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{{ArticleIcons|ssb4=y}}
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{{Disambig2|Dr. Mario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Dr. Mario}}
{{Disambig2|Dr. Mario's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts, see [[Dr. Mario]]; for information on the character of whom Dr. Mario is a [[clone]]|Mario (SSB4)}}
{{Infobox Character
{{Infobox Character
|name = Dr. Mario
|name = Dr. Mario
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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = F
|tier = F
|ranking = 48
|ranking = 49
}}
}}
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Dark Pit}} was also revealed.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref> Charles Martinet reprises his role as Dr. Mario's voice actor; however, he now uses {{SSBB|Mario}}'s voice clips recycled from ''[[Super Smash Bros. Brawl]]'', some of which have been muted.
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Dark Pit}} was also revealed.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref> Charles Martinet reprises his role as Dr. Mario's voice actor; however, he does so via {{SSBB|Mario}}'s voice clips recycled from ''[[Super Smash Bros. Brawl]]'', some of which have been muted.


Dr. Mario is ranked 48th out of 54 on the [[tier list]], placing him in the F tier. This is a significant drop from his mid-tier placement in ''[[Super Smash Bros. Melee]]'', where he was ranked 13th out of 26, and ranked higher than [[Mario (SSBM)|his normal self]].
Dr. Mario is currently ranked 49th out of 55 on the [[tier list]], placing him in the F tier. This is a significant drop from his mid-tier placement in ''[[Super Smash Bros. Melee]]'', where he was ranked 11th out of 26, and ranked higher than [[Mario (SSBM)|his normal self]]. This placement also renders Dr. Mario as the lowest ranking [[clone]] and unlockable character.


The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower {{SSB4|Mario}}. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to [[punish]] and very effective at punishing.
The implementation of multipliers to most of Dr. Mario's moveset and some of his attributes result in him functioning like a stronger, yet slower {{SSB4|Mario}}. As a result, his overall damage output and KO potential are above-average for a character of his size and weight. Similar to Mario, Dr. Mario's frame data is very fast in regard to start-up lag. In addition to granting him a decent combo game, this trait makes him both difficult to [[punish]] and very effective at punishing.
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However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks.
However, the multipliers applied to some of Dr. Mario's attributes collectively result in him being considerably slower and less nimble than Mario. Due to changes to game mechanics and some adjustments to his moveset, Dr. Mario's combo game is also inferior to Mario's in regard to both versatility and consistency. Furthermore, Dr. Mario's recovery is inferior to Mario's overall, and he retains Mario's weakness of having short range in his attacks.


Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in his tournament representation and results both being extremely sparse throughout ''SSB4''{{'}}s lifespan. Although he is considered nonviable in competitive play, especially in comparison to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to smashers such as {{Sm|2ManyCooks}}, {{Sm|Nairo}}, and {{Sm|B7Games}}.
Overall, Dr. Mario's weaknesses outweigh his strengths, which has been reflected in his tournament representation and results both being extremely sparse throughout ''SSB4''{{'}}s lifespan. Although he is considered nonviable in competitive play, especially in comparison to Mario, Dr. Mario has nevertheless achieved instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}.


==How to unlock==
==How to unlock==
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As a [[clone]] of {{SSB4|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 the fifth fastest in the game. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although they share an overwhelming number of identical animations and even the exact same values for certain attributes ([[falling speed]]; [[fast fall]]ing speed; [[traction]]; 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; oddly, however, he is marginally shorter in comparison, and does not [[crouch]] as low as his normal self.
As a [[clone]] of {{SSB4|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 the fifth fastest in the game. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although they share an overwhelming number of identical animations and even the exact same values for certain attributes ([[falling speed]]; [[fast fall]]ing speed; [[traction]]; 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; oddly, however, he is marginally shorter in comparison, and does not [[crouch]] as low as his normal self.


Unlike in ''Melee'', Dr. Mario now functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Aside from six moves, the remainder of Dr. Mario's moveset deals 1.12× more damage compared to Mario's moveset.<ref name="DamageMultiplier">[http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/ Complete Hitbox/Frame Data For Every Character (Now with KO Percents)]</ref> Conversely, his [[walk]]ing and [[dash]]ing speeds are 0.832× slower; his [[air speed]], [[air acceleration]], and [[jump]] heights are 0.808× slower. These multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics, in which he specifically possesses a +15 Attack value and a -50 Speed value. 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. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.
Unlike in ''Melee'', Dr. Mario now functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Aside from six moves, the remainder of Dr. Mario's moveset deals 1.12× more damage compared to Mario's moveset.<ref name="DamageMultiplier">[http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/ Complete Hitbox/Frame Data For Every Character (Now with KO Percents)]</ref> Conversely, his [[walk]]ing and [[dash]]ing speeds are 0.832× slower; his [[air speed]] and [[air acceleration]] are 0.808× slower; and his [[jump]] and [[double jump]]'s initial speeds are 0.888× slower, which is equivalent to their heights being 0.788544× lower. These multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics, in which he specifically possesses a +15 Attack value and a -50 Speed value. 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. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.


Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only slightly slower than Mario's, 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. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to {{SSB4|Ike}}'s.
Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's frame data is only very slightly.slower than Mario's, 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. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to {{SSB4|Ike}}'s.


He also shares two useful combo starters with Mario, thanks to said moves being modified since ''Melee''. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a [[hard read]]. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages.
He also shares two useful combo starters with Mario, thanks to said moves being modified since ''Melee''. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a [[hard read]]. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages.


Outside of these moves, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.
Outside of these moves, up smash functions almost identically to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.  


Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game by default, as it is surpassed by {{SSB4|Olimar}} and {{SSB4|Shulk}}'s pummels only if they use [[Pikmin (species)|White Pikmin]] and the [[Monado Arts|Buster Art]], respectively. Forward throw is useful for initiating [[edge-guard]]s and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages.
Dr. Mario possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Dr. Mario's pummel also has the distinction of being the most damaging in the game by default, as it is surpassed by {{SSB4|Olimar}} and {{SSB4|Shulk}}'s pummels only if they use [[Pikmin (species)|White Pikmin]] and the [[Monado Arts|Buster Art]], respectively. Forward throw is useful for initiating [[edge-guard]]s and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages.
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Unlike [[F.L.U.D.D.]], Dr. Tornado deals damage. When coupled with its very high knockback scaling, [[Autolink angle|auto-link angle]] and [[transcendent priority]], it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding compared to F.L.U.D.D. Due to [[Super Jump Punch]] consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can no longer be canceled, Super Jump Punch can now be [[B-reverse]]d upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.
Unlike [[F.L.U.D.D.]], Dr. Tornado deals damage. When coupled with its very high knockback scaling, [[Autolink angle|auto-link angle]] and [[transcendent priority]], it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding compared to F.L.U.D.D. Due to [[Super Jump Punch]] consisting of a powerful clean hitbox and a weak late hitbox instead of multiple hitboxes like Mario's, it actually functions like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can no longer be canceled, Super Jump Punch can now be [[B-reverse]]d upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.


However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to fight characters with long or disjointed range. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite now being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance results in his recovery being predictable like Mario's.
However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to fight characters with long or disjointed range. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite now being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance results in his recovery being predictablike Mario's.


Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most [[meteor smash]]es. As a result, it is optimal for him to read the opponent when trying to return to the stage, as well as knowing when and how to make use of Dr. Tornado. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: {{SSB4|Donkey Kong}} and {{SSB4|Captain Falcon}} have more power and much better overall mobility; Mario, Luigi and {{SSB4|Bayonetta}} have much more versatile combo games; {{SSB4|Marth}} and {{SSB4|Cloud}} have much more range; and {{SSB4|R.O.B.}} and {{SSB4|Duck Hunt}} are much better at zoning.
Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to most [[meteor smash]]es. As a result, it is optimal for him to read the opponent when trying to return to the stage, as well as knowing when and how to make use of Dr. Tornado. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: {{SSB4|Donkey Kong}} and {{SSB4|Captain Falcon}} have more power and much better overall mobility; Mario, Luigi and {{SSB4|Bayonetta}} have much more versatile combo games; {{SSB4|Marth}} and {{SSB4|Cloud}} have much more range; and {{SSB4|R.O.B.}} and {{SSB4|Duck Hunt}} are much better at zoning.
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Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}.
Overall, Dr. Mario's fast frame data enables him to pressure and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Unlike Mario, however, his slow mobility hinders his [[neutral game]] to the point that he is largely reliant on baiting and punishing. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. Although Dr. Mario's tournament representation and results are both extremely sparse because of his weaknesses outweighing his strengths, he has nevertheless achieved some instances of success, thanks to {{Sm|2ManyCooks}}, {{Sm|Nairo}}, {{Sm|Koolaid}} and {{Sm|B7Games}}.
==Differences from {{SSB4|Mario}}==
Like in ''Melee'', Dr. Mario functions as a stronger, but slower clone of Mario. Although, he is now significantly slower compared to Mario. With Mario's Down Special and Down Aerial changes in ''Brawl'', this slightly declones Dr. Mario; albeit {{SSB4|Luigi}} still shares similar moves. In addition, Dr. Mario's Up Special is now a single hit opposed to being a multi-hit attack, with the coins being removed.
While also factoring in the differences Dr. Mario had from Mario in ''Melee'', this gives Dr. Mario a drastically different playstyle from his original counterpart, despite sharing many common moves.
===Aesthetics===
*{{change|Dr. Mario's stance is identical to Mario's, albeit slower.}}
*{{change|Dr. Mario is 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 looks straight ahead during his [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation, whereas Mario looks slightly to the left. Additionally, his arms are place slightly higher than Mario's.}}
*{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}}
===Attributes===
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing [[equipment]] of +15 attack and -50 speed.}}
**{{buff|The damage outputs of Dr. Mario's attacks use a 1.12x<ref name="DamageMultiplier"/> multiplier. As a result, he is 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|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.832x multiplier; his [[jump]] heights, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.808x multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario's [[wall jump]] covers less height, hindering his recovery.}}
===Ground attacks===
*[[Neutral attack]]:
**{{nerf|Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at [[jab cancel]]ing and [[Lock#Jab lock|jab locking]], and can result in lightweight and/or floaty characters escaping its entirety at high percentages.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has a longer duration (frames 5-6 → 5-7).}}
*[[Up tilt]]:
**{{change|Up tilt has higher base damage (5.5 → 6.3). This makes it significantly more effective for KOing, but less effective for combos.}}
*[[Dash attack]]:
**{{buff|Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for combos at low percentages.}}
*[[Forward smash]]:
**{{change|Dr. Mario's forward smash's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively.}}
***{{nerf|It has lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100), partially compensating for the increased damage.}}
**{{nerf|It has slightly less range.}}
**{{change|It has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}}
**{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
*[[Up smash]]:
**{{change|Up smash has different knockback (32 (base)/94 (scaling) → 0/117). Dr. Mario's up smash also launches the opponent horizontally (130°), whereas Mario's launches them vertically (83°). These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective for KOing and punishing.}}
**{{buff|It has a longer duration (frames 9-12 → 9-13).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make Dr. Mario's smash attacks significantly more effective at pressuring shields.}}
===Aerial attacks===
*{{nerf|All aerial attacks have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).}}
*[[Neutral aerial]]:
**{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
**{{buff|It can lock until ≈40%.}}
**{{nerf|It has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}}
*[[Forward aerial]]:
**{{buff|Forward aerial's clean hit has higher base damage (14 → 15). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}}
**{{nerf|The clean hit has less base knockback (32 → 30).}}
**{{change|The clean hit launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
**{{nerf|The early and late hits have lower base damage (12 (early)/10 (late) → 10/9).}}
*[[Back aerial]]:
**{{buff|Back aerial's clean hit deals more base damage (10.5 → 12), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}}
**{{buff|It has a longer duration (frames 6-10 → 6-13).}}
*[[Up aerial]]:
**{{change|Up aerial has less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling and [[SHFF]]'d combos.}}
*[[Down aerial]]:
**{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
**{{buff|The loop hits have higher base damage (1 → 1.7).}}
**{{nerf|The last hit has lower base damage (5 → 3) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.}}
**{{buff|The loop hits use the [[Autolink angle|auto-link angle]] (366°), whereas Mario Tornado's launch the opponent vertically (94°). This makes its hits connect together significantly better.}}
**{{change|The last hit launches the opponent diagonally (45°), whereas Mario Tornado's launches them vertically (75°). This makes it capable of edge-guarding, but significantly less effective for juggling.}}
**{{nerf|It has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. It also autocancels later than Mario Tornado (frame 33 → 45), preventing it from autocanceling in a short hop.}}
===Grabs and throws===
*[[Back throw]]:
**{{nerf|It has less knockback scaling (66 → 60). This makes it less effective for KOing despite its higher damage output.}}
*[[Up throw]]:
**{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).}}
*[[Down throw]]:
**{{nerf|Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.}}
**{{buff|It launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}}
===Special moves===
*[[Megavitamins]]
**{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed.}}
**{{change|It do not have a [[flame]] effect, unlike Fireball.}}
**{{change|It bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
**{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*[[Super Sheet]]
**{{buff|Compared to [[Cape]], Super Sheet's reflection hitbox has a longer duration (frames 6-20 → 6-22).}}
**{{change|Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
**{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at [[B-reversing]], but unusable for recovery.}}
*[[Super Jump Punch]]
**{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}}
**{{buff|Due to its higher damage output, the clean hit is significantly more effective for KOing in spite of its lower knockback (52 (base)/145 (scaling) → 30/100). Dr. Mario's Super Jump Punch also has a longer duration than Mario's (frames 3-11 → 3-19).}}
**{{nerf|It retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
**{{nerf|Unlike Mario's, It lacks [[intangibility]] on start-up.}}
**{{change|It does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*[[Dr. Tornado]]
**{{change|Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been [[F.L.U.D.D.]] as of ''Brawl''.}}
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage.}}
**{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it ineffective for gaining stage control.}}
**{{nerf|Due to dealing damage, It is less effective at [[gimping]].}}
*[[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.}}
**{{buff|Its hitboxes are further out (Z offset: 0 → 10), improving its range.}}
===Other===
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
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Despite being poor in ''Melee'', Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now [[wall jump]] like his normal self, and [[Dr. Tornado]] can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while [[Super Sheet]] no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump.
Despite being poor in ''Melee'', Dr. Mario's recovery also received a mix of buffs and nerfs. His jump is higher, his air speed is faster, he can now [[wall jump]] like his normal self, and [[Dr. Tornado]] can now be moved horizontally. However, Dr. Tornado now covers much less vertical distance, while [[Super Sheet]] no longer stalls him in the air. As a result, Dr. Mario is forced to mix up the usage of Dr. Tornado by using it before his jump, before his double jump, or after his double jump.
All in all, Dr. Mario’s overhaul changed him for the worse, as he has become a significantly less effective character than he was in ''Melee'', especially when comparing him to {{SSB4|Mario}}. As such, he is widely regarded as an unviable low tier character, and is overall one of the most nerfed characters in ''Smash 4'', alongside {{SSB4|Wario}}, {{SSB4|Marth}} prior to updates, {{SSB4|Kirby}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, {{SSB4|Meta Knight}} prior to updates, and {{SSB4|King Dedede}}.


===Aesthetics===
===Aesthetics===
*{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}}
*{{change|Dr. Mario's design is now a combination of his appearance as of ''{{s|mariowiki|Dr. Mario Online Rx}}'', and his appearance in ''Super Smash Bros. Melee''. His fair skin; dark brown hair; fully buttoned {{s|wikipedia|white coat}}; red tie; and tawny shoes are from ''Online Rx'' and subsequent [[mariowiki:Dr. Mario (series)|''Dr. Mario'' games]], whereas his white coat's loose sleeves and dark gray pants are from ''Melee''.}}
*{{change|Dr. Mario's neck is longer, his pants are now slightly rolled up at his ankles, his tie is loosened, his stethoscope's tubing and head mirror's headband are also dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to ''SSB4''.}}
*{{change|Dr. Mario's pants are now slightly rolled up at his ankles. His stethoscope's tubing and head mirror's headband are also dark gray and dark taupe, respectively, instead of steel blue and cordovan, respectively. These changes are unique to ''SSB4''.}}
*{{change|Dr. Mario's coat and stethoscope have individual physics.}}
*{{change|Dr. Mario has received three new [[alternate costume]]s.}}
*{{change|Dr. Mario has received three new [[alternate costume]]s.}}
*{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}}
*{{change|Dr. Mario has been updated with universal features introduced in ''Brawl''.}}
**{{change|Dr. Mario uses various voice clips for any move between the third hit of his [[neutral attack]], any [[tilt attack]], his [[dash attack]], and any [[aerial attack]], and always uses specific clips for both his up and down [[smash attack]]s.}}
**{{change|Dr. Mario uses various voice clips for any move between the third hit of his [[neutral attack]], any [[tilt attack]], his [[dash attack]], and any [[aerial attack]], and always uses specific clips for both his up and down [[smash attack]]s.}}
**{{change|Dr. Mario now has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his side taunt.}}
**{{change|Dr. Mario now has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his side taunt.}}
*{{change|Dr. Mario no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}
*{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}}
*{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}}
*{{change|Dr. Mario has a new [[idle pose]]. He now punches his open palm with his fist. However, his stance while holding a light [[item]] is now identical to {{SSB4|Mario}}'s.}}
*{{change|Dr. Mario has a new [[idle pose]]. He now punches his open palm with his fist. However, his stance while holding a light [[item]] is now identical to {{SSB4|Mario}}'s.}}
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*{{change|Dr. Mario is lighter (100 → 98), as he now [[Weight|weighs]] as much as {{SSBB|Mario}} as of ''Brawl''. This makes him slightly less susceptible to combos, but slightly hinders his endurance.}}
*{{change|Dr. Mario is lighter (100 → 98), as he now [[Weight|weighs]] as much as {{SSBB|Mario}} as of ''Brawl''. This makes him slightly less susceptible to combos, but slightly hinders his endurance.}}
*{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
*{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.3312).}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.328).}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.06 → 0.045), as it is now identical to Mario's.}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.06 → 0.045), as it is now identical to Mario's.}}
*{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}}
*{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}}
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*{{nerf|[[Sidestep]] has increased ending lag (FAF 22 → 27).}}
*{{nerf|[[Sidestep]] has increased ending lag (FAF 22 → 27).}}
*{{nerf|Rolls and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).}}
*{{nerf|Rolls and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).}}
*{{buff|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}}
*{{buff|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}}  
*{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}}
*{{buff|Dr. Mario [[jump]]s higher and can now [[wall jump]].}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
*{{change|Backward jump's animation has changed. Dr. Mario now performs a [[mariowiki:Somersault|Backward Somersault]] repeatedly like Mario does, instead of once.}}
*{{change|Backward jump's animation has changed. Dr. Mario now performs a [[mariowiki:Somersault|Backward Somersault]] repeatedly like Mario does, instead of once.}}
*{{nerf|The removal of [[wavedash]]ing significantly hinders Dr. Mario's approach.}}
*{{nerf|The removal of [[wavedash]]ing significantly hinders Dr. Mario's approach.}}
*{{nerf|The removal of [[meteor canceling]] harms Dr. Mario more than any returning veteran, due to his lack of a meteor smash.}}


===Ground attacks===
===Ground attacks===
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**{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}}
**{{change|Clean neutral aerial deals 4.4% less damage (10% → 5.6%) and its angle has been altered (50° → 361°). When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes hinder its spacing and edge-guarding potential. The late hit also has a longer duration (frames 20-31 → 11-27).}}
**{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}}
**{{nerf|Late neutral aerial deals 5.04% less damage (14% → 8.96%) and has decreased knockback (20 (base)/100 (scaling) → 13/90), significantly hindering its spacing and KO potential. It also has a shorter duration (frames 3-31 → 3-27).}}
**{{buff|Neutral aerials auto-cancels earlier (frame 36 → 34), matching Mario's neutral aerial. Due to Dr. Mario's slower falling speed and lower gravity, it can now autocancel in a short hop.}}
**{{buff|Neutral aerials auto-cancels earlier (frame 36 → 34).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%).}}
**{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). However, its knockback was somewhat compensated (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}}
**{{nerf|It deals less knockback overall (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102), hindering its KO potential.}}
**{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. These changes decrease its start-up lag (frame 18 → 16) and lengthen its duration (frames 18-22 → 16-22). However, these changes make it more susceptible to punishment at low to medium percentages.}}
**{{change|Forward aerial's angle has been lowered (60° → 50°). This hinders its KO potential off the top blast zone, but slightly improves it near the edge.}}
**{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively. These changes decrease its start-up lag (frame 18 → 16) and lengthen its duration (frames 18-22 → 16-22). However, these changes make it more susceptible to punishment at low to medium percentages.}}
**{{buff|Forward aerials auto-cancels earlier (frame 44 → 43).}}
**{{buff|Forward aerials auto-cancels earlier (frame 44 → 43).}}
*[[Back aerial]]:
*[[Back aerial]]:
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**{{nerf|The removal of chain grabbing significantly hinders down throw's damage racking potential.}}
**{{nerf|The removal of chain grabbing significantly hinders down throw's damage racking potential.}}
*[[Floor attack]]:
*[[Floor attack]]:
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Dr. Mario has received a floor attack when he trips.}}
**{{change|Due to the introduction of [[tripping]], Dr. Mario has received a floor attack when he trips.}}
**{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}}
**{{buff|Front and back floor attacks deal 1.84% more damage (6% → 7.84%).}}
*[[Edge attack]]:
*[[Edge attack]]:
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*[[Megavitamins]]:
*[[Megavitamins]]:
**{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
**{{buff|Megavitamins have increased range and can no longer be [[absorb]]ed. Aerial Megavitamins also descend faster.}}
**{{nerf|Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 14 → 17); ending lag (FAF 44 → 53); and a shorter duration (frames 14-89 → 17-69).}}
**{{nerf|Megavitamins deal less damage (8% → 5.6% (early)/4.48% (late)) and have a smaller hitbox. They also have increased start-up (frame 12 → 17); ending lag (FAF 44 → 53); and a shorter duration (frames 12-87 → 17-69).}}
**{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
**{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
*[[Super Sheet]]:
*[[Super Sheet]]:
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**{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}}
**{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}}
**{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}}
**{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}}
**{{bugfix|Super Sheet no longer causes opponents warping to the opposite side of the stage after being hit during the ledge get up.}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).}}
**{{buff|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).}}
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**{{change|Dr. Tornado's last hit's angle has been altered (361° → 45°).}}
**{{change|Dr. Tornado's last hit's angle has been altered (361° → 45°).}}
**{{change|Dr. Tornado's loop hits have lost their [[Priority#Transcendent priority|transcendent priority]], whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its loop hits' safety against incoming moves.}}
**{{change|Dr. Tornado's loop hits have lost their [[Priority#Transcendent priority|transcendent priority]], whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its loop hits' safety against incoming moves.}}
**{{change|Dr. Mario's now vocalizes when performing the final hit of Dr. Tornado, with the voice clip coming from Mario's [[F.L.U.D.D.]]}}
**{{change|Dr. Mario's now vocalizes when performing the final hit of Dr. Tornado, with the voice clip coming from Mario's [[F.L.U.D.D.]].}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path.}}
**{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path.}}
==Differences from {{SSB4|Mario}}==
===Aesthetics===
*{{change|Dr. Mario's stance is identical to Mario's, albeit slower.}}
*{{change|Dr. Mario is 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 looks straight ahead during his [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation, whereas Mario looks slightly to the left.}}
*{{change|{{GameIcon|ssb4-u}}Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}}
===Attributes===
*{{change|Dr. Mario is slightly shorter than Mario.}}
*{{buff|Aside from Dr. Mario's up tilt; forward aerial; clean back aerial; down aerial; up special; and down special, his other moves' damage outputs use a multiplier of 1.12×.<ref name="DamageMultiplier"/> As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s or [[Reflection|reflected]] attacks.}}
*{{nerf|Dr. Mario's [[walk]]ing and [[dash]]ing speeds use a multiplier of 0.832×; his [[air speed]] and [[air acceleration]] use a multiplier of 0.808×; and his [[jump]] and [[double jump]]'s initial speeds use a multiplier of 0.888×. As a result, Dr. Mario is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}}
===Ground attacks===
*{{nerf|Neutral attack's first two hits have more weight-based knockback (15/10/15 (hit 1)/18/15/18 (hit 2) → 30 (both)). Additionally, Dr. Mario's neutral attack's first two hits can launch the opponent diagonally or vertically (60°/70°/80° (hit 1), 70°/78°/88° (hit 2)), whereas Mario's can launch the opponent horizontally or vertically (361°/361°/80° (both)). Lastly, neutral attack has more ending lag (frame 20 (hit 1)/frame 22 (hit 2)/frame 34 (hit 3) → 23/25/36). Altogether, these differences make it less effective at [[jab cancel]]ing and [[Lock#Jab lock|jab locking]], and can result in lightweight and/or floaty characters escaping its entirety at high percentages.}}
*{{buff|Forward tilt has a longer duration (frames 5-6 → 5-7).}}
*{{change|Up tilt deals 1.556% more damage (5.5% → 7.056%). This makes it significantly more effective for KOing, but less effective for combos.}}
*{{buff|Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for combos at low percentages.}}
*{{buff|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).}}
*{{nerf|Forward smash has slightly less range.}}
*{{change|Dr. Mario's forward smash's sweetspot and sourspot are on his arm and [[electric]]ity respectively, whereas Mario's are on the [[flame]] and his arm respectively.}}
*{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect. This makes it safer on shield, but easier to [[Directional influence|DI]].}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using forward smash, whereas Mario curls his fingers.}}
*{{change|Up smash has different knockback (32 (base)/94 (scaling) → 0/117). Dr. Mario's up smash also launches the opponent horizontally (130°), whereas Mario's launches them vertically (83°). These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective for KOing and punishing.}}
*{{buff|Up smash has a longer duration (frames 9-12 → 9-13).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make Dr. Mario's smash attacks significantly more effective at pressuring shields.}}
===Aerial attacks===
*{{nerf|All aerials have more landing lag (10 frames → 12 (neutral), 26 frames → 28 (forward), 12 frames → 16 (back), 12 frames → 14 (up), 19 frames → 21 (down)).}}
*{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
*{{buff|Neutral aerial can lock until ≈40%.}}
*{{nerf|Neutral aerial has a shorter duration (frames 3-5 (clean) → 3-10, 6-29 (late) → 11-27).}}
*{{buff|Clean and late forward aerials deal more damage (14% (clean)/10% (late) → 16.8%/10.08%). Forward aerial also has more knockback scaling (80 (early/late)/78 (clean) → 95/102).}}
*{{nerf|Early forward aerial deals 0.8% less damage (12% → 11.2%).}}
*{{nerf|Clean forward aerial has less base knockback (32 → 30).}}
*{{change|Dr. Mario's clean forward aerial launches the opponent diagonally (50°), whereas Mario's [[meteor smash]]es them (280°).}}
*{{buff|Clean back aerial deals 2.94% more damage (10.5% → 13.44%), making it more effective for KOing in spite of its lower knockback (12 (base)/106 (scaling) → 10/95).}}
*{{buff|Back aerial has a longer duration (frames 6-10 → 6-13).}}
*{{change|Up aerial has less knockback (10 (base)/135 (scaling) → 9/100). Dr. Mario's up aerial also launches the opponent diagonally (45°), whereas Mario's launches them vertically (75°). These differences make its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling and [[SHFF]]'d combos.}}
*{{change|Dr. Mario retains his diagonal corkscrew dropkick as his down aerial, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''.}}
*{{buff|Down aerial's loop hits deal 0.904% more damage (1% → 1.904%).}}
*{{nerf|Down aerial's last hit deals 1.64% less damage (5% → 3.36%) and has different knockback (80 (base)/100 (scaling) → 50/120). These differences make it significantly less effective for KOing.}}
*{{buff|Down aerial's loop hits use the [[Autolink angle|auto-link angle]] (366°), whereas Mario Tornado's launch the opponent vertically (94°). This makes its hits connect together significantly better.}}
*{{change|Down aerial's last hit launches the opponent diagonally (45°), whereas Mario Tornado's launches them vertically (75°). This makes it capable of edge-guarding, but significantly less effective for juggling.}}
*{{nerf|Down aerial has more start-up (frame 5 → 11); ending lag (frame 13 → 27); and smaller hitboxes. Unlike Mario Tornado, it cannot auto-cancel with a short hop.}}
===Grabs and throws===
*{{change|Due to its higher damage output, back throw is as effective at KOing in spite of its lower knockback scaling (66 → 60).}}
*{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback (70 (base)/72 (scaling) → 65/70).}}
*{{nerf|Down throw has different knockback (40 (base)/90 (scaling) → 75/45), making it significantly less effective for combos.}}
*{{buff|Dr. Mario's down throw launches the opponent vertically (80°), whereas Mario's launches them diagonally (68°). This makes its combos less susceptible to [[directional influence]].}}
===Special moves===
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}}
*{{change|Megavitamins do not have a [[flame]] effect, unlike Fireball.}}
*{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*{{buff|Compared to [[Cape]], [[Super Sheet]]'s reflection hitbox has a longer duration (frames 6-20 → 6-22).}}
*{{change|Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
*{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at [[B-reversing]], but unusable for recovery.}}
*{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes.}}
*{{buff|Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing in spite of its lower knockback (52 (base)/145 (scaling) → 30/100). Dr. Mario's Super Jump Punch also has a longer duration than Mario's (frames 3-11 → 3-19).}}
*{{nerf|Dr. Mario's Super Jump Punch retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
*{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
*{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] as of ''Brawl''.}}
*{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage.}}
*{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
*{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it less effective for edge-guarding.}}
*{{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.}}
===Other===
*{{change|Dr. Mario uses Ties as defensive [[Equipment]], whereas Mario uses Overalls.}}


==Update history==
==Update history==
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==Moveset==
==Moveset==
*Dr. Mario can [[wall jump]].
*Dr. Mario can [[wall jump]].
''For a gallery of Dr. Mario's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
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|fthrowdmg=8.96%
|fthrowdmg=8.96%
|fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%.
|fthrowdesc=Spins the opponent around once and throws them forward. It is best suited for setting up an edge-guard, but can also be followed up with dash attack at 0%-20%.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=&nbsp;
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdmg=12.32% (throw), 8.96% (collateral)
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''.
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Although its knockback has decreased since ''Melee'', it is still strong enough to KO reliably. While near the edge of Final Destination, it KOs middleweights at 154%/146% (''3DS''/''Wii U''). It also can hit nearby opponents during the spin. It is based on the throw that [[Mario|his normal self]] uses against [[Bowser]] in ''Super Mario 64''.
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|dsc1name=Soaring Tornado
|dsc1name=Soaring Tornado
|dsc1dmg=6.72%
|dsc1dmg=6.72%
|dsc1desc=Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a [[windbox]] and a hitbox, the latter of which deals twice as much damage and much more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edge-guarding compared to Dr. Tornado. While near Final Destination's left/right blast lines, it KOs middleweights at 49% in the ''3DS'' version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag.
|dsc1desc=Covers much more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Dr. Tornado, it consists of a [[wind]]box and a hitbox, the latter of which deals twice as much damage and much more knockback than Dr. Tornado's last hit. Altogether, these traits make it much more efficient for recovering and edge-guarding compared to Dr. Tornado. While near Final Destination's left/right blast lines, it KOs middleweights at 49% in the ''3DS'' version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag.
|dsc2name=Clothesline Tornado
|dsc2name=Clothesline Tornado
|dsc2dmg=11.2% (hit 1), 13.44% (hit 2)
|dsc2dmg=11.2% (hit 1), 13.44% (hit 2)
Line 453: Line 419:
|fsdesc=Rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. It functions identically to [[Mario Finale]], but deals slightly more damage.
|fsdesc=Rears his arms back before thrusting them forward to launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. It functions identically to [[Mario Finale]], but deals slightly more damage.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 98
|rweight = 22-24
|dash = 1.3312
|rdash = 47
|run = 1.3312
|rrun = 52
|walk = 0.9152
|rwalk = 44
|trac = 0.045
|rtrac = 44-52
|airfric = 0.01212
|rairfric = 21
|air = 0.9292
|rair = 46
|baseaccel = 0.00808
|rbaseaccel = 55
|addaccel = 0.05656
|raddaccel = 37
|gravity = 0.08715
|rgravity = 32-34
|fall = 1.5
|rfall = 31-35
|ff = 2.4
|rff = 30-34
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 29.356105712
|rjumpheight = 50
|shorthop = 14.171785912
|rshorthop = 48
|djump = 29.356105712
|rdjump = 45
}}
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 0.832, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.808.
===[[Announcer]] call===
<gallery>
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 Spanish Announcer SSBU.wav|Spanish
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=Dr.Mario}}
|char=Dr.Mario}}


==In [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=2322
|set10=2322
}}
}}
===Most historically significant players===
===Notable 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 -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
 
====Active====
''See also: [[:Category:Dr. Mario players (SSB4)]]''
*{{Sm|B7Games|USA}} - Placed 33rd at [[2GGC: Midwest Mayhem Saga]], and 49th at [[2GGT: ESAM Saga]], [[2GGT: Mexico Saga]] and [[2GGT: Abadango Saga]]. He has taken a set off of {{Sm|Abadango}}.
*{{Sm|Rizeasu|Japan}} - Placed 9th at {{Trn|Niconico Tokaigi 2018}}. He has taken a set off of {{Sm|Choco}}.


*{{Sm|2ManyCooks|Canada}} - The best Dr. Mario player in the world until he dropped him for {{SSB4|Mario}} in 2017. He had several wins over {{Sm|Exodia}}, which includes defeating him and {{Sm|Alphicans}} to win [https://www.start.gg/tournament/otafest-assault-iv/details Otafest Assault IV] and defeating him at [https://albertabeatdown.challonge.com/smash4top48 Alberta Beatdown 2016] to place 2nd. Outside of his region, he most notably placed 33rd at {{Trn|2GGT: KTAR Saga}} defeating {{Sm|Rideae}}.
====Inactive====
*{{Sm|B7Games|USA}} - The best Dr. Mario player in the world after 2ManyCooks dropped the character, best known for defeating {{Sm|Abadango}} at {{Trn|2GGT: Abadango Saga}}, placing 49th overall. He has also placed 33rd at {{Trn|2GGC: Midwest Mayhem Saga}}, the best solo-Dr. Mario placement at a major.
*{{Sm|2ManyCooks|Canada}} - Formerly considered the best Dr. Mario player in the world. Placed 33rd at [[2GGT: ZeRo Saga]] and 49th at [[Get On My Level 2016]] before switching to {{SSB4|Mario}}.
*{{Sm|Rizeasu|Japan}} - Known for playing a variety of characters, including Dr. Mario. Most notably defeated {{Sm|Choco}} at {{Trn|Niconico Tokaigi 2018}} and had also placed 7th at {{Trn|Sumabato 28}} with both Dr. Mario and {{SSB4|Zelda}}.
*{{Sm|Atomsk|USA}} - Placed 9th at [[KTAR XIV]] and 17th at [[Do or DI]] before his hiatus.
*{{Sm|Tsumusuto|Japan}} - The best solo-Dr. Mario player in Japan with several decent performances at {{Trn|Sumabato}} events, including placing 17th at {{Trn|Sumabato 9}} and {{Trn|Sumabato 22}}.
*{{Sm|Koolaid|USA}} - Placed 4th at [[KTAR XV]]; 7th at [[CLASH Online Invitational Finals]]; and 25th at [[Shine 2016]] before switching to {{SSB4|Sheik}}.
*{{Sm|Nairo|USA}} - Placed 1st at [[MLG World Finals 2015]] before dropping Dr. Mario.
*{{Sm|Pwii|USA}} - Placed 25th at [[TGC 5]] before switching to {{SSB4|Lucario}}.


===Tier placement and history===
===Tier placement and history===
Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to ''SSB4''{{'}}s game physics saw him widely perceived as a low-tier or even bottom-tier character. Despite his poor perception, {{Sm|Nairo}} surprisingly used Dr. Mario for some matches at [[MLG World Finals 2015]] alongside {{SSB4|Zero Suit Samus}}. This notably resulted in a set against {{Sm|ESAM}} that concluded with Nairo winning 3-0 against him in Losers Finals after using Dr. Mario to defeat ESAM's {{SSB4|Pikachu}} for the first two matches, and his {{SSB4|Samus}} for their final match. Other professionals, such as {{Sm|2ManyCooks}}, would also proceed to achieve decent results with him.
Upon ''SSB4''{{'}}s release, Dr. Mario's weaknesses and inability to successfully adapt to ''SSB4''{{'}}s game physics saw him widely perceived as a low-tier or even bottom-tier character. Despite his poor perception, {{Sm|Nairo}} surprisingly used Dr. Mario for some matches at [[MLG World Finals 2015]] alongside {{SSB4|Zero Suit Samus}}. This notably resulted in a set against {{Sm|ESAM}} that concluded with Nairo winning 3-0 against him in Losers Finals after using Dr. Mario to defeat ESAM's {{SSB4|Pikachu}} for the first two matches, and his {{SSB4|Samus}} for their final match. Other professionals, such as {{Sm|2ManyCooks}}, would also proceed to achieve decent results with him.


Despite these flashes of success, as well as vocal support of Dr. Mario because of his particular strengths, his metagame has remained stagnant because of his tournament results and representation being among the most sparse in the game. These aspects have been reflected in Dr. Mario's tier placement, in which he was ranked 45th on the first [[tier list]], before dropping to 48th on the second tier list. After Dr. Mario's best player, 2ManyCooks, dropped him in favor of Mario, he dropped to 51st on the third tier list. However, the efforts of {{Sm|B7Games}} have seen Dr. Mario rise back to 48th on the fourth and final tier list.
Despite these flashes of success, as well as vocal support of Dr. Mario because of his particular strengths, his metagame has remained stagnant because of his tournament results and representation being among the most sparse in the game. These aspects have been reflected in Dr. Mario's tier placement, in which he was ranked 45th on the first [[tier list]], before dropping to 48th on the second tier list. After Dr. Mario's best player, 2ManyCooks, dropped him in favor of Mario, he dropped to 51st on the third tier list. However, the efforts of {{Sm|B7Games}} have seen Dr. Mario rise to 49th on the fourth and current tier list.
 
==Trophies==
:'''Dr. Mario'''
::{{flag|ntsc}} ''In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.''
 
::{{flag|pal}} ''In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.''


==[[Trophies]]==
{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}}
{{Trophy/Fighter
 
|name=Dr. Mario
:'''Dr. Mario (Alt.)'''
|image-3ds=DrMarioTrophy3DS.png
::{{flag|ntsc}} ''Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.''
|image-wiiu=DrMarioTrophyWiiU.png
 
|mode=Classic
::{{flag|pal}} ''Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.''
|desc-ntsc=In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
 
|desc-pal=In Dr. Mario, released in Europe in 1991, Mario threw on a white coat and decided to have a bash at the whole medicine thing. In this game, he's an all-rounder who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.
{{Trophy games|console1=NES|game1=Dr. Mario 10/1990|console2=Wii|game2=Dr. Mario Online Rx 05/2008}}
|gamelist-ntsc={{Trophy games|console1=NES|game1=Dr. Mario|release1=10/1990|console2=Wii|game2=Dr. Mario Online Rx|release2=05/2008}}
|gamelist-pal={{Trophy games|console1=NES|game1=Dr. Mario|release1=06/1991|console2=Wii|game2=Dr. Mario & Germ Buster|release2=05/2008}}
}}
{{clrl}}


{{Trophy/Fighter
:'''Doctor Finale'''
|name=Dr. Mario (Alt.)
::''In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. The wide range makes it tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!''
|image-3ds=DrMarioAltTrophy3DS.png
|image-wiiu=DrMarioAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his MD slows his speed and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
|desc-pal=Mario and Dr. Mario are only slightly different. Basically, Dr. Mario is stronger, but his heavy coat affects his speed and jumping. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Dr. Mario|release1=10/1990|console2=Wii|game2=Dr. Mario Online Rx|release2=05/2008}}
|gamelist-pal={{Trophy games|console1=NES|game1=Dr. Mario|release1=06/1991|console2=Wii|game2=Dr. Mario & Germ Buster|release2=05/2008}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Doctor Finale
<gallery>
|image=DrFinaleTrophyWiiU.png
DrMarioTrophy3DS.png|Classic (3DS)
|desc-ntsc=In Dr. Mario's Final Smash, he spreads his arms wide and then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
DrMarioAltTrophy3DS.png|Alt. (3DS)
|desc-pal=In Dr. Mario's Final Smash, he spreads his arms wide, then lets loose a pair of giant vitamin capsules that spiral through the air, taking out any pesky "viruses" in their path. Their wide range makes them tough for foes to avoid, and opponents they strike will take multiple hits, possibly even being pushed right off the screen!
DrMarioTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
DrMarioAltTrophyWiiU.png|Alt. (Wii U)
}}
DrFinaleTrophyWiiU.png|[[Doctor Finale]]
{{clrl}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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<gallery>
<gallery>
Dr. Mario amiibo.png|Dr. Mario's [[amiibo]].
Dr. Mario amiibo.png|Dr. Mario's [[amiibo]].
Dr. Mario unlock notice SSB4-3DS.png|Dr. Mario's unlock notice in {{for3ds}}.
Dr. Mario unlock notice SSB4-Wii U.png|Dr. Mario's unlock notice in {{forwiiu}}.
SSB4 - Dr. Mario Screen-1.jpg|Dr. Mario in {{forwiiu}}.
SSB4 - Dr. Mario Screen-1.jpg|Dr. Mario in {{forwiiu}}.
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}.
SSB4 - Dr. Mario Screen-2.jpg|Attempting to grab {{SSB4|Charizard}}.
Line 649: Line 563:
*Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref>
*Like Dark Pit and {{SSB4|Lucina}}, Dr. Mario was originally planned to be an [[alternate costume]]. However, all three were instead converted into being [[clone]]s late in ''[[Super Smash Bros. 4]]''{{'}}s development. [[Masahiro Sakurai]] explained that the reason for doing so in regard to Dr. Mario was in order to appeal to his fanbase from ''[[Super Smash Bros. Melee]]''.<ref>[http://www.gamnesia.com/news/sakurai-explains-why-dr-mario-is-his-own-character-in-smash-bros Sakurai explains why Dr. Mario is his own character in ''Smash Bros.'']</ref>
*Dr. Mario is the first of three ''Melee'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''SSB4'', followed by {{SSB4|Mewtwo}} and {{SSB4|Roy}}. However, he retains his status as an [[unlockable character]], whereas Mewtwo and Roy are now [[downloadable content]].
*Dr. Mario is the first of three ''Melee'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''SSB4'', followed by {{SSB4|Mewtwo}} and {{SSB4|Roy}}. However, he retains his status as an [[unlockable character]], whereas Mewtwo and Roy are now [[downloadable content]].
**He is also the only character out of these three whose artwork uses a different pose from his ''Melee'' artwork.
*Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''.
*Dr. Mario's [[amiibo]] description on the official amiibo website is a combination of his [[Classic Mode]] trophy descriptions from ''Melee'' and ''SSB4''.
*''Super Smash Bros. for Wii U'' is the only game where Dr. Mario is not unlocked by completing Classic Mode with {{SSB4|Mario}}.
*In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively.
*In Dr. Mario's official artwork, his collar and tie are done up, while his stethoscope's tubing and head mirror's headband are black. However, his in-game model shows his collar open and tie loose, while his stethoscope's tubing and head mirror's headband are dark gray and dark taupe, respectively.
*Dr. Mario, {{SSB4|Bowser}} and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless selected.
*Dr. Mario, {{SSB4|Bowser}} and {{SSB4|Lucina}} are the only characters who are not playable in a solo event unless selected.

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