Dr. Mario (SSBU): Difference between revisions

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Dr. Mario is currently ranked 83rd out of 86 on the ''Ultimate'' [[Tier list|tier list]], placing him in the lower half of D+ tier and making him a bottom five character. Despite being buffed overall, this is a drop from his placement in ''[[Super Smash Bros. 4|SSB4]]'', where he was ranked 49th out of 55. Like in ''SSB4'', Dr. Mario's current placement makes him the lowest ranking clone in the game.
Dr. Mario is currently ranked 83rd out of 86 on the ''Ultimate'' [[Tier list|tier list]], placing him in the lower half of D+ tier and making him a bottom five character. Despite being buffed overall, this is a drop from his placement in ''[[Super Smash Bros. 4|SSB4]]'', where he was ranked 49th out of 55. Like in ''SSB4'', Dr. Mario's current placement makes him the lowest ranking clone in the game.


Dr. Mario keeps the multipliers that were introduced into his moveset and attributes in ''SSB4''. As a result, this gives Dr. Mario substantial KO potential and damage output for a character of his size and [[Weight|weight]]. Dr. Mario's overall power has been buffed in his transition to ''Ultimate'', with nearly every move in his arsenal doing more damage than in ''SSB4.'' In addition, Dr. Mario shares the same frame data as Mario on many of his moves, allowing him to perform deadly combos and punishes. Dr. Mario is noticeably better at combos in ''Ultimate'' as he takes advantage of the universal buffs made to jumpsquats and jump heights. Along with being able to better follow up on his [[up throw]] and [[Down throw|down throw]], Dr. Mario's [[Down tilt|down tilt]] was made into a better combo starter than in ''SSB4''. Dr. Mario also received a new down aerial and back throw. Down Aerial — originally a drill kick with low knockback — was changed into a meteor smash akin to [[Ganondorf (SSBU)|Ganondorf]]. Back throw was given a new animation and remarkably more knockback, making it an even deadlier KO option than Mario's. Dr. Mario's specials were significantly buffed and are far more reliable than in ''SSB4''. [[Super Jump Punch]] and [[Dr. Tornado]] received the most notable buffs, as they were made into deadlier KO options and better [[Recovery|recovery]] tools. Dr. Mario has quick and powerful tools to use [[Out of shield|out of shield]], such as his unique [[Sex kick|sex kick]], [[Up aerial|up air]], [[up smash]] and Super Jump Punch. Dr. Mario's recovery has also improved, as he now has access to a directional [[Air dodge|airdodge]] on top of the aforementioned buffs to his pre-existing recovery options.
Dr. Mario keeps the multipliers that were introduced into his moveset and attributes in ''SSB4''. As a result, this gives Dr. Mario substantial KO potential and damage output for a character of his size and [[Weight|weight]]. Dr. Mario's overall power has been buffed in his transition to ''Ultimate'', with nearly every move in his arsenal doing more damage than in ''SSB4.'' In addition, Dr. Mario shares the same frame data as Mario on many of his moves, allowing him to perform deadly [[Combo|combos]] and [[Punishment|punishes]]. Dr. Mario is noticeably better at combos in ''Ultimate'' as he takes advantage of the universal buffs made to [[Jump|jumpsquats]] and jump heights. Along with being able to better follow up on his [[up throw]] and [[Down throw|down throw]], Dr. Mario's [[Down tilt|down tilt]] was made into a better combo starter than in ''SSB4''. Dr. Mario also received a new [[Down aerial|down aerial]] and [[Back throw|back throw]]. Down Aerial — originally a drill kick with low knockback — was changed into a [[meteor smash]] akin to [[Ganondorf (SSBU)|Ganondorf]]. Back throw was given a new animation and remarkably more [[knockback]], making it an even deadlier KO option than Mario's. Dr. Mario's specials were significantly buffed and are far more reliable than in ''SSB4''. [[Super Jump Punch]] and [[Dr. Tornado]] received the most notable buffs, as they were made into deadlier KO options and better [[Recovery|recovery]] tools. Dr. Mario has quick and powerful tools to use [[Out of shield|out of shield]], such as his unique [[Sex kick|sex kick]], [[Up aerial|up air]], [[up smash]] and Super Jump Punch. Dr. Mario's recovery has also improved, as he now has access to a directional [[Air dodge|airdodge]] on top of the aforementioned buffs to his pre-existing recovery options.


However, Dr. Mario's weaknesses outshine many of his strengths. While Dr. Mario received many buffs to his moveset, his already poor mobility was made slightly worse in ''Ultimate''. This gives Dr. Mario further trouble in [[Neutral game|neutral]], especially since many characters were given buffs in ground and [[Air speed|air speed.]] This also makes it difficult for Dr. Mario to compensate for his poor range, making him reliant on [[Megavitamins]] and his [[Back aerial|back air]] in neutral. Dr. Mario also shares many of the nerfs Mario received in ''Ultimate'' such as those given to his [[Up tilt|up tilt]] and [[Grab|grabs]], giving them less utility as combo tools. Dr. Mario's notorious recovery, though improved upon, is still considered to be one of the worst in the game. This, coupled with the nerfs given to his air speed and jump height, make it a considerable challenge for Dr. Mario to avoid being [[Edgeguarding|edgeguarded]] once he's offstage.  
However, Dr. Mario's weaknesses outshine many of his strengths. While Dr. Mario received many buffs to his moveset, his already poor mobility was made slightly worse in ''Ultimate''. This gives Dr. Mario further trouble in [[Neutral game|neutral]], especially since many characters were given buffs in ground and [[Air speed|air speed.]] This also makes it difficult for Dr. Mario to compensate for his poor range, making him reliant on [[Megavitamins]] and his [[Back aerial|back air]] in neutral. Dr. Mario also shares many of the nerfs Mario received in ''Ultimate'' such as those given to his [[Up tilt|up tilt]] and [[Grab|grabs]], giving them less utility as combo tools. Dr. Mario's notorious recovery, though improved upon, is still considered to be one of the worst in the game. This, coupled with the nerfs given to his air speed and jump height, make it a considerable challenge for Dr. Mario to avoid being [[Edgeguarding|edgeguarded]] once he's offstage.  
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