Dr. Mario (SSBU): Difference between revisions

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As in ''[[Super Smash Bros. 4]]'', {{iw|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Dr. Mario. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->
As in ''[[Super Smash Bros. 4]]'', {{iw|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Super Smash Bros. Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Dr. Mario. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->


Dr. Mario is currently ranked 78th out of 82 on the ''Ultimate'' [[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 slight drop from his placement in ''Smash 4'', where he was ranked 48th out of 54, and is his worst placement in the series. Dr. Mario's playstyle is effectively a slower yet stronger version of Mario's. As a result, all of his moves possess better KO potential and/or damage output compared to Mario, while he keeps most of Mario's fast frame data, which allows him to perform short yet effective [[combo]]s. Dr. Mario's signature projectile in [[Megavitamin]] is an effective projectile for approaching and neutral, cannot be [[Absorption|absorbed]] and it also opens up combos and KO confirms at higher percents into most of his moves. In addition, he has several strong yet effective KO options in his arsenals, including [[Super Jump Punch]], [[Dr. Tornado]], most of his aerials, and back throw. This means players have to play more carefully when close to him, as a single whiff could lead into a deadly [[punish]].  
Dr. Mario is currently ranked 78th out of 82 on the ''Ultimate'' [[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 slight drop from his placement in ''Smash 4'', where he was ranked 48th out of 54, and is his worst placement in the series. Dr. Mario's playstyle is effectively a slower yet stronger version of Mario's. As a result, all of his moves possess better KO potential and/or damage output compared to Mario, while he keeps most of Mario's frame data, which allows him to perform short yet effective [[combo]]s. Dr. Mario's signature projectile in [[Megavitamin]] is an effective projectile for approaching and neutral and it also opens up combos and KO confirms at higher percents into most of his moves. In addition, Dr. Mario has several strong yet effective KO options in his arsenals, including [[Super Jump Punch]], [[Dr. Tornado]], most of his aerials, and back throw. This means players have to play more carefully when close to Dr. Mario, as a single whiff could lead into a deadly [[punish]].  


However, Dr. Mario's weaknesses outshine many of his strengths. His most notable weakness is his poor mobility, which cripples his neutral game and makes him vulnerable to camping. While Megavitamins are useful to his neutral game and important for his playstyle, he can't always rely on them, and his attacks have poor range overall. In addition, as his playstyle largely revolves around him getting close to his opponent, his poor mobility also makes it harder for him to avoid retaliation from opponents, as Dr. Mario's short range means he is vulnerable to moves with long range or disjoints. Finally, Dr. Mario's recovery, while improved, is still one of the worst in the game, as its short distance and his slow air mobility makes him vulnerable to gimping. Dr. Tornado can extend his recovery, but if he has already used his double jump, his recovery options are limited.
However, Dr. Mario's weaknesses outshine many of his strengths. His most notable weakness is his poor mobility, which cripples his [[neutral game]] and makes him vulnerable to camping. In addition, as his playstyle largely revolves around him getting close to his opponent, his poor mobility also makes it harder for him to avoid retaliation from opponents, as Dr. Mario's short range means he is vulnerable to moves with long range or disjoints. Finally, Dr. Mario's recovery, while improved, is still one of the worst in the game, as its short range and his slow air mobility makes him vulnerable to gimping.  


Overall, Dr. Mario is a character that has good frame data and strong damage output and KO potential, but his sluggish movements cause him to rely more on a bait-and-punish playstyle. Although his representation has remained below average for most of the game's lifespan, he has nonetheless seen success from players such as {{Sm|JaZaR}} and {{Sm|Tsumusuto}}.
Overall, Dr. Mario is a character that has good frame data and strong damage output and KO potential, but his sluggish movements cause him to rely more on a bait-and-punish playstyle. Although his represenation has remained below average for most of the game's lifespan, he has nonetheless seen success from players such as {{Sm|JaZaR}} and {{Sm|Tsumusuto}}.


==How to unlock==
==How to unlock==
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As a [[clone]] of {{SSBU|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 very fast. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although the two share an overwhelming number of identical animations and even the exact same values for certain attributes ([[weight]], [[falling speed]], [[fast fall]]ing speed 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.
As a [[clone]] of {{SSBU|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 very fast. As a result, Dr. Mario is both difficult to [[punish]] and very effective at punishing. Although the two share an overwhelming number of identical animations and even the exact same values for certain attributes ([[weight]], [[falling speed]], [[fast fall]]ing speed 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.


Dr. Mario functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Most of Dr. Mario's moveset deals 1.176× more damage compared to Mario's moveset. Conversely, his [[jump|full hop]] height is 0.85× lower; his [[walk]]ing and [[dash]]ing speeds are 0.7942× slower; his [[air speed]], [[air acceleration]], [[short hop]] height, and [[double jump]] height are 0.7648× lower. Most of the multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics from ''[[Super Smash Bros. 4]]'', in which he specifically possesses a +22 Attack value and a -65 Speed value.<ref name="DamageMultiplier">[https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1974906014]</ref> 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. His wall jump and ledge jump also cover less distance as a result. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.
Dr. Mario functions like a stronger, yet slower Mario, owing to the implementation of multipliers to the majority of his moveset and some of his attributes. Most of Dr. Mario's moveset deals 1.176× more damage compared to Mario's moveset. Conversely, his [[jump|full hop]] height is 0.85× lower; his [[walk]]ing and [[dash]]ing speeds are 0.7942× slower; his [[air speed]], [[air acceleration]], [[short hop]] height, and [[double jump]] height are 0.7648× lower. Most of the multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics from ''[[Super Smash Bros. 4]]'', in which he specifically possesses a +22 Attack value and a -65 Speed value.<ref name="DamageMultiplier">[https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1974906014]</ref> 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. His wall jump and ledge jump also cover less distance as a result. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario. His [[traction]] is also slightly higher than Mario's, though merely average when compared to the roster.


Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's overall frame data is only very slightly slower than Mario's (if even at all), 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, especially with regard to aerial combos. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to characters like {{SSBU|Incineroar}}.
Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Although Dr. Mario's overall frame data is only very slightly slower than Mario's (if even at all), 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, especially with regard to aerial combos. Despite this, his combos deal respectable damage in spite of their fairly short lengths, similarly to characters like {{SSBU|Incineroar}}.


Dr. Mario's grounded moveset has plenty of utility in spite of his slow speed. Neutral attack is Dr. Mario's fastest attack, and the first two hits can [[lock]] opponents. Forward tilt is a great get-off-me option, and possesses situational KO potential at very high percentages unlike Mario's version. Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in ''Smash 4'', and its hitboxes start from a higher position, allowing shorter, crouching or prone characters to potentially low-profile the move. Down tilt is one of Dr. Mario's best combo starters; although it is short-ranged, it is very reliable at a wide range of percentages, with its lower knockback scaling compared to Mario's even allowing it to combo at percentages where Mario's would not work, and depending on the percentage, it can lead into neutral attack, forward tilt, up tilt (only on certain characters), itself, up smash (only on certain characters), down smash, neutral aerial, up aerial, back aerial and Super Jump Punch. His dash attack has vertical knockback, allowing it to serve as a combo starter but hindering its edgeguarding potential. His forward smash, while slower than his other smash attacks, is extremely powerful for an attack of its speed, especially if the sweetspot connects; unlike Mario's, it possesses the [[electric]] effect, has shorter range, and the sweetspot and sourspot hitboxes are swapped around. Up smash functions more similarly to Luigi's version than to Mario's version, as it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing as long as they are in front of him; compared to Luigi's, however, it launches at a lower angle, and it has lower base knockback than both Mario and Luigi's up smashes. Nevertheless, up smash's launch angle does make it much better at edgeguarding or setting up edgeguards than both Mario and Luigi's versions, and its higher damage output and knockback scaling compared to both of them also makes it a highly lethal KOing option, though he needs to hit from behind to KO as early as possible with it. His down smash is his fastest smash attack, hitting on both sides (with the back hit being stronger than the front hit), and like Mario's version, it is useful for punishing rolls.
Dr. Mario's grounded moveset has plenty of utility in spite of his slow speed. Neutral attack is Dr. Mario's fastest attack, and the first two hits can [[lock]] opponents. Forward tilt is a great get-off-me option, and possesses situational KO potential at very high percentages unlike Mario's version. Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in ''Smash 4'', and its hitboxes start from a higher position, allowing shorter, crouching or prone characters to potentially low-profile the move. Down tilt is one of Dr. Mario's best combo starters; although it is short-ranged, it is very reliable at a wide range of percentages, with its lower knockback scaling compared to Mario's even allowing it to combo at percentages where Mario's would not work, and depending on the percentage, it can lead into neutral attack, forward tilt, up tilt (only on certain characters), itself, up smash (only on certain characters), down smash, neutral aerial, up aerial, back aerial and Super Jump Punch. His dash attack has vertical knockback, allowing it to serve as a combo starter but hindering its edgeguarding potential. His forward smash, while slower than his other smash attacks, is extremely powerful for an attack of its speed, especially if the sweetspot connects; unlike Mario's, it possesses the [[electric]] effect, has shorter range, and the sweetspot and sourspot hitboxes are swapped around. Up smash functions more similarly to Luigi's version than to Mario's version, as it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing as long as they are in front of him; compared to Luigi's, however, it launches at a lower angle, and it has lower base knockback than both Mario and Luigi's up smashes. Nevertheless, up smash's launch angle does make it much better at edgeguarding or setting up edgeguards than both Mario and Luigi's versions, and its higher damage output and knockback scaling compared to both of them also makes it a highly lethal KOing option. His down smash is his fastest smash attack, hitting on both sides (with the back hit being stronger than the front hit), and like Mario's version, it is useful for punishing rolls.


Like Mario, Dr. Mario possesses an effective grab game. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edgeguard]]s; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only), neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage.
Like Mario, Dr. Mario possesses a decent grab game. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edgeguard]]s; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only), neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage.


Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage and knockback, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edgeguarding, due to its long hitbox duration and larger hitbox than the late hit of Mario's equivalent move that can punish air dodges, and it's also strong enough to KO at high percents. Forward aerial has considerable start-up lag, but its clean hitbox makes it one of the strongest aerials in the game; as such, it is lethal when [[SHFF]]ed against unwary opponents that are near the edge. Back aerial is also fast, [[auto-cancel]]s in a short hop, and possesses a powerful clean hitbox, traits which collectively make it viable for KOing, edgeguarding and approaching. Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. This angle also makes its beginning frames capable of edgeguarding, unlike his normal self's up aerial. However, up aerial's launch angle also makes it much less effective at starting combos when SHFFed or juggling compared to Mario's. His new down aerial is a powerful [[meteor smash]] with decent speed for it, making it an excellent option for edgeguarding; it is also an extremely solid combo starter with an extremely wide range of follow-ups on grounded opponents depending on their percentage, including neutral attack, forward tilt, up tilt, down tilt, dash attack, forward smash, up smash, down smash, grab, all aerial attacks (including itself), Super Jump Punch and Dr. Tornado.
Like his normal self, Dr. Mario's air game is above-average. Neutral aerial is a "reverse sex kick": its clean hitbox deals minimal damage and knockback, whereas its late hitbox deals more damage. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Conversely, its late hitbox is decent at edgeguarding, due to its long hitbox duration and larger hitbox than the late hit of Mario's equivalent move. Forward aerial has considerable start-up lag, but its clean hitbox makes it one of the strongest aerials in the game; as such, it is lethal when [[SHFF]]ed against unwary opponents that are near the edge. Back aerial is also fast, [[auto-cancel]]s in a short hop, and possesses a powerful clean hitbox, traits which collectively make it viable for KOing, edgeguarding and approaching. Up aerial's horizontal launching angle grants its beginning and ending frames decent combo potential into Super Jump Punch and back aerial, respectively, at low to medium percentages. This angle also makes its beginning frames capable of edgeguarding, unlike his normal self's up aerial. However, up aerial's launch angle also makes it much less effective at starting combos when SHFFed or juggling compared to Mario's. His new down aerial, while having slow startup, is a powerful [[meteor smash]], making it an excellent option for edgeguarding; it is also an extremely solid combo starter with an extremely wide range of follow-ups on grounded opponents depending on their percentage, including neutral attack, forward tilt, up tilt, down tilt, dash attack, forward smash, up smash, down smash, grab, all aerial attacks (including itself), Super Jump Punch and Dr. Tornado.


With 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; they also have altered knockback, allowing for a wider range of follow-ups, and their combo ability makes them a decent projectile. [[Super Sheet]] has more vertical range but less horizontal range than [[Cape]], but its aerial version completely lacks the stalling effect of Mario's version, completely removing its recovery potential; it also has a 1.6× reflection multiplier, making reflecting projectiles with it more rewarding compared to doing so with Mario's Cape.
With 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; they also have altered knockback, allowing for a wider range of follow-ups. [[Super Sheet]] has more vertical range but less horizontal range than [[Cape]], but its aerial version completely lacks the stalling effect of Mario's version, completely removing its recovery potential; it also has a 1.6× reflection multiplier, making reflecting projectiles with it more rewarding compared to doing so with Mario's Cape.


Unlike [[F.L.U.D.D.]], Dr. Tornado is an effective recovery option, with repeated mashing of the special move button allowing Dr. Mario to rise upward with it. It also deals damage. When coupled with its high damage output, very high knockback scaling and [[autolink angle]], it is useful for edge-guarding, warding off edgeguarders, and even out-prioritizing attacks, and it also possesses excellent KO potential. However, Dr. Tornado's much shorter range makes it much riskier to use for edgeguarding 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 more similarly to {{SSBU|Ryu}}'s [[Shoryuken]] or {{SSBU|Marth}}'s [[Dolphin Slash]] instead. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Super Jump Punch is also an extremely effective [[out of shield]] option thanks to its frame 3 startup, much like Mario's version.
Unlike [[F.L.U.D.D.]], Dr. Tornado is an effective recovery option, with repeated mashing of the special move button allowing Dr. Mario to rise upward with it. It also deals damage. When coupled with its high damage output, very high knockback scaling and [[autolink angle]], it is useful for edge-guarding, warding off edgeguarders, and even out-prioritizing attacks, and it also possesses excellent KO potential. However, Dr. Tornado's much shorter range makes it much riskier to use for edgeguarding 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 more similarly to {{SSBU|Ryu}}'s [[Shoryuken]] or {{SSBU|Marth}}'s [[Dolphin Slash]] instead. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Super Jump Punch is also an extremely effective [[out of shield]] option thanks to its frame 3 startup, much like Mario's version.


However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. The most prominent one is his slow mobility, which hinders his ability to approach opponents, and renders him vulnerable to zoning and circle camping from characters with strong projectile games and high mobility, respectively, similarly to {{SSBU|Ganondorf}} and {{SSBU|Incineroar}}; unlike those two characters, however, Dr. Mario has an effective projectile in Megavitamins, a smaller hurtbox, effective [[out of shield]] options, and a decent reflector in Super Sheet, giving him a better defensive game in comparison. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which can give him trouble against characters with long or disjointed hitboxes; whereas Mario's faster mobility allows him to somewhat circumvent this weakness, especially against characters with poor mobility and/or frame data, Dr. Mario is less capable of weaving in and out of his opponent's range, making such characters much more difficult for him to deal with. Dr. Mario's sluggish mobility compounds another notorious weakness—his recovery. Despite being able to wall jump and the fact that Dr. Tornado is a much better recovery option than Cape, the combination of his slow air speed, low jump height, 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. The most prominent one is his lackluster mobility, which hinders his ability to approach opponents, and renders him vulnerable to zoning and circle camping from characters with strong projectile games and high mobility, respectively, similarly to {{SSBU|Ganondorf}} and {{SSBU|Incineroar}}; unlike those two characters, however, Dr. Mario has an effective projectile in Megavitamins, a smaller hurtbox, effective [[out of shield]] options, and a decent reflector in Super Sheet, giving him a better defensive game in comparison. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which can give him trouble against characters with long or disjointed hitboxes; whereas Mario's faster mobility allows him to somewhat circumvent this weakness, especially against characters with poor mobility and/or frame data, Dr. Mario is less capable of weaving in and out of his opponent's range, making such characters much more difficult for him to deal with. Dr. Mario's sluggish mobility compounds another notorious weakness—his recovery. Despite being able to wall jump and the fact that Dr. Tornado is a much better recovery option than Cape, the combination of his slow air speed, low jump height, slow air acceleration and Super Jump Punch's mediocre travel distance results in his recovery being predictable like Mario's.


Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to [[gimping]] and edgeguards. 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, which has a noticeable amount of ending lag (33 frames, aerial version) and cannot sweetspot [[edge]]s. Due to his short recovery distance, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly, especially if he has lost his double jump. Lastly, Dr. Mario is outclassed in certain aspects by other characters: in particular, {{SSBU|Zero Suit Samus}} has much better overall mobility; {{SSBU|Shulk}} has much more range; and {{SSBU|Snake}} is much better at zoning.
Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to [[gimping]] and edgeguards. 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, which has a huge amount of ending lag (33 frames, aerial version) and cannot sweetspot [[edge]]s. Due to his short recovery distance, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is outclassed in certain aspects by other characters: in particular, {{SSBU|Zero Suit Samus}} has much better overall mobility; {{SSBU|Shulk}} has much more range; and {{SSBU|Snake}} is much better at zoning.


Overall, Dr. Mario's strengths are outweighed by his weaknesses. His fast frame data enables him to pressure, combo 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]] so much 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.
Overall, Dr. Mario's strengths are outweighed by his weaknesses. His fast frame data enables him to pressure, combo 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]] so much 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.
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***{{change|Dr. Mario's lower short hop makes it easier for him to pressure opponents with short hops and use short hop aerials against grounded opponents, but limits his ability to perform two aerials in a short hop.}}
***{{change|Dr. Mario's lower short hop makes it easier for him to pressure opponents with short hops and use short hop aerials against grounded opponents, but limits his ability to perform two aerials in a short hop.}}
*{{nerf|Dr. Mario's [[Jump|full hop]] height is 15% lower than Mario's (36.33 → 30.8805), although the mobility multiplier is not applied fully due to the new mechanic which speeds up full hops.}}
*{{nerf|Dr. Mario's [[Jump|full hop]] height is 15% lower than Mario's (36.33 → 30.8805), although the mobility multiplier is not applied fully due to the new mechanic which speeds up full hops.}}
***{{change|As a result of his lower jumps, Dr. Mario spends less time in the air after jumping compared to Mario (SH air time: 39 → 34), (FH air time: 56 → 51).}}
**{{nerf|Despite this, the mobility multiplier applies fully when using shooting items, which makes it 35% lower than Mario's (36.33 → 23.6174064). It is also applied fully when performing a [[softhop]].}}
**{{nerf|Despite this, the mobility multiplier applies fully when using shooting items, which makes it 35% lower than Mario's (36.33 → 23.6174064). It is also applied fully when performing a [[softhop]].}}
*{{buff|Dr. Mario's [[shield jump]] is lower (44.1 → 40), causing him to land earlier when his [[shield]] breaks.}}
*{{buff|Dr. Mario's [[shield jump]] is lower (44.1 → 40), causing him to land sooner.}}
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}}
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}}
**{{change|His ledge jump is also lower (38.165 → 35.4402).}}
**{{change|His ledge jump is also lower (38.165 → 35.4402).}}
*{{buff|Dr. Mario has higher base acceleration when carrying heavy items (0 → 0.03) causing him to accelerate faster when walking while carrying heavy items.}}
*{{buff|Dr. Mario has higher base acceleration when carrying heavy items (0 → 0.03) causing him to accelerate faster when walking while carrying heavy items.}}
*{{buff|Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish [[out of shield]].}}
*{{buff|Dr. Mario's traction is slightly higher than Mario's (0.102 → 0.106), making it slightly easier for him to punish [[out of shield]].}}
*{{buff|Dr. Mario's ledge grab hitbox is positioned slightly higher, and extends up slightly further, making it easier for him to grab the ledge.}}


===Ground attacks===
===Ground attacks===
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**{{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. This means Dr. Mario's forward smash does more damage and knockback at closer range than it would at farther 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. This means Dr. Mario's forward smash does more damage and knockback at closer range than it would at farther range.}}
**{{nerf|It has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partially compensating for the increased damage.}}
**{{nerf|It has lower knockback scaling (105 (sourspot)/99 (sweetspot) → 100/94), partially compensating for the increased damage.}}
**{{nerf|The outer hitbox is smaller (outer hitbox size: 5u → 3.7u), giving it less range than Mario's and making the sourspot of Dr. Mario's version incapable of [[2 frame punish]]ing opponents.}}
**{{nerf|It has noticeably less range (outer hitbox size: 5u → 3.7u), making it incapable of [[2 frame punish]]ing opponents.}}
**{{buff|Despite having the sweetspot and sourspot swapped around compared to Mario's version, their hitboxes' priority is unchanged. As a result, the sweetspot of Dr. Mario's version has priority over the sourspot instead of being outprioritized by it.}}
**{{change|It has an electric [[effect]], whereas Mario's has a flame effect. This makes it capable of hurting {{SSBU|Olimar}}'s Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.}}
**{{change|It has an electric [[effect]], whereas Mario's has a flame effect. This makes it capable of hurting {{SSBU|Olimar}}'s Red Pikmin and makes it safer on shield, but makes it incapable of hurting Yellow Pikmin or instantly detonating explosives, and makes it easier to DI.}}
*[[Up smash]]:
*[[Up smash]]:
**{{change|Up smash launches at a lower angle (83° → 120°), allowing it to KO opponents horizontally earlier, but weakening its vertical KO and anti-air potential.}}
**{{change|Up smash launches at a lower angle (83° → 120°), allowing it to KO opponents horizontally, but weakening its vertical KO and anti-air potential.}}
**{{change|It has altered knockback (32 (base)/94 (scaling) → 0/117), making it combo more consistently at lower damages while still making it stronger at higher damages. However, this also makes it unsafe on hit at low percents and combo less consistently at mid percents.}}
**{{change|It has altered knockback (32 (base)/94 (scaling) → 0/117), making it combo more consistently at lower damages while still making it stronger at higher damages. However, this also makes it unsafe on hit at low percents and combo less consistently at mid percents.}}
**{{buff|It lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of Dr. Mario and making it easier to hit short or crouching characters in front of him with it. As its FAF is the same as Mario's version, it also gives it one less frame of ending lag.}}
**{{buff|It lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.}}
*[[Down smash]]:
*[[Down smash]]:
**{{change|The sweeping visual on down smash is purple and white, rather than yellow, blue and white.}}
**{{change|The sweeping visual on down smash is purple and white, rather than yellow, blue and white.}}


===Aerial attacks===
===Aerial attacks===
**{{nerf|Dr. Mario's neutral, back and up aerials have more landing lag than Mario's (6 frames → 7 (neutral), 6 frames → 10 (back) 6 frames → 8 (up)).}}
*[[Neutral aerial]]:
*[[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. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO confirms and makes it less useful as an instant combo finisher and combo breaker.}}
**{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely. This makes the move capable of instantly starting combos and makes it more effective at punishing, but removes its KO confirms and makes it less useful as an instant combo finisher and combo breaker.}}
**{{buff|The late hit has larger hitboxes (2.8u/2.8u → 3.6u/3.6u).}}
**{{buff|The late hit has larger hitboxes (2.8u/2.8u → 3.6u/3.6u).}}
**{{buff|The late hit deals more  base damage (8% → 10%) and has higher knockback scaling than Mario's clean hit (90 → 100). Combined with the damage multiplier, this allows it to KO under 120% at the edge.}}
**{{buff|The late hit has higher base damage than Mario's clean hit (8% → 10%) with higher knockback scaling (90 → 100). Combined with the damage multiplier, this allows it to KO under 120% at the edge.}}
**{{buff|It autocancels earlier (frame 39 → 34).}}
**{{buff|It autocancels earlier (frame 39 → 34).}}
**{{nerf|It has more landing lag (6 frames → 7).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{change|Dr. Mario's forward aerial launches the opponent at an horizontal angle, whereas Mario's [[meteor smash]]es them (270° → 361°).}}
**{{change|Dr. Mario's forward aerial launches the opponent diagonally, whereas Mario's [[meteor smash]]es them. This makes it very effective at KOing on-stage, but much worse at edgeguarding and makes it less effective at starting combos on landing.}}
**{{nerf|Its inability to meteor smash makes it less effective for edgeguarding than Mario's and prevents it from starting combos on landing.}}
**{{buff|The clean hit has higher base damage (14% → 15%) and has much more knockback scaling (78 → 102), improving its KO potential even further.}}
***{{buff|However, this also makes it significantly better for KOing on-stage.}}
**{{nerf|The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%), though with their knockback scaling compensated (80 → 95).}}
**{{buff|The clean hit has higher base damage (14% → 15%) and more knockback scaling, improving its KO potential even further despite its lower base knockback (32 base/78 growth (clean) → 30/102).}}
**{{nerf|The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%), though with compensated knockback scaling (80 → 95 (early, late)).}}
**{{change|The sweeping visual commences a frame earlier, and the last frame of the visual is absent.}}
**{{change|The sweeping visual commences a frame earlier, and the last frame of the visual is absent.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's clean hit has higher base damage (10.5% → 12%) with knockback not fully compensated (12 (base)/106 (scaling) → 10/95), allowing it to KO earlier.}}
**{{buff|Back aerial's clean hit has higher base damage (10.5% → 12%) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
**{{buff|The clean hit and late hit both have a longer duration (6-7 6-8 (clean), 8-10 9-13 (late)). Since it has the same interruptibility as Mario's, this also gives it three less frames of ending lag.}}
**{{buff|The clean hit and late hit both have a longer duration (2 frames 3 (clean), 3 frames 5 (late)).}}
**{{nerf|The clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u), giving it slightly less range.}}
**{{nerf|The clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u), slightly reducing its range.}}
**{{nerf|It has more landing lag (6 frames → 10).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial launches at a lower angle (75° → 45°), severely weakening its combo potential but granting it edgeguarding potential.}}
**{{change|Up aerial launches at a lower angle (75° → 45°), severely weakening its combo potential but granting it edgeguarding potential.}}
**{{buff|It has noticeably higher base damage (7% → 10.2%) without full compensation on its knockback scaling (135 → 114), further improving its damage output and increasing its KO power at high percents.}}
**{{buff|It has noticeably higher base damage (7% → 10.2%) with knockback scaling compensated (135 → 100), further improving its damage output.}}
**{{nerf|It has more landing lag (6 frames → 8).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Dr. Mario's down aerial is a stomp with both feet, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it's a single hit with two stronger hitboxes that cover Dr. Mario's legs and body instead of consisting of a multi-hit with several weaker looping hitboxes on his sides and body and a larger final hit.}}
**{{change|Dr. Mario's down aerial is a double foot stomp, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it hits once instead of six times.}}
**{{nerf|It deals slightly less base damage overall (12.5% → 12%), though this is compensated by the damage multiplier.}}
**{{change|It can meteor smash and send opponents horizontally instead of vertically (94° (looping hits), 75° (final hit) → (270°/361°). This makes it very good at edgeguarding, tech-chasing and starting combos, but less effective at KOing on-stage, juggling and extending/finishing combos.}}
**{{buff|It deals much more base damage than the final hit of Mario's version (5.5% → 12%), and thus significantly knockback overall despite its lower base knockback value (80 base/100 growth → 10/100).}}
**{{nerf|It deals slightly less base damage (1.4% (hits 1-5), 5.5% (hit 6); 12.5% (total) → 12%).}}
**{{buff|The hitbox on Dr. Mario's legs and feet is a strong [[meteor smash]] (94° (looping hits) 75° (final hit) → 270). This makes it better for edge guarding and tech-chasing and allows it to start combos on landing.}}
**{{buff|It has reduced landing lag (15 frames → 13).}}
***{{nerf|Its different angle also reduces its ability to extend combos and makes it worse for KOing on-stage and finishing combos.}}
**{{nerf|It has significantly increased startup lag (frame 5 → 14), less active frames (frame 5/7/9/11/13/23 → 14-17) and more ending lag (frame 38 → 43).}}
**{{buff|The hitbox on Dr. Mario's chest launches horizontally instead of vertically (94° (looping hits) 75° (final hit) → 361°). When combined with its higher knockback, this gives it edgeguarding potential and makes it significantly better at KOing on-stage than Mario Tornado.}}
**{{nerf|It lacks a landing hit.}}
***{{nerf|However, the new angle on the upper hitbox also makes it impossible to juggle and combo with it.}}  
**{{nerf|It has significantly smaller hitboxes (4.3u/7.0u (looping hits), 11u (final hit) →  4.5u/5.2u), giving it significantly less range around Dr. Mario. Unlike Mario's, it cannot hit opponents above him.}}
**{{buff|It has less landing lag (16 frames → 13).}}
**{{nerf|It has significantly smaller hitboxes overall (4.u/7u) (looping hits), (11.0u (final hit) → (5.2u/4.5), giving it less range around Dr. Mario. Unlike Mario Tornado, it also can't hit opponents directly above him.}}
**{{nerf|It has significantly more startup lag (frame 5 → 14). Due to hitting only once instead of six times, it also has shorter duration (frame 5/7/9/11/13/23 → frame 16-19) and higher ending lag (frame 38 → 43).}}
**{{nerf|It doesn't have a landing hit.}}
**{{change|Dr. Mario is silent when performing this move, unlike Mario.}}
**{{change|Dr. Mario is silent when performing this move, unlike Mario.}}


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**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably despite the damage multiplier.}}
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably despite the damage multiplier.}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Down throw launches at a higher angle (68° → 80°) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up and back aerials more consistent and allows it to combo earlier and for longer, it makes other followups like down tilt and neutral attack impossible and sends opponent in a tumble at low percents.}}
**{{change|Down throw launches at a higher angle (68° → 80°) and has altered knockback (40 (base)/90 (scaling) → 75/45). While this makes its combo potential into up and back aerials more consistent and allows it to combo earlier and for longer, it makes other followups like down tilt and neutral attack impossible.}}
**{{nerf|Dr. Mario's [[floor attack]]s and [[edge attack]] have decreased base damage (front and back floor attacks: 7% → 6% (both hits), trip floor attack: 5% → 4.3% (both hits), edge attack: 9% → 8.51%). As a result, his floor attacks deal roughly the same damage as Mario's despite the damage multiplier.}}
*{{nerf|Dr. Mario's [[floor attack]]s and [[edge attack]] have decreased base damage (front and back floor attacks: 7% → 6% (both hits), trip floor attack: 5% → 4.3% (both hits), edge attack: 9% → 8.51%). As a result, his floor attacks deal roughly the same damage as Mario's despite the damage multiplier.}}
**{{buff|However, Dr. Mario's edge attack still outdamages Mario's version despite its lower base damage, thanks to his attack multiplier.}}
**{{buff|However, Dr. Mario's edge attack still outdamages Mario's version despite its lower base damage, thanks to his attack multiplier.}}


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**{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}}
**{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] since ''Brawl''.}}
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at higher percents.}}
**{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage, making it a very viable KO move at higher percents.}}
**{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
**{{buff|Compared to F.L.U.D.D., Dr. Tornado extends Dr. Mario's recovery, making it significantly more effective to get back on-stage.}}
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}}
**{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range and is less important to his neutral game as a result.}}
**{{nerf|Due to lacking a powerful windbox that pushes opponents away, it is less effective at gimping.}}
**{{nerf|Due to lacking a powerful windbox that pushes opponents away, it is less effective at gimping and is worse at stage control.}}
*[[Doctor Finale]]:
*[[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.}}
**{{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.}}
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|neutral2dmg=1.764%
|neutral2dmg=1.764%
|neutral3dmg=4.704%
|neutral3dmg=4.704%
|neutraldesc=The {{iw|mariowiki|Punch}} + Punch + {{iw|mariowiki|Kick}} combo from ''{{iw|mariowiki|Super Mario 64}}''. Useful for spacing and comes out quickly. The first and second hits can also jab lock.
|neutraldesc=The {{iw|mariowiki|Punch}} + Punch + {{iw|mariowiki|Kick}} combo from ''{{iw|mariowiki|Super Mario 64}}''. Useful for spacing and comes out quickly. The first and second hits can also jab lock. Additionally, unlike Mario, the close-range hitbox of the first hit can [[jab cancel]] into Super Jump Punch at high percentages for a guaranteed KO confirm.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=10.584%
|ftiltdmg=10.584%
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge. It's also very fast, with low ending lag.
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge and 209% from center stage.
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=7.4088%
|utiltdmg=7.4088%
Line 280: Line 275:
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (arm)
|fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (arm)
|fsmashdesc=A palm thrust that produces a small burst of electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm, the opposite of Mario's. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options. Its electric properties also make it safer on shield compared to Mario's, especially if spaced properly, but it has poor range. Its hitboxes have the same priority as Mario's forward smash despite the reverse placement, meaning that its sweetspot has higher priority than the sourspot.
|fsmashdesc=A palm thrust that produces a small burst of electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options, KOing at as low as 55% at the ledge and 78% center stage. Its electric properties also make it safer on shield compared to Mario's, especially if spaced.
|usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBU|16.464}}
|usmashdmg={{ChargedSmashDmgSSBU|16.464}}
|usmashdesc=An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. It's very fast and powerful and difficult to punish, especially on shield. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge if Dr. Mario hits an opponent behind him, although it weakens its potential as an anti-air and punishment tool. It's also unsafe on hit at very low percents.
|usmashdesc=An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. It's fast, coming out on frame 9, is powerful and its ending lag is only moderate, making it difficult to punish. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge if it hits opponents behind him, although it weakens its potential as an anti-air and punishment tool. Its hitboxes and head intangibility last 1 more frame than Mario's, hitting small opponents on the ground more easily.
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back)
|dsmashdesc=A breakdancing version of the {{iw|MarioWiki|Sweep Kick}} from ''Super Mario 64''. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool.
|dsmashdesc=A breakdancing version of the {{iw|MarioWiki|Sweep Kick}} from ''Super Mario 64''. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool. The front hit KOs at around 130%, while the back hit KOs at 106%.
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late)
|nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has surprisingly high knockback for a sex kick, KOing at the edge at around 130%. It can autocancel in a short hop is performed near its peak.
|nairdesc=A flying kick. It is a [[sex kick]] that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has surprisingly high knockback for a sex kick, KOing at the edge at around 130%. It can autocancel in a short hop.
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late)
|fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late)
|fairdesc=An {{iw|wikipedia|overhand|boxing}}. Unlike Mario's version, it does not have a meteor smash hitbox. It's Dr. Mario's slowest aerial, having slow startup at frame 16 and high ending lag and landing lag, and it's the only aerial that cannot autocancel in a short hop, making it punishable when missed, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge.
|fairdesc=An {{iw|wikipedia|overhand|boxing}}. Unlike Mario's version, it does not have a meteor smash hitbox. It has the slowest of his aerials, coming out at frame 16 and having high ending lag and landing lag, and is the only aerial that cannot autocancel in a short hop, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge.
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late)
|bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late)
|bairdesc=A {{iw|wikipedia|dropkick}}. Comes out quickly and has above-average knockback, which makes it a viable edgeguarding and KO move and a [[reverse aerial rush]] option. Can also chain into itself at low percents, or set up tech-chase situations, and like Mario's, autocancels in a short hop fast fall.
|bairdesc=A {{iw|wikipedia|dropkick}}. Comes out quickly, autocancels in a short hop fast fall and has above-average knockback, which makes it a viable edgeguarding and KO move and a [[reverse aerial rush]] option. Can also chain into itself at low percents, or set up tech-chase situations.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg={{ShortHopDmgSSBU|11.9952}}
|uairdmg={{ShortHopDmgSSBU|11.9952}}
|uairdesc=A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single [[short hop]], or the second up aerial can be replaced with a neutral aerial instead. Despite its very quick startup at frame 4, it works well as a KO option at high percentages, especially offstage. It can also autocancel in a short hop fast fall.
|uairdesc=A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single [[short hop]], or the second up aerial can be replaced with a neutral aerial instead, and can autocancel in a short hop fast fall. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage.
|dairname=CLEAR! ({{ja|全力メテオキック|Zen Ryoku Meteo Kikku}}, ''Full Power Meteor Kick'')
|dairname=CLEAR! ({{ja|全力メテオキック|Zen Ryoku Meteo Kikku}}, ''Full Power Meteor Kick'')
|dairdmg={{ShortHopDmgSSBU|14.112}}
|dairdmg={{ShortHopDmgSSBU|14.112}}
|dairdesc=A double foot stomp. While it has noticeable startup, it deals consistent damage and can powerfully [[meteor smash]] opponents when hitting with the sweetspot on his legs. It has a sourspot on his body, which instead launches away with strong knockback. It's quite fast for a meteor smash, coming out on frame 14 and having rather low ending lag, and it can also autocancel in a short hop. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado.
|dairdesc=A double foot stomp. While it has noticeable startup, it deals consistent damage and can powerfully [[meteor smash]] opponents when hitting with the sweetspot on his legs. It has a sourspot on his hips, which instead launches away with strong knockback. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado. It can autocancel in a short hop and is decently quick for a meteor smash, coming out at frame 14.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Has average range and above-average speed.
|grabdesc=Reaches out. Has average range and above-average speed.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.5288%
|pummeldmg=1.5288%
|pummeldesc=A headbutt. Moderately fast and with an above average damage output.
|pummeldesc=A headbutt. Moderately fast.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowdmg=9.408%
|fthrowdmg=9.408%
|fthrowdesc=Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw, as it can KO middleweights at around 178% at the edge of Final Destination, which is about 10% earlier.
|fthrowdesc=Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw, as it can KO middleweights at around 190% at the edge of Final Destination, which is about 10% earlier.
|bthrowname=Airplane Throw ({{ja|ヒコーキ投げ|Hikōki Nage}})
|bthrowname=Airplane Throw ({{ja|ヒコーキ投げ|Hikōki Nage}})
|bthrowdmg=12.936%
|bthrowdmg=12.936%
|bthrowdesc=Dr. Mario heaves the opponent on his shoulders and then throws them away with a single arm. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass {{SSBU|Ness}}' back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI.
|bthrowdesc=Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass {{SSBU|Ness}}' back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI, and even from center stage can generally secure KOs around the 150-160% range.
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowdmg=8.232%
|uthrowdmg=8.232%
|uthrowdesc=Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around 224% on Final Destination, which is about 5% earlier than Mario's up throw. Due to its new animation, it heavily resembles the Upward {{iw|mariowiki|Cap Throw}} from ''{{iw|mariowiki|Super Mario Odyssey}}''.
|uthrowdesc=Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around 225% on Final Destination, which is about 5% earlier than Mario's up throw. Due to its new animation, it heavily resembles the Upward {{iw|mariowiki|Cap Throw}} from ''{{iw|mariowiki|Super Mario Odyssey}}''.
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowdmg=5.88%
|dthrowdmg=5.88%
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|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=14.112% (clean), 7.056% (late)
|usdmg=14.112% (clean), 7.056% (late)
|usdesc=A jumping uppercut. Unlike Mario's (which deals multiple hits), Dr. Mario's version consists of a powerful main hit that hits once, with a weaker late hit. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly [[out of shield]] option. However, it travels a short distance compared to Mario's version.
|usdesc=A jumping uppercut. Unlike Mario's (which deals multiple hits), Dr. Mario's version consists of a powerful main hit that hits once, with a weaker late hit. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly [[out of shield]] option. However, it travels a short distance compared to Mario's version. KOs at 124% from center stage.
|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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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Stands behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Has his eyes closed until all of the Megavitamins are gone, in which he opens them and assumes fighting stance.
*Stands behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Stands in a thinking pose with his eyes closed until all of the Megavitamins are gone, after which he opens them with a surprised expression and assumes fighting stance.
<gallery>
<gallery>
Dr.MarioOnScreenAppearanceSSBU.gif|Dr. Mario's on-screen appearance
Dr.MarioOnScreenAppearanceSSBU.gif|Dr. Mario's on-screen appearance
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles.
*'''Left:''' Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles.
*'''Up:''' Waves his stethoscope in front of himself, off to his side, then to the other, and then back in front of himself.
*'''Up:''' Flourishes his stethoscope around himself.
*'''Right:''' Taps his shoe on the ground, contemplatively rubs his chin and then suddenly glances at the screen while continuing to rub his chin.
*'''Right:''' Taps his shoe on the ground, places a hand on his chin, and then looks at the screen while contemplatively rubbing his chin.
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{iw|mariowiki|Super Mario Bros.}}'']]
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{iw|mariowiki|Super Mario Bros.}}'']]
<gallery>
<gallery>
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''See also: [[:Category:Dr. Mario players (SSBU)]]''
''See also: [[:Category:Dr. Mario players (SSBU)]]''
*{{Sm|JaZaR|Mexico}} - The current best Dr. Mario player in the world. Although most of his activity is online, he has had several strong results at majors, including 13th at {{Trn|Delfino Maza 2023}}, 25th at {{Trn|Smash Factor X}}, and 33rd at {{Trn|Smash Factor 9}}, with wins over {{Sm|Skyjay}}, {{Sm|AlanDiss}}, and {{Sm|WaKa}}. He's ranked 3rd on the [[Mexican Power Rankings]].
 
*{{Sm|JaZaR|Mexico}} - The best Dr. Mario player in the world in 2023. He is the second Dr. Mario player to be ranked on a global ranking, at 144th on the [[LumiRank 2023]]. He regularly places top 8 at Mexican regionals, including winning {{Trn|Laguna Championship 2023}} and placing 3rd at {{Trn|Xcution Summit II}} defeating {{Sm|Skyjay}}. He also has several strong major performances, including 13th at {{Trn|Delfino Maza 2023}}, 25th at {{Trn|Smash Factor X}}, and 33rd at {{Trn|Smash Factor 9}}.
*{{Sm|Lui$|USA}} - One of the first Dr. Mario players to garner any noticeable results, placing 33rd at {{Trn|GENESIS 6}} with solo-Dr. Mario, 17th at {{Trn|Smash 'N' Splash 5}} with mostly Dr. Mario, and 33rd at {{Trn|Frostbite 2019}} using Dr. Mario to defeat {{Sm|ESAM}}. However since mid-2019 he has dropped Dr. Mario in favor of other characters.
*{{Sm|Lui$|USA}} - One of the first Dr. Mario players to garner any noticeable results, placing 33rd at {{Trn|GENESIS 6}} with solo-Dr. Mario, 17th at {{Trn|Smash 'N' Splash 5}} with mostly Dr. Mario, and 33rd at {{Trn|Frostbite 2019}} using Dr. Mario to defeat {{Sm|ESAM}}. However since mid-2019 he has dropped Dr. Mario in favor of other characters.
*{{Sm|Meowscarada|USA}} - The best Dr. Mario player in the United States' online metagame. They placed highly at several online events such as 2nd at {{Trn|Frame Perfect Series 2: ONLINE}} and 7th at {{Trn|Smash Out Breast Cancer}} and was ranked 37th on the [[Wi-Fi Warrior Rank v6]]. Although their activity has largely been in-region in the post-online metagame, they nonetheless have seen strong results, such as placing 2nd at {{Trn|Ignition 300}} defeating some of the Midwest's best players including {{Sm|skittles}} and {{Sm|Ikan}}.
*{{Sm|Meowscarada|USA}} - The best Dr. Mario player in the United States' online metagame. They placed highly at several online events such as 2nd at {{Trn|Frame Perfect Series 2: ONLINE}} and 7th at {{Trn|Smash Out Breast Cancer}} and was ranked 37th on the [[Wi-Fi Warrior Rank v6]]. Although their activity has largely been in-region in the post-online metagame, they nonetheless have seen strong results, such as placing 2nd at {{Trn|Ignition 300}} defeating some of the Midwest's best players including {{Sm|skittles}} and {{Sm|Ikan}}.
*{{Sm|Oryon|France}} - Although more known for his {{SSBU|Wolf}}, he also played Dr. Mario from 2019 to 2021 and was considered the best Dr. Mario player in Europe. He placed 5th at {{Trn|VCA 2021}} playing mostly Dr. Mario, and has also placed 5th at {{Trn|Syndicate 2019}}, 9th at {{Trn|Albion 4}}, and 13th at {{Trn|GENESIS 8}} using Dr. Mario in notable bracket games and sets.
*{{Sm|Oryon|France}} - Although more known for his {{SSBU|Wolf}}, he also played Dr. Mario from 2019 to 2021 and was considered the best Dr. Mario player in Europe. He placed 5th at {{Trn|VCA 2021}} playing mostly Dr. Mario, and has also placed 5th at {{Trn|Syndicate 2019}}, 9th at {{Trn|Albion 4}}, and 13th at {{Trn|GENESIS 8}} using Dr. Mario in notable bracket games and sets.
*{{Sm|Shissho|Japan}} - One of the two best Dr. Mario players in Japan. He notably won the 256-entrants regional {{Trn|KOWLOON 1}} over {{Sm|Paseriman}} and {{Sm|Munekin}}, and has also placed highly at several majors, including 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Maesuma TOP 10}}.
*{{Sm|Shissho|Japan}} - The second-best Dr. Mario player in Japan. He notably won the 256-entrants regional {{Trn|KOWLOON 1}} over {{Sm|Paseriman}} and {{Sm|Munekin}}, and has also placed highly at several majors, including 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Maesuma TOP 10}}.
*{{Sm|Tsumusuto|Japan}} - One of the two best Dr. Mario players in Japan. He is the only Dr. Mario player who had ever finished top 8 at a major, placing 3rd at {{Trn|Maesuma TOP 9}}, and has also finished strongly at several majors, including 17th at at {{Trn|Sumabato SP Ultimate}} 33rd at {{Trn|Umebura SP 6}} and {{Trn|Maesuma TOP 13}}. He was ranked 115th on the [[OrionRank Ultimate: Eclipse]].
*{{Sm|Tsumusuto|Japan}} - The best Dr. Mario in the world from 2019 through 2022 and is the only Dr. Mario player who had ever finished top 8 at a major, placing 3rd at {{Trn|Maesuma TOP 9}}. In addition, he has also finished strongly at several majors, including 9th at both {{Trn|Sumabato SP 5}} and {{Trn|Sumabato SP 6}}. He was ranked 115th on the [[OrionRank Ultimate: Eclipse]], the highest ranking ever for a Dr. Mario main.


===Tier placement and history===
===Tier placement and history===
In the early metagame, opinions on Dr. Mario remained largely the same as it was in ''Super Smash Bros. 4''. Although his power, out of shield options, and damage racking capabilities were improved in the transition to ''Ultimate'', his sluggish speed, atrocious recovery, and mediocre range indicated that his worst weaknesses were still largely unaddressed, leaving him with poor matchups against characters such as {{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Lucina}}. Although players such as {{Sm|Lui$}}, {{Sm|Locus}}, and {{Sm|Oryon}} saw success with the characters, most would either drop the character or relegated him to a secondary, worsening his poor representation. As a result, most players, including {{Sm|Dark Wizzy}} and {{Sm|Mr.R}}, viewed Dr. Mario as a low tier, with some going as far as to say that he was one of the worst characters in the game. The current tier list reflects this, as Dr. Mario is ranked just above the likes of {{SSBU|King Dedede}}, {{SSBU|Little Mac}}, and {{SSBU|Ganondorf}}.
In the early metagame, opinions on Dr. Mario remained largely the same as it was in ''Super Smash Bros. 4''. Although his power, out of shield options, and damage racking capabilities were improved in the transition to ''Ultimate'', his sluggish speed, atrocious recovery, and mediocre range indicated that his worst weaknesses were still largely unaddressed, leaving him with poor matchups against characters such as {{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Lucina}}. Although players such as {{Sm|Lui$}}, {{Sm|Locus}}, and {{Sm|Oryon}} saw success with Dr. Mario, most would either drop him or relegated him to a secondary, worsening his poor representation. As a result, most players, including {{Sm|Dark Wizzy}} and {{Sm|Mr.R}}, viewed Dr. Mario as a low tier, with some going as far as to say that he was one of the worst characters in the game. The current tier list reflects this, as Dr. Mario is ranked just above the likes of {{SSBU|King Dedede}}, {{SSBU|Little Mac}}, and {{SSBU|Ganondorf}}.


Despite this negative perception, however, Dr. Mario still saw glimpses of success thanks to the efforts of dedicated mains, including {{Sm|Tsumusuto}} in Japan, {{Sm|JaZaR}} in Mexico, and {{Sm|Mabel}} during the online metagame. Furthermore, Dr. Mario received buffs from game updates that improved his combo and punish games. This left his true viability up to debate, with players such as {{Sm|Nairo}} and {{Sm|Leffen}} believing Dr. Mario was potentially a viable character, while other players maintained that he was still an unviable fighter due to improvements to other fighters, as well as the introductions of {{SSBU|Min Min}}, {{SSBU|Steve}}, and {{SSBU|Sephiroth}}. Nevertheless, Dr. Mario's perception has improved since the early metagame, although he is unanimously agreed to be inferior to {{SSBU|Mario}}.
Despite this negative perception, however, Dr. Mario still saw glimpses of success thanks to the efforts of dedicated mains, including {{Sm|Tsumusuto}} in Japan, {{Sm|JaZaR}} in Mexico, and {{Sm|Mabel}} during the online metagame. Furthermore, Dr. Mario received buffs from game updates that improved his combo and punish games. This left his true viability up to debate, with players such as {{Sm|Nairo}} and {{Sm|Leffen}} believing Dr. Mario was potentially a viable character, while other players maintained that he was still an unviable fighter due to improvements to other fighters, as well as the introductions of {{SSBU|Min Min}}, {{SSBU|Steve}}, and {{SSBU|Sephiroth}}. Nevertheless, Dr. Mario's perception has improved since the early metagame, although he is unanimously agreed to be inferior to {{SSBU|Mario}}.