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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = D- | |||
|ranking = 78 | |||
}} | }} | ||
'''Dr. Mario''' ({{ja|ドクターマリオ|Dokutā Mario}}, ''Doctor Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|R.O.B.}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. While Dr. Mario remains a | '''Dr. Mario''' ({{ja|ドクターマリオ|Dokutā Mario}}, ''Doctor Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|R.O.B.}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. While Dr. Mario remains a close [[clone]] of {{SSBU|Mario}}, he is not classified as an Echo Fighter. As such, Dr. Mario is classified as [[Fighter number|Fighter #18]]. | ||
As in ''[[ | As in ''[[Super Smash Bros. 4]]'', {{iw|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Dr. Mario. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games--> | ||
Dr. Mario is currently ranked 78th out of 82 on the ''Ultimate'' [[tier list]], placing him in the lower half of D- tier and making him a bottom five character. Despite being buffed overall, this is a slight drop from his placement in ''Smash 4'', where he was ranked 48th out of 54, and is his worst placement in the series. Dr. Mario's playstyle is effectively a slower yet stronger version of Mario's. As a result, all of his moves possess better KO potential and/or damage output compared to Mario, while he keeps most of Mario's frame data, which allows him to perform short yet effective [[combo]]s. Dr. Mario's signature projectile in [[Megavitamin]] is an effective projectile for approaching and neutral and it also opens up combos and KO confirms at higher percents into most of his moves. In addition, Dr. Mario has several strong yet effective KO options in his arsenals, including [[Super Jump Punch]], [[Dr. Tornado]], most of his aerials, and back throw. This means players have to play more carefully when close to Dr. Mario, as a single whiff could lead into a deadly [[punish]]. | |||
However, Dr. Mario's weaknesses outshine many of his strengths. His most notable weakness is his poor mobility, which cripples his [[neutral game]] and makes him vulnerable to camping. In addition, as his playstyle largely revolves around him getting close to his opponent, his poor mobility also makes it harder for him to avoid retaliation from opponents, as Dr. Mario's short range means he is vulnerable to moves with long range or disjoints. Finally, Dr. Mario's recovery, while improved, is still one of the worst in the game, as its short range and his slow air mobility makes him vulnerable to gimping. | |||
Overall, Dr. Mario is a character that has good frame data and strong damage output and KO potential, but his sluggish movements cause him to rely more on a bait-and-punish playstyle. Although his represenation has remained below average for most of the game's lifespan, he has nonetheless seen success from players such as {{Sm|JaZaR}} and {{Sm|Tsumusuto}}. | |||
==How to unlock== | ==How to unlock== | ||
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As a [[clone]] of {{SSBU|Mario}}, Dr. Mario is a [[Weight|middleweight]] that can [[wall jump]]. Like his normal self, Dr. Mario also has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is very fast. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although the two share an overwhelming number of identical animations and even the exact same values for certain attributes ([[weight]], [[falling speed]], [[fast fall]]ing speed and [[gravity]]), Dr. Mario nevertheless has a number of traits that differ from his normal self. Like Mario, Dr. Mario's height is below-average. | As a [[clone]] of {{SSBU|Mario}}, Dr. Mario is a [[Weight|middleweight]] that can [[wall jump]]. Like his normal self, Dr. Mario also has excellent frame data: when not counting [[special move]]s, the overall start-up lag of his normal moveset is very fast. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although the two share an overwhelming number of identical animations and even the exact same values for certain attributes ([[weight]], [[falling speed]], [[fast fall]]ing speed and [[gravity]]), Dr. Mario nevertheless has a number of traits that differ from his normal self. Like Mario, Dr. Mario's height is below-average. | ||
Dr. Mario functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Most of Dr. Mario's moveset deals 1.176× more damage compared to Mario's moveset. Conversely, his [[jump|full hop]] height is 0.85× lower; his [[walk]]ing and [[dash]]ing speeds are 0.7942× slower; his [[air speed]], [[air acceleration]], [[short hop]] height, and [[double jump]] height are 0.7648× lower. Most of the multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics from ''[[Super Smash Bros. 4]]'', in which he specifically possesses a +22 Attack value and a -65 Speed value.<ref name="DamageMultiplier">[https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1974906014]</ref> Although Dr. Mario's lower jump height makes his [[short hop]] more effective than Mario's, these modified attributes collectively render his overall mobility as sub-par. His wall jump and ledge jump also cover less distance as a result. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario. | Dr. Mario functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Most of Dr. Mario's moveset deals 1.176× more damage compared to Mario's moveset. Conversely, his [[jump|full hop]] height is 0.85× lower; his [[walk]]ing and [[dash]]ing speeds are 0.7942× slower; his [[air speed]], [[air acceleration]], [[short hop]] height, and [[double jump]] height are 0.7648× lower. Most of the multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics from ''[[Super Smash Bros. 4]]'', in which he specifically possesses a +22 Attack value and a -65 Speed value.<ref name="DamageMultiplier">[https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1974906014]</ref> Although Dr. Mario's lower jump height makes his [[short hop]] more effective than Mario's, these modified attributes collectively render his overall mobility as sub-par. His wall jump and ledge jump also cover less distance as a result. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario. His [[traction]] is also slightly higher than Mario's, though merely average when compared to the roster. | ||
Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's overall frame data is only very slightly slower than Mario's (if even at all), his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's, especially with regard to aerial combos. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to characters like {{SSBU|Incineroar}}. | Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's overall frame data is only very slightly slower than Mario's (if even at all), his higher overall damage output and slower overall mobility make him unable to use a healthy balance of offense and defense like his normal self. Instead, Dr. Mario is much better suited to a bait-and-punish playstyle. On a related note, Dr. Mario's combo game is less varied and consistent compared to his normal self's, especially with regard to aerial combos. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to characters like {{SSBU|Incineroar}}. | ||
Dr. Mario's grounded moveset has plenty of utility in spite of his slow speed. Neutral attack is Dr. Mario's fastest attack, and the first two hits can [[lock]] opponents. Forward tilt is a great get-off-me option, and possesses situational KO potential at very high percentages unlike Mario's version. Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in '' | Dr. Mario's grounded moveset has plenty of utility in spite of his slow speed. Neutral attack is Dr. Mario's fastest attack, and the first two hits can [[lock]] opponents. Forward tilt is a great get-off-me option, and possesses situational KO potential at very high percentages unlike Mario's version. Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in ''Smash 4'', and its hitboxes start from a higher position, allowing shorter, crouching or prone characters to potentially low-profile the move. Down tilt is one of Dr. Mario's best combo starters; although it is short-ranged, it is very reliable at a wide range of percentages, with its lower knockback scaling compared to Mario's even allowing it to combo at percentages where Mario's would not work, and depending on the percentage, it can lead into neutral attack, forward tilt, up tilt (only on certain characters), itself, up smash (only on certain characters), down smash, neutral aerial, up aerial, back aerial and Super Jump Punch. His dash attack has vertical knockback, allowing it to serve as a combo starter but hindering its edgeguarding potential. His forward smash, while slower than his other smash attacks, is extremely powerful for an attack of its speed, especially if the sweetspot connects; unlike Mario's, it possesses the [[electric]] effect, has shorter range, and the sweetspot and sourspot hitboxes are swapped around. Up smash functions more similarly to Luigi's version than to Mario's version, as it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing as long as they are in front of him; compared to Luigi's, however, it launches at a lower angle, and it has lower base knockback than both Mario and Luigi's up smashes. Nevertheless, up smash's launch angle does make it much better at edgeguarding or setting up edgeguards than both Mario and Luigi's versions, and its higher damage output and knockback scaling compared to both of them also makes it a highly lethal KOing option. His down smash is his fastest smash attack, hitting on both sides (with the back hit being stronger than the front hit), and like Mario's version, it is useful for punishing rolls. | ||
Like Mario, Dr. Mario possesses a decent grab game. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edgeguard]]s; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only), neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage. | Like Mario, Dr. Mario possesses a decent grab game. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edgeguard]]s; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only), neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage. | ||
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==Differences from {{SSBU|Mario}}== | ==Differences from {{SSBU|Mario}}== | ||
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still | Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still a close clone of Mario. 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. | ||
Dr. Mario uses external modifiers to most of his stats rather than directly modifying them, so he sports subpar mobility compared to Mario. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticeably more damage without any compensation on knockback, which enables him to KO more easily as a result. | |||
Aside from that, Dr. Mario also has other differences in his moveset. These include a few moves not cloned from Mario, such as [[back throw]], [[down aerial]] and [[Dr. Tornado]], as well as many moves with altered functionality, such as his [[dash attack]] launching upward, his [[up smash]] launching opponents behind him, his [[forward smash]] possessing an electric effect, his [[neutral aerial]] being a "reverse [[sex kick]]," his [[forward aerial]] not being a [[meteor smash]], his [[Megavitamins]] not being [[Absorption|absorbable]] and [[Super Jump Punch]] being a powerful singular hit at the cost of less vertical distance. Despite the aesthetic similarities, the different properties of the aforementioned moves, as well as his altered attributes, are enough to noticeably change Dr. Mario's playstyle compared to Mario's, although not quite to the same extent as {{SSBU|Luigi}}. | Aside from that, Dr. Mario also has other differences in his moveset. These include a few moves not cloned from Mario, such as [[back throw]], [[down aerial]] and [[Dr. Tornado]], as well as many moves with altered functionality, such as his [[dash attack]] launching upward, his [[up smash]] launching opponents behind him, his [[forward smash]] possessing an electric effect, his [[neutral aerial]] being a "reverse [[sex kick]]," his [[forward aerial]] not being a [[meteor smash]], his [[Megavitamins]] not being [[Absorption|absorbable]] and [[Super Jump Punch]] being a powerful singular hit at the cost of less vertical distance. Despite the aesthetic similarities, the different properties of the aforementioned moves, as well as his altered attributes, are enough to noticeably change Dr. Mario's playstyle compared to Mario's, although not quite to the same extent as {{SSBU|Luigi}}. | ||
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*{{change|Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.}} | *{{change|Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.}} | ||
*{{change|Dr. Mario's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s and [[victory pose]]s are different from Mario's.}} | *{{change|Dr. Mario's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s and [[victory pose]]s are different from Mario's.}} | ||
*{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. Mario has a new animation in which he looks slightly to the left with a smiling expression, while Dr. Mario retains his animation from '' | *{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. Mario has a new animation in which he looks slightly to the left with a smiling expression, while Dr. Mario retains his animation from ''Smash 4'', which is identical to Mario's from ''Brawl'' and ''Smash 4'' (and like the latter, features him with a neutral expression), except that Dr. Mario looks directly in front of himself.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}} | *{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}} | ||
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +22 attack and -65 speed in '' | *{{change|Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +22 attack and -65 speed in ''Smash 4''.<ref name="DamageMultiplier" />}} | ||
**{{buff|The damage outputs of Dr. Mario's attacks use a 1.176× multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}} | **{{buff|The damage outputs of Dr. Mario's attacks use a 1.176× multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}} | ||
***{{nerf|However, this limits his combo game.}} | ***{{nerf|However, this limits his combo game.}} | ||
**{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.7942× multiplier; while his [[short hop]] height, [[double jump]] height, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.7648× multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}} | **{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.7942× multiplier; while his [[short hop]] height, [[double jump]] height, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.7648× multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}} | ||
***{{change|Dr. Mario's lower short hop makes it easier for him to pressure opponents with short hops and use short hop aerials against grounded opponents, but limits his ability to perform two aerials in a short hop.}} | ***{{change|Dr. Mario's lower short hop makes it easier for him to pressure opponents with short hops and use short hop aerials against grounded opponents, but limits his ability to perform two aerials in a short hop.}} | ||
*{{nerf|Dr. Mario's [[Jump|full hop]] height is 15% lower than Mario's (36.33 → 30.8805), although | *{{nerf|Dr. Mario's [[Jump|full hop]] height is 15% lower than Mario's (36.33 → 30.8805), although the mobility multiplier is not applied fully due to the new mechanic which speeds up full hops.}} | ||
**{{nerf|Despite this, the mobility multiplier | **{{nerf|Despite this, the mobility multiplier applies fully when using shooting items, which makes it 35% lower than Mario's (36.33 → 23.6174064). It is also applied fully when performing a [[softhop]].}} | ||
*{{buff|Dr. Mario's [[shield jump]] is lower (44.1 → 40), causing him to land sooner.}} | |||
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}} | *{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}} | ||
*{{buff|Dr. Mario | **{{change|His ledge jump is also lower (38.165 → 35.4402).}} | ||
*{{buff|Dr. Mario has higher base acceleration when carrying heavy items (0 → 0.03) causing him to accelerate faster when walking while carrying heavy items.}} | |||
*{{buff|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]].}} | *{{buff|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]].}} | ||
*{{buff|Dr. Mario's ledge grab hitbox is positioned slightly higher, and extends up slightly further, making it easier for him to grab the ledge.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
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*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{change|Dr. Mario's forward aerial launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and makes it less effective at starting combos on landing.}} | **{{change|Dr. Mario's forward aerial launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and makes it less effective at starting combos on landing.}} | ||
**{{buff|The clean hit has higher base damage (14% → 15%), improving its KO potential even further.}} | **{{buff|The clean hit has higher base damage (14% → 15%) and has much more knockback scaling (78 → 102), improving its KO potential even further.}} | ||
**{{nerf|The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%).}} | **{{nerf|The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%), though with their knockback scaling compensated (80 → 95).}} | ||
**{{change|The sweeping visual commences a frame earlier, and the last frame of the visual is absent.}} | **{{change|The sweeping visual commences a frame earlier, and the last frame of the visual is absent.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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***{{nerf|However, it loses its combo potential earlier as a result.}} | ***{{nerf|However, it loses its combo potential earlier as a result.}} | ||
**{{buff|The clean hit and late hit both have a longer duration (2 frames → 3 (clean), 3 frames → 5 (late)).}} | **{{buff|The clean hit and late hit both have a longer duration (2 frames → 3 (clean), 3 frames → 5 (late)).}} | ||
**{{nerf|The clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u), reducing its range.}} | **{{nerf|The clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u), slightly reducing its range.}} | ||
**{{nerf|It has more landing lag (6 frames → 10).}} | **{{nerf|It has more landing lag (6 frames → 10).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
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**{{nerf|It has more landing lag (6 frames → 8).}} | **{{nerf|It has more landing lag (6 frames → 8).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{change|Dr. Mario's down aerial is a double foot stomp, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it | **{{change|Dr. Mario's down aerial is a double foot stomp, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it hits once instead of six times.}} | ||
**{{change|It can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding, tech-chasing and starting combos, but less effective at KOing on-stage and extending/finishing combos.}} | **{{change|It can meteor smash and send opponents horizontally instead of vertically (94° (looping hits), 75° (final hit) → (270°/361°). This makes it very good at edgeguarding, tech-chasing and starting combos, but less effective at KOing on-stage, juggling and extending/finishing combos.}} | ||
**{{nerf|It deals slightly less base damage (1.4% (hits 1-5), 5.5% (hit 6); 12.5% (total) → 12%).}} | |||
**{{buff|It has reduced landing lag (15 frames → 13).}} | **{{buff|It has reduced landing lag (15 frames → 13).}} | ||
**{{nerf|It has significantly increased startup lag (frame 5 → 14).}} | **{{nerf|It has significantly increased startup lag (frame 5 → 14), less active frames (frame 5/7/9/11/13/23 → 14-17) and more ending lag (frame 38 → 43).}} | ||
**{{nerf|It lacks a landing hit.}} | **{{nerf|It lacks a landing hit.}} | ||
**{{nerf|It has significantly smaller hitboxes.}} | **{{nerf|It has significantly smaller hitboxes (4.3u/7.0u (looping hits), 11u (final hit) → 4.5u/5.2u), giving it significantly less range around Dr. Mario. Unlike Mario's, it cannot hit opponents above him.}} | ||
**{{change|Dr. Mario is silent when performing this move, unlike Mario.}} | |||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
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***{{nerf|It lacks a collateral hitbox.}} | ***{{nerf|It lacks a collateral hitbox.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably despite the damage multiplier | **{{nerf|Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably despite the damage multiplier.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{change|Down throw launches at a higher angle (68° → 80°) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up and back aerials more consistent and allows it to combo earlier and for longer, it makes other followups like down tilt and neutral attack impossible.}} | **{{change|Down throw launches at a higher angle (68° → 80°) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up and back aerials more consistent and allows it to combo earlier and for longer, it makes other followups like down tilt and neutral attack impossible.}} | ||
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**{{nerf|Unlike Mario's, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}} | **{{nerf|Unlike Mario's, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}} | ||
**{{change|It has a wider array of angles (max angle change: 12° → 18°), though this is nullified by the significant distance reduction.}} | **{{change|It has a wider array of angles (max angle change: 12° → 18°), though this is nullified by the significant distance reduction.}} | ||
**{{change| | **{{change|[[Cappy]] does not appear, and it does not produce {{iw|mariowiki|Coin}}s upon contact.}} | ||
*[[Down special]]: | *[[Down special]]: | ||
**{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}} | **{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}} | ||
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at higher percents.}} | **{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at higher percents.}} | ||
**{{buff|Compared to F.L.U.D.D., Dr. Tornado | **{{buff|Compared to F.L.U.D.D., Dr. Tornado extends Dr. Mario's recovery, making it significantly more effective to get back on-stage.}} | ||
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}} | **{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}} | ||
**{{nerf|Due to lacking a powerful windbox that pushes opponents away, it is less effective at gimping.}} | **{{nerf|Due to lacking a powerful windbox that pushes opponents away, it is less effective at gimping and is worse at stage control.}} | ||
*[[Doctor Finale]]: | *[[Doctor Finale]]: | ||
**{{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.}} | **{{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.}} | ||
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Dr. Mario was previously | Dr. Mario was previously a poorly regarded character in ''SSB4'' due to a large combination of factors, including his lackluster mobility and short range granting him a poor neutral game, as well as his abysmal recovery and limited combo game, the latter especially compared to [[Mario (SSB4)|his regular incarnation]]. Likely due to these factors, Dr. Mario has been buffed in the transition to ''Ultimate'', though not enough to raise his standing. | ||
One of Dr. Mario's biggest buffs | One of Dr. Mario's biggest buffs was to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and his previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; [[Dr. Tornado]] has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. Additionally, Dr. Mario has a new [[down aerial]] and [[back throw]]; the former can now meteor smash opponents much like Mario's forward aerial, giving him an option that he notoriously lacked in the previous game. Meanwhile, the latter, albeit losing its collateral hitbox, has gained more knockback, now being among the strongest of its kind and even stronger than Mario's own. | ||
Dr. Mario's entire special moveset has also seen numerous buffs. [[Megavitamins]] now deal enough damage and knockback to cause opponents to [[tumble]], and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. | Dr. Mario's entire special moveset has also seen numerous buffs. [[Megavitamins]] now deal enough damage and knockback to cause opponents to [[tumble]], and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. [[Super Sheet]] has a higher reflection multiplier compared to Mario's Cape, and [[Super Jump Punch]] deals more knockback, making a superior KO move and deadlier [[out of shield]] option. However, Dr. Tornado was buffed significantly; outside of its improved recovery potential, it has gained heavy armor on startup if used on the ground, which makes it useful for tanking through attacks and breaking pressure. Additionally, it deals more damage and knockback, to the point it has gained notoriety for being able to KO offstage effectively at very low percentages; combined with its increased distance, it is now a deadly edgeguarding option. As a result of the improvements to Dr. Tornado, coupled with his revamped down aerial, Dr. Mario's edgeguarding game is now much more powerful in its own right. | ||
In spite of this, Dr. Mario has received a few nerfs. Most notably, Dr. Mario's already sub-par mobility is slightly worse, given the nerfs to his air speed and jump height | In spite of this, Dr. Mario has received a few nerfs. Most notably, Dr. Mario's already sub-par mobility is slightly worse, given the nerfs to his air speed and jump height; while his mobility otherwise remains largely unaltered from his previous appearance, Dr. Mario is now much slower in comparison to the rest of the cast, especially considering most other fighters have received buffs to their mobility. He also shares some other nerfs with Mario, such as up tilt's hitbox placement adjusted, giving it inferior range in front of and underneath him, and his grabs having increased ending lag, hindering their utility and combos. | ||
Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him | Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him. 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 down aerial and back throw, he has not been further decloned. He has also received many of the same changes as Mario. | ||
Overall, Dr. Mario's damage-racking potential has increased and his recovery is safer and slightly better overall, though none of his buffs have benefitted him enough to raise his tier list placement significantly. He also retains many of his weaknesses from ''SSB4'', such as short range, poor mobility, and awful recovery, none of which were toned down in game updates. Thus, despite performing better in ''Ultimate'', Dr. Mario has not improved significantly from his appearance in ''SSB4'', which is made more egregious when coupled with the buffs other veterans have received and the introduction of plentiful, more powerful DLC characters Dr. Mario struggles against. Ultimately, despite his buffs, Dr. Mario is worse relative to the cast in ''Ultimate''. | |||
{{SSB4 to SSBU changelist|char=Dr. Mario}} | {{SSB4 to SSBU changelist|char=Dr. Mario}} | ||
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|neutral2dmg=1.764% | |neutral2dmg=1.764% | ||
|neutral3dmg=4.704% | |neutral3dmg=4.704% | ||
|neutraldesc=The {{ | |neutraldesc=The {{iw|mariowiki|Punch}} + Punch + {{iw|mariowiki|Kick}} combo from ''{{iw|mariowiki|Super Mario 64}}''. Useful for spacing and comes out quickly. The first and second hits can also jab lock. Additionally, unlike Mario, the close-range hitbox of the first hit can [[jab cancel]] into Super Jump Punch at high percentages for a guaranteed KO confirm. | ||
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}}) | |ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}}) | ||
|ftiltdmg=10.584% | |ftiltdmg=10.584% | ||
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge. | |ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge and 209% from center stage. | ||
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | |utiltname=Uppercut ({{ja|アッパーカット|Appākatto}}) | ||
|utiltdmg=7.4088% | |utiltdmg=7.4088% | ||
|utiltdesc=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, although it fails to hit most short opponents due to its high hitbox placement. It vaguely resembles the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''{{ | |utiltdesc=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, although it fails to hit most short opponents due to its high hitbox placement. It vaguely resembles the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''{{iw|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''. | ||
|dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | |dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|dtiltdmg=5.88% (foot), 8.232% (leg) | |dtiltdmg=5.88% (foot), 8.232% (leg) | ||
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|dashname=Sliding ({{ja|スライディング|Suraidingu}}) | |dashname=Sliding ({{ja|スライディング|Suraidingu}}) | ||
|dashdmg=11.5248% (clean), 7.056% (late) | |dashdmg=11.5248% (clean), 7.056% (late) | ||
|dashdesc=The {{ | |dashdesc=The {{iw|mariowiki|Slide Kick}} from ''Super Mario 64''. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late. | ||
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'') | |fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'') | ||
|fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (arm) | |fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (arm) | ||
|fsmashdesc=A palm thrust that produces a small burst of 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. Its electric properties also make it safer on shield compared to Mario's, especially if spaced. | |fsmashdesc=A palm thrust that produces a small burst of 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, KOing at as low as 55% at the ledge and 78% center stage. Its electric properties also make it safer on shield compared to Mario's, especially if spaced. | ||
|usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | |usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | ||
|usmashdmg={{ChargedSmashDmgSSBU|16.464}} | |usmashdmg={{ChargedSmashDmgSSBU|16.464}} | ||
|usmashdesc=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. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge, although it weakens its potential as an anti-air and punishment tool. | |usmashdesc=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. It's fast, coming out on frame 9, is powerful and its ending lag is only moderate, making it difficult to punish. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge if it hits opponents behind him, although it weakens its potential as an anti-air and punishment tool. Its hitboxes and head intangibility last 1 more frame than Mario's, hitting small opponents on the ground more easily. | ||
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}}) | |dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back) | ||
|dsmashdesc=A breakdancing version of the {{ | |dsmashdesc=A breakdancing version of the {{iw|MarioWiki|Sweep Kick}} from ''Super Mario 64''. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool. The front hit KOs at around 130%, while the back hit KOs at 106%. | ||
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}}) | |nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}}) | ||
|nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late) | |nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late) | ||
|nairdesc=A flying kick. It is a [[sex kick]] that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has surprisingly high knockback for a sex kick, KOing at the edge at around 130%. | |nairdesc=A flying kick. It is a [[sex kick]] that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has surprisingly high knockback for a sex kick, KOing at the edge at around 130%. It can autocancel in a short hop. | ||
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}}) | |fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}}) | ||
|fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late) | |fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late) | ||
|fairdesc=An {{ | |fairdesc=An {{iw|wikipedia|overhand|boxing}}. Unlike Mario's version, it does not have a meteor smash hitbox. It has the slowest of his aerials, coming out at frame 16 and having high ending lag and landing lag, and is the only aerial that cannot autocancel in a short hop, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge. | ||
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | |bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late) | |bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late) | ||
|bairdesc=A {{ | |bairdesc=A {{iw|wikipedia|dropkick}}. Comes out quickly, autocancels in a short hop fast fall and has above-average knockback, which makes it a viable edgeguarding and KO move and a [[reverse aerial rush]] option. Can also chain into itself at low percents, or set up tech-chase situations. | ||
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | |uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | ||
|uairdmg={{ShortHopDmgSSBU|11.9952}} | |uairdmg={{ShortHopDmgSSBU|11.9952}} | ||
|uairdesc=A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single [[short hop]], or the second up aerial can be replaced with a neutral aerial instead. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage. | |uairdesc=A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single [[short hop]], or the second up aerial can be replaced with a neutral aerial instead, and can autocancel in a short hop fast fall. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage. | ||
|dairname=CLEAR! ({{ja|全力メテオキック|Zen Ryoku Meteo Kikku}}, ''Full Power Meteor Kick) | |dairname=CLEAR! ({{ja|全力メテオキック|Zen Ryoku Meteo Kikku}}, ''Full Power Meteor Kick'') | ||
|dairdmg={{ShortHopDmgSSBU|14.112}} | |dairdmg={{ShortHopDmgSSBU|14.112}} | ||
|dairdesc=A double foot stomp. While it has noticeable startup, it deals consistent damage and can powerfully [[meteor smash]] opponents when hitting with the sweetspot on his legs. It has a sourspot on his hips, which launches away | |dairdesc=A double foot stomp. While it has noticeable startup, it deals consistent damage and can powerfully [[meteor smash]] opponents when hitting with the sweetspot on his legs. It has a sourspot on his hips, which instead launches away with strong knockback. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado. It can autocancel in a short hop and is decently quick for a meteor smash, coming out at frame 14. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out. Has average range and above-average speed. | |grabdesc=Reaches out. Has average range and above-average speed. | ||
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|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}}) | |fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}}) | ||
|fthrowdmg=9.408% | |fthrowdmg=9.408% | ||
|fthrowdesc=Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw, as it can KO middleweights at around | |fthrowdesc=Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw, as it can KO middleweights at around 190% at the edge of Final Destination, which is about 10% earlier. | ||
|bthrowname=Airplane Throw ({{ja|ヒコーキ投げ|Hikōki Nage}}) | |bthrowname=Airplane Throw ({{ja|ヒコーキ投げ|Hikōki Nage}}) | ||
|bthrowdmg=12.936% | |bthrowdmg=12.936% | ||
|bthrowdesc=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 {{SSBU|Ness}}' back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI. | |bthrowdesc=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 {{SSBU|Ness}}' back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI, and even from center stage can generally secure KOs around the 150-160% range. | ||
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}}) | |uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}}) | ||
|uthrowdmg=8.232% | |uthrowdmg=8.232% | ||
|uthrowdesc=Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around | |uthrowdesc=Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around 225% on Final Destination, which is about 5% earlier than Mario's up throw. Due to its new animation, it heavily resembles the Upward {{iw|mariowiki|Cap Throw}} from ''{{iw|mariowiki|Super Mario Odyssey}}''. | ||
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'') | |dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'') | ||
|dthrowdmg=5.88% | |dthrowdmg=5.88% | ||
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|nsname=Megavitamins | |nsname=Megavitamins | ||
|nsdmg=5.88% (early), 4.704% (late) | |nsdmg=5.88% (early), 4.704% (late) | ||
|nsdesc=Throws a {{ | |nsdesc=Throws a {{iw|mariowiki|Megavitamin}}. Useful approach and pressure option. Unlike [[Fireball]], it cannot be absorbed, bounces on a different trajectory, and lacks a [[flame]] effect. It launches opponents slightly upward, which can potentially set up a combo. At higher percents, it can even set up for a KO confirm if timed correctly. | ||
|ssname=Super Sheet | |ssname=Super Sheet | ||
|ssdmg=8.232%, 1.6× (reflection) | |ssdmg=8.232%, 1.6× (reflection) | ||
|ssdesc=Flips a white sheet upward. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]]. | |ssdesc=Flips a white sheet upward. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]]. Compared to Mario's version, Dr. Mario's Super Sheet has slightly increased vertical reach in exchange for slightly lower horizontal reach, and has a longer hitbox and reflecting duration along with a higher reflection multiplier. In essence, it is better for reflection in exchange for bringing less utility. | ||
|usname=Super Jump Punch | |usname=Super Jump Punch | ||
|usdmg=14.112% (clean), 7.056% (late) | |usdmg=14.112% (clean), 7.056% (late) | ||
|usdesc=A jumping uppercut. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly [[out of shield]] option. However, it travels a short distance compared to Mario's version. | |usdesc=A jumping uppercut. Unlike Mario's (which deals multiple hits), Dr. Mario's version consists of a powerful main hit that hits once, with a weaker late hit. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly [[out of shield]] option. However, it travels a short distance compared to Mario's version. KOs at 124% from center stage. | ||
|dsname=Dr. Tornado | |dsname=Dr. Tornado | ||
|dsdmg=1.8816% (hits 1-6), 3.528% (final hit) | |dsdmg=1.8816% (hits 1-6), 3.528% (final hit) | ||
|dsdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Can hit up to seven 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. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery. | |dsdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Can hit up to seven times, with the final hit sending opponents diagonally. The grounded version grants Dr. Mario 10% [[armor]] during frames 2-9. 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, allowing it to extend Dr. Mario's recovery, although it only grants aerial distance once before landing. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery. | ||
|fsname=Doctor Finale | |fsname=Doctor Finale | ||
|fsdmg=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back) | |fsdmg=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back) | ||
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins, which trap and repeatedly damage any opponents in their path. Compared to [[Mario Finale]], the front Megavitamin deals more damage than the back Megavitamin. | |fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins, which trap and repeatedly damage any opponents in their path. Compared to [[Mario Finale]], the front Megavitamin deals more damage than the back Megavitamin, and the Megavitamins don't deal flame damage. | ||
}} | }} | ||
=== | ===Stats=== | ||
{{ | |||
{{Attributes | |||
|weight = 98 | |||
|rweight = 33-36 | |||
|cast = 89 | |||
|dash = 1.5375712 | |||
|rdash = 82 | |||
|run = 1.397792 | |||
|rrun = 82 | |||
|walk = 0.917301 | |||
|rwalk = 67 | |||
|trac = 0.106 | |||
|rtrac = 50-54 | |||
|airfric = 0.011472 | |||
|rairfric = 39 | |||
|air = 0.9238784 | |||
|rair = 77 | |||
|baseaccel = 0.007648 | |||
|rbaseaccel = 58 | |||
|addaccel = 0.053536 | |||
|raddaccel = 58 | |||
|gravity = 0.087 | |||
|rgravity = 54-56 | |||
|fall = 1.5 | |||
|rfall = 58-61 | |||
|ff = 2.4 | |||
|rff = 57-59 | |||
|jumpsquat = 3 | |||
|rjumpsquat = 1-88 | |||
|jumpheight = 30.8805 | |||
|rjumpheight= 61 | |||
|djump = 27.785184 | |||
|rdjump = 83 | |||
|shorthop = 13.414592 | |||
|rshorthop = 75 | |||
}} | |||
Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.7942, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.7648. | |||
===[[Announcer]] calls=== | |||
<gallery> | <gallery> | ||
Dr. Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | Dr. Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | ||
Dr. Mario French Announcer SSBU.wav|French | |||
Dr. Mario German Announcer SSBU.wav|German | |||
Dr. Mario Italian Announcer SSBU.wav|Italian | |||
Dr. Mario Russian Announcer SSBU.wav|Russian | |||
Dr. Mario Spanish Announcer SSBU.wav|Spanish | |||
</gallery> | </gallery> | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Stands behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. | *Stands behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Stands in a thinking pose with his eyes closed until all of the Megavitamins are gone, after which he opens them with a surprised expression and assumes fighting stance. | ||
<gallery> | <gallery> | ||
Dr.MarioOnScreenAppearanceSSBU.gif|Dr. Mario's on-screen appearance | Dr.MarioOnScreenAppearanceSSBU.gif|Dr. Mario's on-screen appearance | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Rolls his neck as if stretching it. | |||
*Pounds his fist into his palm. | *Pounds his fist into his palm. | ||
<gallery> | <gallery> | ||
SSBUDrMarioIdle1.gif|Dr. Mario's first idle pose | SSBUDrMarioIdle1.gif|Dr. Mario's first idle pose. | ||
SSBUDrMarioIdle2.gif|Dr. Mario's second idle pose | SSBUDrMarioIdle2.gif|Dr. Mario's second idle pose. | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles. | *'''Left:''' Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles. | ||
*'''Up:''' | *'''Up:''' Flourishes his stethoscope around himself. | ||
*'''Right:''' Taps his shoe on the ground, | *'''Right:''' Taps his shoe on the ground, places a hand on his chin, and then looks at the screen while contemplatively rubbing his chin. | ||
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{ | [[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{iw|mariowiki|Super Mario Bros.}}'']] | ||
<gallery> | <gallery> | ||
Dr Mario Pose 2.gif | Dr Mario Pose 2.gif | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''See also: [[:Category:Dr. Mario players (SSBU)]]'' | ||
'' | *{{Sm|JaZaR|Mexico}} - The best Dr. Mario player in the world in 2023. He is the second Dr. Mario player to be ranked on a global ranking, at 144th on the [[LumiRank 2023]]. He regularly places top 8 at Mexican regionals, including winning {{Trn|Laguna Championship 2023}} and placing 3rd at {{Trn|Xcution Summit II}} defeating {{Sm|Skyjay}}. He also has several strong major performances, including 13th at {{Trn|Delfino Maza 2023}}, 25th at {{Trn|Smash Factor X}}, and 33rd at {{Trn|Smash Factor 9}}. | ||
*{{Sm|Lui$|USA}} - One of the first Dr. Mario players to garner any noticeable results, placing 33rd at {{Trn|GENESIS 6}} with solo-Dr. Mario, 17th at {{Trn|Smash 'N' Splash 5}} with mostly Dr. Mario, and 33rd at {{Trn|Frostbite 2019}} using Dr. Mario to defeat {{Sm|ESAM}}. However since mid-2019 he has dropped Dr. Mario in favor of other characters. | |||
*{{Sm|Meowscarada|USA}} - The best Dr. Mario player in the United States' online metagame. They placed highly at several online events such as 2nd at {{Trn|Frame Perfect Series 2: ONLINE}} and 7th at {{Trn|Smash Out Breast Cancer}} and was ranked 37th on the [[Wi-Fi Warrior Rank v6]]. Although their activity has largely been in-region in the post-online metagame, they nonetheless have seen strong results, such as placing 2nd at {{Trn|Ignition 300}} defeating some of the Midwest's best players including {{Sm|skittles}} and {{Sm|Ikan}}. | |||
*{{Sm|Oryon|France}} - Although more known for his {{SSBU|Wolf}}, he also played Dr. Mario from 2019 to 2021 and was considered the best Dr. Mario player in Europe. He placed 5th at {{Trn|VCA 2021}} playing mostly Dr. Mario, and has also placed 5th at {{Trn|Syndicate 2019}}, 9th at {{Trn|Albion 4}}, and 13th at {{Trn|GENESIS 8}} using Dr. Mario in notable bracket games and sets. | |||
*{{Sm|Shissho|Japan}} - The second-best Dr. Mario player in Japan. He notably won the 256-entrants regional {{Trn|KOWLOON 1}} over {{Sm|Paseriman}} and {{Sm|Munekin}}, and has also placed highly at several majors, including 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Maesuma TOP 10}}. | |||
*{{Sm|Tsumusuto|Japan}} - The best Dr. Mario in the world from 2019 through 2022 and is the only Dr. Mario player who had ever finished top 8 at a major, placing 3rd at {{Trn|Maesuma TOP 9}}. In addition, he has also finished strongly at several majors, including 9th at both {{Trn|Sumabato SP 5}} and {{Trn|Sumabato SP 6}}. He was ranked 115th on the [[OrionRank Ultimate: Eclipse]], the highest ranking ever for a Dr. Mario main. | |||
===Tier placement and history=== | |||
In the early metagame, opinions on Dr. Mario remained largely the same as it was in ''Super Smash Bros. 4''. Although his power, out of shield options, and damage racking capabilities were improved in the transition to ''Ultimate'', his sluggish speed, atrocious recovery, and mediocre range indicated that his worst weaknesses were still largely unaddressed, leaving him with poor matchups against characters such as {{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Lucina}}. Although players such as {{Sm|Lui$}}, {{Sm|Locus}}, and {{Sm|Oryon}} saw success with Dr. Mario, most would either drop him or relegated him to a secondary, worsening his poor representation. As a result, most players, including {{Sm|Dark Wizzy}} and {{Sm|Mr.R}}, viewed Dr. Mario as a low tier, with some going as far as to say that he was one of the worst characters in the game. The current tier list reflects this, as Dr. Mario is ranked just above the likes of {{SSBU|King Dedede}}, {{SSBU|Little Mac}}, and {{SSBU|Ganondorf}}. | |||
Despite this negative perception, however, Dr. Mario still saw glimpses of success thanks to the efforts of dedicated mains, including {{Sm|Tsumusuto}} in Japan, {{Sm|JaZaR}} in Mexico, and {{Sm|Mabel}} during the online metagame. Furthermore, Dr. Mario received buffs from game updates that improved his combo and punish games. This left his true viability up to debate, with players such as {{Sm|Nairo}} and {{Sm|Leffen}} believing Dr. Mario was potentially a viable character, while other players maintained that he was still an unviable fighter due to improvements to other fighters, as well as the introductions of {{SSBU|Min Min}}, {{SSBU|Steve}}, and {{SSBU|Sephiroth}}. Nevertheless, Dr. Mario's perception has improved since the early metagame, although he is unanimously agreed to be inferior to {{SSBU|Mario}}. | |||
=={{SSBU|Classic Mode}}: Colorful Treatment Plan== | =={{SSBU|Classic Mode}}: Colorful Treatment Plan== | ||
[[File:SSBU Congratulations Dr Mario.png|thumb | [[File:SSBU Congratulations Dr Mario.png|thumb|Dr. Mario's congratulations screen.]] | ||
In reference to the [[mariowiki:Virus| | In reference to the three viruses, [[mariowiki:Virus|Fever, Chill, and Weird]], Dr. Mario's opponents are trios consisting of red, blue, and yellow alternates of a particular fighter. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit Battles== | ||
''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ||
===As the main opponent=== | ===As the main opponent=== | ||
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SSBUWebsiteDrMario6.jpg|Holding a [[Fairy Bottle]] while running towards Link on [[Great Bay]]. | SSBUWebsiteDrMario6.jpg|Holding a [[Fairy Bottle]] while running towards Link on [[Great Bay]]. | ||
SSBUWebsiteLittleMac4.jpg|Taunting next to {{SSBU|Little Mac}} on [[Tomodachi Life]]. | SSBUWebsiteLittleMac4.jpg|Taunting next to {{SSBU|Little Mac}} on [[Tomodachi Life]]. | ||
SSBUWebsiteMimikyu2.jpg|Snared by [[Mimikyu]] on [[ | SSBUWebsiteMimikyu2.jpg|Snared by [[Mimikyu]] on [[PictoChat 2]]. | ||
DrMarioSSBUDownAerial.png|Using his [[down aerial]] on {{SSBU|Wario}} on [[Skyworld]]. | DrMarioSSBUDownAerial.png|Using his [[down aerial]] on {{SSBU|Wario}} on [[Skyworld]]. | ||
DrMarioSSBUDoctorFinale.png|Using [[Doctor Finale]] on [[Wii Fit Studio]]. | DrMarioSSBUDoctorFinale.png|Using [[Doctor Finale]] on [[Wii Fit Studio]] against {{SSBU|Toon Link}}, {{SSBU|Wii Fit Trainer}} and {{SSBU|King Dedede}}. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*With {{SSBU|Link}} and {{SSBU|Young Link}} now representing different incarnations of Link, {{SSBU|Zelda}} and {{SSBU|Sheik}} now representing different incarnations of Princess Zelda, and {{SSBU|Zero Suit Samus}} now briefly transforming into [[Samus (SSBU)|her Varia Suited form]] for her [[Zero Laser (Zero Suit Samus)|Final Smash]], Dr. Mario is the only playable character to represent an alternate identity for another character, namely {{SSBU|Mario}}, with no gameplay connection between each other in ''Ultimate''. | *With {{SSBU|Link}} and {{SSBU|Young Link}} now representing different incarnations of Link, {{SSBU|Zelda}} and {{SSBU|Sheik}} now representing different incarnations of Princess Zelda, and {{SSBU|Zero Suit Samus}} now briefly transforming into [[Samus (SSBU)|her Varia Suited form]] for her [[Zero Laser (Zero Suit Samus)|Final Smash]], Dr. Mario is the only playable character to represent an alternate identity for another character, namely {{SSBU|Mario}}, with no gameplay connection between each other in ''Ultimate''. | ||
*During {{SSBU|Luigi}}'s character showcase trailer, [[Super Sheet]] uses [[Cape]]'s animation instead of its new animation. Additionally, the sheet is unanimated and is attached to Dr. Mario's left arm. | *During {{SSBU|Luigi}}'s character showcase trailer, [[Super Sheet]] uses [[Cape]]'s animation instead of its new animation. Additionally, the sheet is unanimated and is attached to Dr. Mario's left arm. | ||
*''Ultimate'' is the first ''Super Smash Bros.'' game where he is not holding a Megavitamin in his official art. | |||
*''Ultimate'' is the first ''Smash'' game to feature Dr. Mario and have his inclusion be planned from the start. In ''Super Smash Bros. Melee'', Dr. Mario was a late development addition to pad out the roster. In ''Smash 4'', Dr. Mario was originally going to be an {{SSB4|alternate costume}} of {{SSB4|Mario}}, but remained a clone as a last minute decision in order to appeal to his fanbase from ''Melee''. | |||
*''Ultimate'' is the first ''Smash'' game to feature Dr. Mario and have his inclusion be planned from the start. In ''Super Smash Bros. Melee'', | |||
*Using [[Megavitamins]] and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later. | *Using [[Megavitamins]] and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later. | ||
*Prior to version 2.0.0, Dr. Mario's down aerial was named Bone Drill, a name arguably more fitting for his down aerial in '' | *Prior to version 2.0.0, Dr. Mario's down aerial was named Bone Drill, a name arguably more fitting for his down aerial in ''Smash 4''. The current name, CLEAR!, references the message appearing when a level is completed in the original ''Dr. Mario'', as well as the shout paramedics give when using defibrillators. | ||
*Dr. Mario's section in the Sound Test is functionally identical to that of Mario's, with some voice clips not used by Dr. Mario (such as "Let's-a go!" from Mario's [[on-screen appearance]]) being removed. | *Dr. Mario's section in the Sound Test is functionally identical to that of Mario's, with some voice clips not used by Dr. Mario (such as "Let's-a go!" from Mario's [[on-screen appearance]]) being removed. | ||
**Unlike Mario, Dr. Mario's Star KO voice clip is listed before his heavy knockback voice clips rather than after after them, matching the order of the other base roster characters excluding {{SSBU|Pikachu}} and {{SSBU|Roy}}. | **Unlike Mario, Dr. Mario's Star KO voice clip is listed before his heavy knockback voice clips rather than after after them, matching the order of the other base roster characters excluding {{SSBU|Pikachu}} and {{SSBU|Roy}}. | ||
** | **The voice clips of Dr. Mario's forward aerial, back throw, double jump, [[Doctor Finale]], and [[Home-Run Bat]] swing are omitted despite Dr. Mario using them in-game. | ||
*Dr. Mario is the only character with [[ | *Dr. Mario is the only character with custom [[equipment]] incorporated into his attributes. | ||
==References== | ==References== | ||
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{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Mario universe}} | {{Mario universe}} | ||
[[Category:Dr. Mario (SSBU)| ]] | [[Category:Dr. Mario (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Dr. Mario (SSBU)]] | [[es:Dr. Mario (SSBU)]] |