they also make it less effective for juggling and SHFF'd combos.
- 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.
- 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.
- Down aerial has reduced landing lag.
- Down aerial has significantly increased startup lag.
- Down aerial lacks a landing hit.
- Down aerial has significantly smaller hitboxes.
Grabs and throws
- Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around multiple times like Mario.
- Back throw has reduced startup lag.
- Back throw lacks a collateral hitbox.
- Dr. Mario's down throw (known as "Hospital Bed" in the tips) launches the opponent directly upward, whereas Mario's launches them diagonally. This improves its combo potential into aerials at lower percents, and also makes its combos less susceptible to directional influence. However, it also makes it incapable of following into down tilt.
Special moves
- Unlike Fireball, Megavitamins cannot be absorbed.
- Megavitamins do not have a flame effect unlike Fireball. This makes it capable of hurting Fire Pikmin but makes it incapable of instantly detonating explosives.
- Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.
- Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.
- Super Sheet has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.
- Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at B-reversing, but unusable for recovery.
- Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.
- Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing.
- Dr. Mario's Super Jump Punch travels a much shorter distance, making it less effective for recovery.
- Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks intangibility on start-up.
- Dr. Mario's Super Jump Punch does not produce Coins upon contact, whereas Mario's does.
- Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been F.L.U.D.D. since Brawl.
- Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at mid percents.
- Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.
- Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.
- Due to dealing damage, Dr. Tornado is less effective at gimping.
- 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.
- Doctor Finale does not have a flame effect as a result.
Changes from Super Smash Bros. 4
Dr. Mario has been significantly buffed in the transition from Smash 4 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), 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 less ending lag and increased distance, and the re-addition 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 now deal enough damage and knockback to launch enemies slightly into the air, which potentially makes it a viable combo starter and even gives it the ability to set up KOs. Dr. Tornado, outside of its improved recovery potential, has been significantly buffed; it is now notorious 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, 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, and is arguably considered a viable choice in tournaments again like he was in Melee. However, Dr. Mario's overall tournament representation has been fairly limited, implying that he is still inferior to his Melee iteration.
Aesthetics
- 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 reverting back to a cordovan brown from his design in Super Smash Bros. Melee, instead of a dark taupe gray.
- The inside of Dr. Mario's pants are now slate grey instead of white.
- 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.
- Dr. Mario has a new idle animation with less exaggerated bouncing, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
- 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.
- Dr. Mario's sleeping animation is mirrored. He now faces the screen instead of away.
- Dr. Mario has a slightly different pose during his air dodge, and has an angry expression on his face.
- Dr. Mario's mustache now has physics-based movement.
- All of Dr. Mario's victory poses have been slightly altered.
- 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.
- 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.
- The victory animation where Dr. Mario poses with his stethoscope is now more exaggerated.
Attributes
- Like all characters, Dr. Mario's jumpsquat animation now takes three frames to complete (down from 5).
- Dr Mario's attributes have been adjusted relative to Mario's. He now has attributes as if he was Mario with +22 attack and -65 speed equipment (SSB4).
- This increases Dr. Mario's KO potential and improves his damage-racking abilities, as all moves are now affected by the attack multiplier as opposed to certain moves remaining unaffected.
- However, this limits Dr. Mario's combo potential.
- Dr. Mario dashes slightly faster (1.3312 → 1.397792).
- Dr. Mario's initial dash is faster (1.3312 → 1.5375712), although it is now one of the slowest initial dashes in the game.
- Dr. Mario walks slightly faster (0.9152 → 0.917301).
- Dr. Mario's air speed is slower (0.9292 → 0.9238784).
- Dr. Mario jumps lower.
- Due to Dr. Mario's speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is now much 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.
- This increases Dr. Mario's KO potential and improves his damage-racking abilities, as all moves are now affected by the attack multiplier as opposed to certain moves remaining unaffected.
- 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.
- Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 53).
Ground attacks
- Neutral attack:
- Jab deals more damage (2.8% → 2.9% (hit 1), 1.68% → 1.7% (jab 2), 4.48% → 4.7% (hit 3)), with the 3rd hit therefore having increased knockback.
- Jab was reverted to match Mario's in terms of frame data, knockback and launch angles, meaning that it can now jab lock.
- The last hit of neutral attack comes out faster and goes higher. These changes allow it to connect better from the first two hits.
- All tilt attacks deal more damage (7.84% → 8.2% (forward tilt), 7.056% → 7.4% (up tilt), 5.6%/7.84% → 5.8/8.2% (down tilt)).
- Forward tilt:
- Forward tilt deals less knockback.
- It has less ending lag (FAF 31 → 26).
- Up tilt:
- Up tilt has improved KO ability due to its increased damage.
- Up tilt has less horizontal range, and its hitboxes start from a higher position, rendering it unable to hit some characters on the ground.
- Up tilt's animation has been reversed, with Dr. Mario spinning towards the screen rather than away from it.
- Down tilt:
- Down tilt has increased knockback. This can decrease his combo potential but improve his KO's ability.
- Down tilt's animation has been reversed, with Dr. Mario spinning towards the screen rather than away from it.
- Dash attack:
- Dash attack deals more damage (8.96%/6.72% → 11.5%/7%).
- Dash attack covers a longer distance.
- It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.
- All smash attacks deal significantly more damage (19.04%/15.68% → 20.9%/17.2% (forward smash), 15.68% → 16.4% (up smash), 11.2%/13.44 → 11.7%/14.1% (down smash (hit 1/hit 2))).
- Forward smash:
- The electricity produced from Dr. Mario's forward smash is now magenta/lavender instead of light blue. That electricity also stems out from the player being hit with his forward smash.
- Forward smash deals consistent damage across all angles, increasing it overall.
- Up smash:
- Up smash's animation has been reversed, with Dr. Mario facing towards the screen rather than away from it.
- This reduces its range in front of Dr. Mario.
- This improves its range behind Dr. Mario.
- Up smash's animation has been reversed, with Dr. Mario facing towards the screen rather than away from it.
- Down smash:
- Down smash's animation has been altered, resembling both the Sweep Kick move from Super Mario 64, and the breakdance Mario performs on the cover of Dance Dance Revolution: Mario Mix.
Aerial attacks
- All aerials have less landing lag (12 frames → 7 (neutral), 28 frames → 17 (forward), 16 frames → 10 (back), 14 frames → 8 (up), 21 frames → 13 (down)).
- All aerials deal more damage (5.6%/8.96 → 5.8%/9.4% (neutral aerial (clean/late)), 11.2/16.8/10.08% → 11.7%/17.6%/10.5 (forward aerial (early/clean/late)), 13.44/7.84 → 14.1/8.2 (back aerial (clean/late)), 7.84% → 10.2% (up aerial), 10.976% → 14.1% (down aerial)) without compensation on knockback, making them all KO earlier.
- Forward aerial:
- Forward aerial has a different animation, with Dr. Mario now punching downwards with his opposite hand and twisting around afterwards instead of flipping.
- Up aerial:
- Up aerial auto-cancels earlier (frame 18 → 17).
- Down aerial:
- Dr. Mario has a new down aerial, a downward stomp similar to that of Captain Falcon and Ganondorf, as opposed to a drill kick. Compared to the old down aerial, it deals more damage, has reduced ending lag, auto-cancels earlier (frame 45 → 35) and can meteor smash.
- However, the new down aerial has slower start-up (frame 11 → 16), fewer active hitboxes, and lacks a landing hit.
- Dr. Mario has a new down aerial, a downward stomp similar to that of Captain Falcon and Ganondorf, as opposed to a drill kick. Compared to the old down aerial, it deals more damage, has reduced ending lag, auto-cancels earlier (frame 45 → 35) and can meteor smash.
Throws/other attacks
- All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Pummel:
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration. However, it has reduced damage.
- Pummel has a slightly different animation: Dr. Mario now uses one hand during his pummel instead of both of his hands like in previous installments, to keep consistent with his grab animation.
- All throws deal more damage (8.96% → 9.4% (forward), 12.32% → 12.9% (back), 7.84% → 8.2% (up), 5.6% → 5.8% (down)).
- All of Dr. Mario's throws have been altered with more exaggerated animations.
- Dr. Mario's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
- Forward throw:
- Due to its increased damage, forward throw KOs earlier.
- Back throw:
- Dr. Mario has a new back throw where he heaves the opponent overhead behind him.
- The new back throw is slightly faster.
- The new back throw has significantly higher knockback, now KOing at around 90% against middleweights near the edge.
- The new back throw does not have a collateral hit.
- Up throw:
- Dr. Mario now faces horizontally rather than facing the screen.
- Up throw deals less knockback. This slightly hinders its juggling setup potential at higher percentages, but makes it a better combo starter.
- Down throw:
- Dr. Mario no longer spins after throwing the opponent.
Special moves
- Megavitamin:
- Megavitamin has less ending lag (FAF 53 → 50), improving its safety.
- Dr. Mario no longer opens his mouth when using Megavitamin on the ground.
- Megavitamins deal more damage (5.6%/4.48% (clean/late) → 5.8%/4.7%) and knockback.
- Because of this higher knockback, it can no longer jab reset.
- Megavitamins deal less shield damage.
- Megavitamins are slightly larger, making their hitboxes bigger as a result.
- Super Sheet:
- Super Sheet has an updated animation to differentiate it from Cape. The sheet now starts flat on the floor, with Dr. Mario lifting it up above his head. This now better indicates the move's increased vertical reach compared to Mario's Cape.
- Like Mario's Cape, Super Sheet now forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
- Super Sheet deals slightly more damage (7.84% → 8.2%).
- Due to Dr. Mario's attack multiplier now applying to his entire moveset, projectiles reflected by Super Sheet deal slightly more damage but retain the same multiplier (1.5×).
- Super Sheet covers a larger hitbox to reflect projectiles, improving its vertical range.
- Super Sheet no longer puts opponents into hitstun during ledge return vulnerability.
- However, this makes it much more useful for potential follow-up.
- Super Jump Punch:
- Super Jump Punch deals slightly more damage (13.44%/6.72% (clean/late) → 14.1%/7%), and thus KOs slightly earlier.
- Dr. Tornado:
- Dr. Tornado now hits seven times instead of five, and deals much more damage (8.736% → 14.816%).
- Dr. Tornado now has percent-based heavy armor during its startup.
- Dr. Tornado now deals significantly more knockback, KOing very early at the side of the stage.
- Dr. Tornado has less ending lag. This improves its safety and makes it better as a recovery option offstage.
- Dr. Tornado travels significantly further vertically when button mashed, improving Dr. Mario's recovery.
- Dr. Mario now opens his hands when using the move, and he rises slightly upwards on the ground.
- Dr. Tornado has a vortex form around Dr. Mario when used.
- Dr. Tornado has a slightly altered animation in the air.
- Doctor Finale:
- Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.
- At the start of Doctor Finale, nearby opponents will be slowed more, and for longer.
- 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.
Update History
- Megavitamin deals less shield damage.
- Super Sheet no longer puts opponents into hitstun during ledge return vulnerability.
- However, this makes it much more useful for potential follow-up.
- At the start of Doctor Finale, nearby opponents will be slowed more, and for longer.
Moveset
- Dr. Mario can wall jump.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.9% | Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first hit can jab lock. | ||
1.7% | ||||
4.7% | ||||
Forward tilt | 8.2% | A wheel kick. Like neutral attack, it is useful for spacing. Can be angled. | ||
Up tilt | 7.4% | 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. | ||
Down tilt | 5.8% (foot), 8.2% (body) | A legsweep. Dr. Mario's best combo starter, as it can lead into most of his attacks, notably moves like another down tilt, smash attacks, aerials, a grab, and even special attacks. | ||
Dash attack | 11.5% (clean), 7% (late) | A baseball slide. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter. | ||
Forward smash | 17.2% (electricity), 20.9% (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. | ||
Up smash | Ear, Nose, and Throat | 16.4% | 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. | |
Down smash | 11.7% (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. | ||
Neutral aerial | Dr. Kick | 5.8% (clean), 9.4% (late) | A sex kick that has the rare property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, and its late hit has good edgeguarding potential. | |
Forward aerial | Dr. Punch | 11.7% (early), 17.6% (clean), 10.5% (late) | Throws an overhand punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (the slowest of his other aerials), but is extremely powerful at its sweetspot, making one of the strongest forward aerials in the game. Can KO middleweights as low as 70% near the edge. | |
Back aerial | 14.1% (clean), 8.2% (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. | ||
Up aerial | 10.2% | A bicycle kick. The move oddly launches diagonally unlike most up aerials, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos. | ||
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. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial and back aerial. | |
Grab | — | Reaches out. Has average range and above average speed. | ||
Pummel | 1.5% | Headbutts the opponent. Moderately fast. | ||
Forward throw | 9.4% | Spins and throws the opponent away. Can be used to set up an edgeguard. Decently quick. | ||
Back throw | 12.9% (throw) | 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 | 8.2% | Heaves the opponent upward, much like Mario's. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. | ||
Down throw | Hospital Bed | 5.8% | 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. | |
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. | ||
Neutral special | Megavitamins | 5.8% (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. | |
Side special | Super Sheet | 8.2%, 1.5x times the reflected projectile | Flips his white sheet upward. Can turn opponents around (which also 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% (late) | A jumping uppercut. It functions better as an attack than a recovery option, as it has great KO potential and fast startup. However, it travels a short distance compared to Mario's version. | |
Down special | Dr. Tornado | 1.8% (hits 1-6), 3.5% (final hit) | A series of clothesline spins. Can hit up to 7 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, and when combining this along with its last hit's very high knockback and heavy armor on startup, makes it a viable edgeguarding and KO option, and a good, safe recovery option. | |
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
- Throws two randomly-colored Megavitamins in different directions, dusts his gloves, and pulls out two more Megavitamins of the same color.
- Waves his stethoscope in front of him, off to his side, then to the other, and then back in front of him.
- 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.
In competitive play
Notable players
- Locus - The best Dr. Mario player in Canada. Placed 9th at Battle of BC 3.
- Lui$ - Considered the best Dr. Mario player in the world. Placed 9th at Super Splat Bros, 5th at Esports Arena Smash Ultimate Tournament - Oakland, 33rd at both GENESIS 6 and Frostbite 2019.
Classic Mode: Colorful Treatment Plan
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 | Flat Zone X | Chill (for 3DS / Wii U) | |
2 | Kirby Team | Green Greens | Fever | |
3 | Yoshi Team | Yoshi's Island | Chill (Brawl) | |
4 | Wii Fit Trainer Team | Wii Fit Studio | Fever | |
5 | R.O.B. Team | Battlefield | Chill (for 3DS / Wii U) | |
6 | Wario Team | Luigi's Mansion | Tetris: Type A | |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand | On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle. |
Credits roll after completing Classic Mode. Completing it as Dr. Mario has Fever accompany the credits.
Role 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 | Shield | 3,400 | Mario Bros. (Ω form) | Fever |
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.
- Dr. Mario Fighter Spirit.png
8. Dr. Mario
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
592 | Dr. Stewart | F-Zero series | •Dr. Mario | 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 •R.O.B. •Wario |
3,400 | WarioWare, Inc. | N/A | •Defeat the main fighter to win | Mike's Song | ||
752 | Hal Emmerich | Metal Gear Solid series | •Dr. Mario •Giant Metal R.O.B. |
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 •Mega Man |
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 •Metal Mega Man (×8) |
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 •Donkey Kong •Luigi |
1,500 | Pokémon Stadium (Ω form) | •Slippery Stage | •The stage's platforms are very slippery | Core Luge | ||
1,135 | Andy | Advance Wars series | •Dr. Mario •Snake (×8) |
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 | Rhythm Heaven series | •Dr. Mario | 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 | 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 •Kirby (×2) ( ) |
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 | Shovel Knight series | •Dr. Mario | 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 & Plaise & Lerna | Nintendo Labo series | •Dr. Mario •Bayonetta •Tiny Young Link |
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 |
Alternate costumes
Gallery
Dr. Mario idling on Wuhu Island.
Taunting on Mario Galaxy.
Attacking Link with his forward smash on New Pork City.
Jumping in Mushroomy Kingdom.
Tossing a Megavitamin on Moray Towers.
Holding a Fairy Bottle while running towards Link on Great Bay.
Taunting next to Little Mac on Tomodachi Life.
Snared by Mimikyu on Pictochat 2.
Using his down aerial on Wario on Skyworld.
Performing Doctor Finale on Wii Fit Studio.
Character Showcase Video
Trivia
- Dr. Mario is the only character with custom equipment incorporated into his attributes.
- 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.
- 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.
- This is further joked with in Dr. Mario's highlight video, in which he fights King Dedede on top of Onett's Drugstore.
- Super Smash Bros. Ultimate is the first Smash game to feature Dr. Mario and have his inclusion be planned from the start.
- Like Melee, 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.
- 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 the standard KO scream. This trait is shared with Mario.