Dr. Mario (SSBM)
- This article is about Dr. Mario's appearance in Super Smash Bros. Melee. For the character in other contexts, see Dr. Mario; and for information on the character of whom Dr. Mario is a clone, see Mario.
| Dr. Mario|
in Super Smash Bros. Melee
|“||The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion.
|—Description from Dr. Mario's trophy.|
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 C tier, four 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 a stronger, negligibly slower version of Mario. 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 and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to seize them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, which sending multiple Megavitamins at any given time.
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-air 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's 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 an above-average air speed, he also has an 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 mind-game 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.
Dr. Mario also has flaws in his reach. While powerful, the majority of Dr. Mario's attacks require close ranges to work at their absolute best. 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.
 Ground attacks
- Neutral attack- Dr. Mario does a weak punch forward, followed by a second weak punch before a stronger kick forward. Damage in respective order: 3-4%, 2-4%, 5-6%
- Dash attack- He slides on the ground feet first, has slightly more range than Mario's. Launches foes in a random trajectory. 9% damage.
- Forward tilt- A kick forward, stronger than Mario's. 8% damage.
- Up tilt- Dr. Mario punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If the player hits them while they're in front of the player, they will sent forwards. If the player hits them when they're above the player, they'll go upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial. 10% damage.
- Down tilt- While crouching, does a quick sweeper kick in front of him. Sends foes behind him, unlike his clone counterpart. 9% damage
- Forward smash- Launches a somewhat short ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot, and is quite stronger, being able to reliably KO under 100%. 19% uncharged, 25% fully.
- Up smash- Dr. Mario headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the attack has spike properties, though these only work on grounded opponents. 16% uncharged, 21% fully.
- Down smash- A very sudden break-dance like sweep, which is very fast and powerful. 18% uncharged, 24% fully.
 Other attacks
- Ledge attack - Does a somersault and then kicks upwards. 8% damage.
- 100% ledge attack - Gets up then does an attack similar to his forward tilt. 10% damage
- Floor attack -Gets up then punches behind him, then in front of him. 6%.
- Neutral aerial- Does an inverted "sex kick". Oddly, the move's power increases the more it's out, unlike other sex kicks. 10% when first out, 14% at the very last frames.
- Forward aerial- Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback being capable of KOing at 120%. Has a slightly weaker sourspot on Dr. Mario's hand. 16% dealt with sourspot, 17% for the sweetspot.
- Back aerial- Mario kicks backwards. Good for edgeguarding, with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees). 8%.
- Up aerial- Flip kicks upwards, which is good for juggling fast-fallers. 10% damage.
- Down aerial- Does a drilling kick. 12% if all seven hits connect.
- Pummel- Headbutts opponent. 2-3% per pummel
- Forward throw- Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding follow up. 9% damage.
- Back throw- Spins around three times and tosses the foe behind him, with impressive knockback. The strongest back throw in Melee. 12% damage.
- Up throw- Dr. Mario heaves his opponent upwards, can lead into a combo against fast fallers. 8% damage.
- Down throw- Slams opponent to ground, good for a short-hopped neutral aerial follow up. 6% damage.
|Side special||Super Sheet|
|Up special||Super Jump Punch|
|Down special||Dr. Tornado|
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
- See also: Category:Dr. Mario professionals
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 has a fire effect, and its sweetspot is farther away from Mario, while Dr. Mario's has an electric effect, and its sweetspot is closer to Dr. Mario's body. 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
Upon being unlocked, Dr. Mario can appear in one on one battles, in a team with Luigi or as an ally, as a giant character or as a metal character. In all appearances, his stage is Mushroom Kingdom.
 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:
- Event 35: Time for a Checkup: As Luigi, the player must fight against a CPU team consisting of Dr. Mario and Peach, the latter in her white costume, on Yoshi's Story. All characters have one life each, and the event must be completed in three minutes.
- Event 49: All-Star Match Deluxe: Dr. Mario is the first opponent fought in this series of staged battles. The selected character battles him on the Mushroom Kingdom stage with a stock of 2 while Dr. Mario has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: Falco, Pichu, Young Link, Roy and Ganondorf.
 Ending Images
Dr Mario (Classic Mode, trophy #61)
Immaculate in his medical garb, Dr. Mario destroys killer viruses with his amazing vitamin capsules. With his dedicated nurse, Princess Peach, at his side, Dr. Mario spends day and night in his laboratory working on new miracle cures. Somehow he's managed to keep up with all the new viruses that have arisen over the years.
Dr. Mario (Smash Red, Adventure Mode, trophy #62)
There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad slower due to his lack of exercise, but his Megavitamins pack a bit more punch than Mario's Fireballs. The capsules travel on a unique trajectory and make a distinct sound on impact.
Dr. Mario (Smash Blue, All Star Mode, trophy #63)
The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion. While it may be hard to spot the contrasts, they do exist. For example, Dr. Mario's Super Sheet is longer and narrower than Mario's cape, and any opponents hit by Dr. Tornado will fly off in diverse directions.
- Dr. Mario is the only clone whose voice is exactly the same as his original character.
- Dr. Mario is the only character in the series to have a sex kick that gets stronger the longer it's out.
- Dr. Mario is currently the only clone who is ranked higher than the original character.
Characters in Super Smash Bros. Melee
|Veterans||Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi|
|Newcomers||Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik)|