Dr. Mario (SSB4): Difference between revisions

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Undid edit by 104.136.200.207: Using fancy edit summaries doesn't hide your edit warring.
(Much like using × instead of x for multipliers, looking up the differences between Doc and Mario's damage outputs isn't rocket science)
m (Undid edit by 104.136.200.207: Using fancy edit summaries doesn't hide your edit warring.)
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==Attributes==
==Attributes==
As a [[clone]] of a {{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 animations, and even the exact same [[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 and does not [[crouch]] as low in comparison.
As a [[clone]] of a {{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 animations and even the exact same [[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 fights like a stronger, yet slower Mario. By using [[equipment]] physics, Dr. Mario is naturally considered to have +15 Attack and -50 Speed; this further translates to multipliers being applied to his mobility and moveset. In regard to mobility, Dr. Mario's [[walk]]ing and [[dash]]ing speeds are calculated by applying a multiplier of 0.832× to Mario's respective attributes. His [[air speed]], [[air acceleration]], [[jump]] and [[double jump]] follow the same format, albeit with a multiplier of 0.808×. In regard to moveset, the damage outputs of all but six of Dr. Mario's moves are calculated by applying a multiplier of 1.12× to Mario's remaining respective moves.<ref name="DamageMultiplier">[https://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-now-with-ko-percents.383550/page-5#post-18363920 Complete Hitbox/Frame Data For Every Character (Now with KO Percents)]</ref> Although Dr. Mario's shorter jump height makes his [[short hop]] more effective than Mario's, his modified attributes collectively render his overall mobility as sub-par in comparison, and especially for a middleweight. Conversely, Dr. Mario's above-average damage output makes him noticeably more efficient at KOing outright compared to Mario, and deceptively powerful in spite of his size and weight class.
Unlike in ''Melee'', Dr. Mario now fights like a stronger, yet slower Mario. This is accomplished by using [[equipment]] physics: Dr. Mario is naturally considered to have +15 Attack and -50 Speed, giving him 0.832x [[walk]]ing and [[dash]]ing speeds, 0.808x [[air speed]], [[air acceleration]], and [[jump]] height, and 1.12x damage dealt for all his normal attacks.<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> Although Dr. Mario's shorter jump height makes his [[short hop]] more effective than Mario's, these modified attributes collectively render his overall mobility sub-par. Conversely, the damage boost results in Dr. Mario being noticeably more efficient at KOing in comparison to Mario, as his smash attacks, clean forward aerial, clean back aerial, and clean [[Super Jump Punch]] are all excellent KOing options.


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 marginally slower than Mario's, his higher overall damage output and overall slower 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 marginally slower than Mario's, his higher overall damage output and overall slower 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.
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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; 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-guarding|edge-guards]] 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-guarding|edge-guards]] and can even combo into dash attack at 0%-20%, whereas back throw is a viable KOing option at high percentages.


Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash, [[reverse aerial rush]]ed back aerial, down aerial, and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.
Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash, [[reverse aerial rush]]ed back aerial, down aerial, and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.
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In regard to special moves, [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Cape#Super Sheet|Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]]'s. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls Dr. Mario in midair like it did in ''Melee''. To alleviate the removal of Super Sheet's recovery potential, [[Dr. Tornado]] is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.
In regard to special moves, [[Megavitamins]] travel farther in the air without landing compared to Mario's [[Fireball]], and they bounce twice instead of three times. [[Cape#Super Sheet|Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]]'s. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Most notably, Super Sheet no longer stalls Dr. Mario in midair like it did in ''Melee''. To alleviate the removal of Super Sheet's recovery potential, [[Dr. Tornado]] is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.


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-reversing|B-reversed]] upon landing its clean hitbox like Mario's can upon start-up. In addition to making it much more potent for edge-guarding, this trait enables 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-reversing|B-reversed]] upon landing its clean hitbox like Mario's can upon start-up. This makes it useful for edge-guarding, 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. 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. 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.
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A number of Dr. Mario's moves have received buffs and nerfs. Down tilt now functions like Mario's, and is thus a reliable combo starter at low to high percentages. Up aerial's lower launching angle makes it better for edge-guarding and partaking in combos. Down aerial and Dr. Tornado's hitbox alterations result in their hits connecting together better. Megavitamins have longer ranges, are no longer [[absorb]]able and, when used in the air, descend faster. Super Jump Punch now possesses KO potential, thanks to it functioning like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. Conversely, neutral attack deals much less damage; forward aerial is only effective when sweetspotted; up aerial has significantly worsened juggling potential; down aerial and Megavitamins have lower damage outputs, more lag, shorter durations and, in the case of the latter, a smaller hitbox; and back throw's KO potential has worsened.
A number of Dr. Mario's moves have received buffs and nerfs. Down tilt now functions like Mario's, and is thus a reliable combo starter at low to high percentages. Up aerial's lower launching angle makes it better for edge-guarding and partaking in combos. Down aerial and Dr. Tornado's hitbox alterations result in their hits connecting together better. Megavitamins have longer ranges, are no longer [[absorb]]able and, when used in the air, descend faster. Super Jump Punch now possesses KO potential, thanks to it functioning like a less polarized version of {{SSB4|Luigi}}'s Super Jump Punch. Conversely, neutral attack deals much less damage; forward aerial is only effective when sweetspotted; up aerial has significantly worsened juggling potential; down aerial and Megavitamins have lower damage outputs, more lag, shorter durations and, in the case of the latter, a smaller hitbox; and back throw's KO potential has worsened.


However, several of Dr. Mario's moves have been ambivalently buffed and nerfed. Up tilt's consistent angle makes more reliable for combos, but at the cost of its versatility. Up smash is no longer a [[spike]], which makes its KO potential more consistent at the cost of significantly worsening its ability to start combos. Down smash's front hit is now a semi-spike, but has a much lower damage output. Neutral aerial's lower damage output makes its clean hitbox better for set-ups, yet removes its late hitbox's KO potential. Back aerial's clean hitbox now possesses KO potential, yet it is no longer a semi-spike. Lastly, Super Jump Punch can now be [[B-reversing|B-reversed]] upon landing its clean hitbox, but at the cost of its ability to be [[Super Jump Punch#Up-B cancel|canceled]].
However, several of Dr. Mario's moves have been ambivalently buffed and nerfed. Up tilt's consistent angle makes more reliable for combo, but at the cost of its versatility. Up smash is no longer a [[spike]], which makes its KO potential more consistent at the cost of significantly worsening its ability to start combos. Down smash's front hit is now a semi-spike, but has a much lower damage output. Neutral aerial's lower damage output makes its clean hitbox better for set-ups, yet removes its late hitbox's KO potential. Back aerial's clean hitbox now possesses KO potential, yet it is no longer a semi-spike. Lastly, Super Jump Punch can now be [[B-reversing|B-reversed]] upon landing its clean hitbox, but at the cost of its ability to be [[Super Jump Punch#Up-B cancel|canceled]].


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 [[Cape#Super Sheet|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 [[Cape#Super Sheet|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.
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===Attributes===
===Attributes===
*{{change|Dr. Mario is slightly shorter than Mario.}}
*{{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 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.}}
*{{buff|Aside from Dr. Mario's up tilt, forward aerial, clean back aerial, down aerial, up special, and down special, his other attacks 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]], [[air acceleration]], [[jump]], and [[double jump]] also use a multiplier of 0.808×. As a result, he is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario's [[walk]]ing and [[dash]]ing speeds use a multiplier of 0.832×, and his [[air speed]], [[air acceleration]], [[jump]], and [[double jump]] use a multiplier of 0.808×. As a result, he is significantly less mobile than Mario.}}
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}}
*{{nerf|Dr. Mario does not [[crouch]] as low as Mario.}}