Dr. Mario (SSBM)
Dr. Mario (Dr. マリオ Dokutā Mario) is a unlockable character in Super Smash Bros. Melee. This is his first 3D appearance as well as his first appearance in the Super Smash Bros. series, as he stems from a series of Mario puzzle games. As a clone of Mario, Dr. Mario and Mario have nearly identical movesets with obvious differences in attack physics.
Dr. Mario currently ranks 9th in Melee’s tier list in the A tier, five places higher than Mario's rank. His relatively high tier placement is a consequence of his combo ability with overall uniqueness as a fighter, such as an unusual sex kick. His approach options are also very good, with a long wavedash and a good air game, as well as a very good SHFFL. Dr. Mario also has a good projectile, which itself can be used to aid his approach. However, Dr. Mario's primary weakness is his abysmal recovery, which is one of the worst in the game, due to its predictability and few methods of increasing its distance. Dr. Mario also suffers from lack of range in his attacks, leaving him vulnerable against characters with disjointed hitboxes such as Marth and Donkey Kong.
 How to unlock
To unlock Dr. Mario, players need to complete either Classic or Adventure Mode as Mario without using any continues; alternatively, players can play 100 VS. matches.
Dr. Mario is fought on Princess Peach's Castle, with the track "Dr. Mario" playing.
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form). Both have the same dashing speed and falling speed, yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster air speed, rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no sourspots that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into. Dr. Mario also has a great projectile, Megavitamins. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes.
Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. Super Sheet, like Mario's cape, turns enemies around without dealing knockback, limiting the effectiveness of their recoveries and allowing for possible gimps and quick kills.
Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and chain throws, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (more powerful than Mario's and Luigi's), being effective for setting up edge guards at high percentages, and acting as a reliable KO move at very high percentages.
Dr. Mario also has his flaws. While powerful, the majority of the sweetspots in Dr. Mario's attacks are short-ranged. His forward smash is a notable example, where its reach is among the worst for a forward smash attack, requiring Dr. Mario to be right next to the opponent to land it. Similarly, his up smash is also rather close ranged.
Yet his greatest weakness is his abysmal recovery. A combination of predictability, poor distance covered, and few options to extend it makes it one of the worst in Melee. Although he has above average air speed, he also has above average falling speed, lowering his horizontal air movement. Super Jump Punch grants below average vertical distance and poor horizontal distance. Button mashing Dr. Tornado, is a decent stalling tactic and can mindgame edge-guarding opponents, but grants negligible net vertical and horizontal distance. His Super Sheet, being not as effective as Mario's cape, only grants minor vertical distance once in the air.
For a gallery of Dr. Mario's hitboxes, see here.
Dr. Mario pulls out a randomly coloured Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it.
 In Competitive play
 Notable players
As a clone, Dr. Mario has multiple characteristics inherently similar to Mario, though differences between the two can clearly be seen.
In terms of general attributes, the two have identical falling speed, dashing speed, traction and jumping heights. However, Dr. Mario has a higher air speed, making him a slightly better and more effective comboer.
For standard attacks, Dr. Mario and Mario have identical animations, but different effects. Most of Dr. Mario's attacks are stronger than Mario's, except for his up-smash. Dr. Mario's down tilt, for instance, sends opponents behind him, while Mario's pops foes into the air. Their forward smashes also differ; Mario's produces a small fireball, with the fireball being the sweetspot while his hand is the sourpot, while Dr. Mario's is just the thrust forward with an electrical effect, being stronger while not have varied hitboxes. Additionally, the fireball produced by Mario's gives his f-smash slightly more reach with a disjointed hitbox and transcendent priority. In the air, Dr. Mario's nair grows stronger the longer it lasts, while Mario's grows weaker. Dr. Mario's forward air also lacks meteor smash properties; instead, it sends opponents flying upward.
For special moves, Dr. Mario's Megavitamins have more hitstun, do more damage, and have a considerably different trajectory. Dr. Mario's Super Sheet is longer ranged than Mario's Cape and it deals more damage. However, it has more lag and it only gives vertical distance once, making it less useful for recovery. Dr. Tornado has more knockback and damage dealing capabilities than Mario Tornado, as well as sending opponents scattering in random directions. However, it takes faster taps of the B button, and it is easier to DI out of.
 In Single Player modes
 In Classic Mode
 In Adventure Mode
Adventure Mode makes no concessions to Dr. Mario when he is unlocked. Unlike some other characters, the track Dr. Mario does not play on any stages.
 In All-Star Mode
In All-Star Mode, Dr. Mario and his allies are fought on Mushroom Kingdom II. In these cases, the track Dr. Mario plays.
 In Event Matches
Dr. Mario appears in the following event matches:
 Ending Images
Dr Mario (Classic Mode, trophy #61)
Dr. Mario (Smash Red, Adventure Mode, trophy #62)
Dr. Mario (Smash Blue, All Star Mode, trophy #63)