Dr. Mario (SSB4): Difference between revisions

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==Changes from ''Melee''==
==Changes from ''Melee''==
Dr. Mario was significantly nerfed from ''Melee'' to ''SSB4''. Dr. Mario's changes were seemingly aimed at making him more distinct from Mario; many of them gear towards making him a slower yet stronger Mario, much like he was intended to be in ''Melee''. However, this resulted in noticeable nerfs to his speed and mobility, which are exacerbated by his already short range along with the physics changes that ultimately slow down his gameplay and remove his ability to create openings. Thus, despite his [[Megavitamins]] still being decent projectiles, Dr. Mario's neutral game is now vastly inferior to how it was in ''Melee'' and even to {{SSB4|Mario}}'s in ''SSB4''. While some of his moves have been buffed, many others were nerfed; for example, his forward aerial now requires a sweetspot for a strong hit (and the physics changes remove guaranteed setups into forward aerial) and his Megavitamins have decreased damage output. Additionally, although [[Super Jump Punch]] was buffed in power, it was not buffed in aerial distance since ''Melee'', unlike Mario's Super Jump Punch. Furthermore, [[Dr. Tornado]] was also nerfed in height when used in mid-air and [[Super Sheet]] no longer stalls him in the air at all. These nerfs have significantly crippled his ability to recover, making Dr. Mario's recovery among the worst in the game, even with his newfound ability to wall jump, slightly increased air speed, and slightly decreased ending lag on his Dr. Tornado.
Dr. Mario was significantly nerfed from ''Melee'' to ''SSB4''. Dr. Mario's changes were seemingly aimed at making him more distinct from Mario; many of them gear towards making him a slower yet stronger Mario, much like he was intended to be in ''Melee''. However, this resulted in noticeable nerfs to his speed and mobility, which are exacerbated by his already short range along with the physics changes that ultimately slow down his gameplay and remove his ability to create openings. Thus, despite his [[Megavitamins]] still being decent projectiles, Dr. Mario's neutral game is now vastly inferior to how it was in ''Melee'' and even to {{SSB4|Mario}}'s in ''SSB4''. While some of his moves have been buffed, many others were nerfed; for example, his forward aerial now requires a sweetspot for a strong hit (and the physics changes remove guaranteed setups into forward aerial) and his Megavitamins have decreased damage output. Additionally, although [[Super Jump Punch]] was buffed in power, it was not buffed in aerial distance since ''Melee'', unlike Mario's Super Jump Punch. Furthermore, [[Dr. Tornado]] was also nerfed in height when used in mid-air and [[Super Sheet]] no longer stalls him in the air at all. These nerfs have slighty reduced his ability to recover, making Dr. Mario's recovery even worse than in Melee, even with his newfound ability to wall jump, slightly increased air speed, and slightly decreased ending lag on his Dr. Tornado.


Due to these nerfs, Dr. Mario is now considered to be almost completely outclassed by Mario in versatility and effectiveness, and has nearly no dedicated mains. The only players who have developed his metagame, namely {{Sm|Boss}} and {{Sm|TKBreezy}}, usually opt to play superior characters for important tournament matches, while reserving Dr. Mario for lower-leveled tournaments. Dr. Mario has been gradually receiving buffs since 1.0.4, mostly to his damage output and knockback. While these buffs do improve Dr. Mario, they are not considered enough to put him on the same level as his regular counterpart.  
Due to these nerfs, Dr. Mario is now considered to be almost completely outclassed by Mario in versatility and effectiveness, and has nearly no dedicated mains. The only players who have developed his metagame, namely {{Sm|Boss}} and {{Sm|TKBreezy}}, usually opt to play superior characters for important tournament matches, while reserving Dr. Mario for lower-leveled tournaments. Dr. Mario has been gradually receiving buffs since 1.0.4, mostly to his damage output and knockback. While these buffs do improve Dr. Mario, they are not considered enough to put him on the same level as his regular counterpart.  
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