Super Smash Bros. Ultimate

Dr. Mario (SSBU)

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This article is about Dr. Amigo's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dr. Mario.
Dr. Amigo
in Super Smash Bros. Ultimate
File:DrAmigo.jpg
Symbol.svg
Universe none
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash
VACCINATE YOUR CHILDREN GODDAMMIT
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Dr. Amigo (ドクターアミー, Doctor Amigo) 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. Amigo is classified as fighter #18.

Dr. Amigo has new voice clips provided by Heath Ledger.

How to unlock

Complete one of the following:

  • Complete the game "Surgeon Simulator 2013" and use the Download Code at the end of the game in the Nintendo Eshop to download Dr. Amigo.

Changes from Super Smash Bros. 4

Possibly owing to his low-tier placement in Smash 4, Dr. Amigo has been heavily buffed in Ultimate, and is possibly one of the most reworked veterans in the entire game. His combo game has been sped up incredibly, and he has been granted brand-new moves that are very reliable and can even instant K.O. Due to these changes, Dr. Amigo's viability as a character has skyrocketed, leading many to believe that he is broken.

Aesthetics

  • Change As with all veterans returning from Smash 4, Dr. Amigo's model features a more subdued color scheme. However unlike his previous designs, his labcoat and gloves now sport several red stains.
  • Change The inside of Dr. Amigo's pants are now slate grey instead of white.
  • Change Dr. Amigo, like many other characters, has been made more expressive, particularly more angry.
  • Change Dr. Amigo has a new idle animation where he fidgets around maniacally. His facial animations change depending on how far away opponents are.
  • Change Dr. Amigo's dashing animation has been altered to a more psychotic staggering chase with his hands outstretched.
  • Change Dr. Amigo's nose now deflates during hitstun.
  • Change Dr. Amigo now laughs maniacally during all of his taunts.
  • Change All of Dr. Amigo's victory poses have been slightly altered.
    • Change The victory animation where Dr. Amigo rubs his chin now has him tap the toe of his shoe on the ground before contemplatively rubbing his chin and snickering to himself.
    • Change The victory animation where Dr. Amigo throws Megavitamins now has him looking towards the camera with a crazed expression when holding the Megavitamins in his hands.
    • Change The victory animation where Dr. Amigo poses with his stethoscope is now more exaggerated.
    • Change Dr. Amigo now hums melodically throughout the entire match.

Attributes

  • Buff Like all characters, Dr. Amigo's jumpsquat animation now takes three frames to complete (down from 5).
  • Change Dr Amigo's attributes have been adjusted relative to Amigo's. He now has attributes as if he was Amigo with +22 attack and -65 speed equipment (SSB4).
    • Buff This increases Dr. Amigo's KO potential and improves his damage-racking abilities.
    • Buff Dr. Amigo can no longer be put under the sleep effect by any means.
    • Buff Dr. Amigo dashes significantly faster (1.3312 → 2.397792).
    • Buff Dr. Amigo's initial dash is faster (1.3312 → 1.5375712), although it is now the slowest initial dash in the game.
    • Buff Dr. Amigo walks slightly faster (0.9152 → 0.917301).
    • Nerf Dr. Amigo's air speed is slower (0.9292 → 0.9238784).
    • Nerf Dr. Amigo jumps lower.
  • Buff Dr. Amigo's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is now slightly higher than Amigo's.
  • Change Dr. Amigo's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).

Ground attacks

  • Neutral attack:
    • Buff Dr. Amigo's neutral combo now has him don a large butcher's knife and swing it in a manner similar to Marth's neutral combo.
  • Buff 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), 8.96%/6.72% → 11.5%/7% (dash attack (clean/late))).
  • Forward tilt:
    • Buff Forward tilt has been altered, he now pulls out a heart monitor and swings it akin to a baseball bat. It has more range.
  • Down tilt:
    • Nerf Down tilt has been changed to a downward stab with a scalpel. It has reduced range and does less damage.
  • Dash attack:
    • Buff Dash attack has been altered, now Dr. Amigo pulls out a massive skull saw and heaves it forward. It does much more damage.
  • Buff 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:
    • Change Forward Smash has been altered, Dr. Amigo now pulls out a large needle and lunges forward.
  • Up smash:
    • Nerf Up Smash now has a 5% chance to shatter Dr. Amigo's skull and K.O. him instantly.
  • Down smash:

Aerial attacks

  • Forward aerial:
    • Change Forward aerial has a different animation, with Dr. Amigo now punching downwards with his opposite hand and twisting around afterwards instead of flipping.
    • Change He now shouts "FORWARD AERIAL!" if the sweetspot connects with an opponent.
  • Down aerial:
    • Buff Dr. Amigo has a new down aerial, a downward stomp similar to that of Captain Falcon and Ganondorf, as opposed to a drill kick. It has an early hitbox that can do significant damage.

Throws/other attacks

  • Pummel:
    • Change Pummel now involves Dr. Amigo injecting his opponent with anesthesia, which can cause sleep after being released.
  • Forward throw:
    • Buff Dr. Amigo has a new forward throw where he spins the opponent around and snaps their neck. This instantly K.O's.
  • Back throw:
    • Change Dr. Amigo has a new back throw where he heaves the opponent overhead behind him.
    • Change Dr. Amigo now shouts "SO LONG, GAY BOWSEY!" while performing his back throw.
  • Up throw:
    • Change Dr. Amigo now faces horizontally rather than facing the screen.
    • Nerf Up throw deals less knockback.
  • Down throw:
    • Change Dr. Amigo now forcefully throws the opponent to the ground and lunges downward performing an elbow jab into the opponent's back.
    • Buff It now has a 5% chance of paralyzing the opponent from the waist down, which ends the game instantly in Dr. Amigo's victory.

Special moves

  • Megavitamin:
    • Buff Dr. Amigo can now forcefully shove his Megavitamins down opponents' throats if close enough.
    • Buff Megavitamin has less ending lag (FAF 53 → 50), improving its safety.
    • Change Dr. Amigo now smiles when using Megavitamins.
    • Buff Megavitamins are slightly larger.
  • Relax, I'm a Doctor:
    • Change This move replaces Super Sheet. Dr. Amigo now pulls out a burlap sachel and captures foes in front of him. Dr. Amigo can then freely move while opponents are inside the bag and throw it. This move cannot be mashed out of.
  • Super Jump Punch:
    • Buff Super Jump Punch can now shatter opponent's jaws with its' sweetspot, doing extreme damage.
  • Dr. Tornado:
    • Buff Dr. Tornado now acts identically to Meta Knight's Mach Tornado from Brawl.
  • Doctor Finale:
    • Change Dr. Finale has been altered completely, and when used, closes the game completely. If the user has a copy of "Surgeon Simulator" on any device, should they run the game, the patient will appear as the opponent Dr. Amigo used his Final Smash on.

Moveset

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 up tilt, smash attacks, aerials, a grab, and even special attacks.
Dash attack   11.5% (clean), 7% (late) A baseball slide. Launches opponents vertically, 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.
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. 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, 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.
A flourished remix of the Course Clear Fanfare used in Super Mario Bros.

In competitive play

Notable players

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.

Role in World of Light

Finding Dr. Mario in World of Light

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

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

Fighter Battle

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

Template:-

Spirits

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

In Spirit battles

As the main opponent

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

Alternate costumes

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

Gallery

Character Showcase Video

Trivia

  • 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.
  • 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).
  • 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.
  • With each installment he appears in, his icons on the Mario universe page show him getting angrier. This is due to the fact that more and more parents are not vaccinating their kids.