Dr. Mario (SSBU): Difference between revisions

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(→‎Changes from Super Smash Bros. 4: The autocancel window for down aerial is actually at frame 33, not 35. It's the same as down aerial in Melee, and also the same as Mario Tornado. Please correct this down below.)
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|dsname=Dr. Tornado
|dsname=Dr. Tornado
|dsdmg=1.8816% (hits 1-6), 3.528% (final hit)
|dsdmg=1.8816% (hits 1-6), 3.528% (final hit)
|dsdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. It gains good vertical and horizontal distance if mashed fast enough, allowing it to extend Dr. Mario's recovery. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery.
|dsdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Can hit up to seven times, with the final hit sending opponents diagonally. The grounded version grants Dr. Mario 10% [[armor]] during frames 2-9. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. It gains good vertical and horizontal distance if mashed fast enough, allowing it to extend Dr. Mario's recovery, although it only grants aerial distance once before landing. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery.
|fsname=Doctor Finale
|fsname=Doctor Finale
|fsdmg=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back)
|fsdmg=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back)
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