Dr. Mario (SSB4): Difference between revisions

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His forward aerial, while slow in execution, is the third strongest of its kind when sweetspotted and is a tremendously powerful punishing option, making it lethal from a short hop while near the edge. His up and down aerials, however, are different from Mario's in regard to utility. His up aerial launches at a more horizontal angle and has much less knockback, making it his most difficult aerial to chain at low percentages. His down aerial is a [[Drill (archetype)|drill kick]] with considerable start-up, but a longer duration and a much lower launching angle, making it better than Mario's [[Mario Tornado]] for edgeguarding. In addition to his down tilt, the majority of his other grounded moves have some utility: his neutral attack is among the fastest in the game, his up tilt can chain into itself, and all of his smash attacks boast great power.
His forward aerial, while slow in execution, is the third strongest of its kind when sweetspotted and is a tremendously powerful punishing option, making it lethal from a short hop while near the edge. His up and down aerials, however, are different from Mario's in regard to utility. His up aerial launches at a more horizontal angle and has much less knockback, making it his most difficult aerial to chain at low percentages. His down aerial is a [[Drill (archetype)|drill kick]] with considerable start-up, but a longer duration and a much lower launching angle, making it better than Mario's [[Mario Tornado]] for edgeguarding. In addition to his down tilt, the majority of his other grounded moves have some utility: his neutral attack is among the fastest in the game, his up tilt can chain into itself, and all of his smash attacks boast great power.


Dr. Mario's flaws are significantly more noticeable when compared to Mario's. While he boasts excellent KO power, his KO potential is inconsistent due to having fewer guaranteed KO set-ups than Mario. Many characters also outperform him in several areas: {{SSB4|Donkey Kong}} has more power, Luigi has greater combo versatility, {{SSB4|Villager}} and {{SSB4|R.O.B.}} have stronger zoning abilities, {{SSB4|Captain Falcon}} has better mobility and {{SSB4|Shulk}} has greater range. Out of these attributes, his most problematic ones are the latter two: his much slower mobility compared to Mario gives him problems with [[approach]]ing, which is compounded by the poor range on his attacks which further prevents him from fighting at a safe distance compared to Mario.
Dr. Mario's flaws are significantly more noticeable when compared to Mario's. While he boasts excellent KO power, his KO potential is inconsistent due to having fewer guaranteed KO set-ups than Mario. Many characters also outperform him in several areas: {{SSB4|Donkey Kong}} has more power, Luigi has greater combo versatility, {{SSB4|Villager}} and {{SSB4|R.O.B.}} have stronger zoning abilities, {{SSB4|Captain Falcon}} has better mobility and {{SSB4|Shulk}} has greater range. Out of these attributes, his most problematic ones are the latter two: his slow mobility compared to Mario gives him problems with [[approach]]ing, which when compounded by the poor range on his attacks which further prevents him from fighting at a safe distance compared to Mario.


Dr. Mario's problems do not end here, however, as his sluggish mobility compounds another noticeable weakness: his recovery. Even in spite of his newfound [[wall jump]], the combination of Dr. Mario's lower jumps, slower air speed, slower air acceleration, and the lower distance Super Jump Punch grants compared to Mario's Super Jump Punch results in his recovery being predictable. Unlike Mario, he can extend it by making use of Dr. Tornado, which allows him to gain slightly better horizontal distance compared to Mario. However, his recovery gains noticeably less vertical distance if not used early compared to the latter (unless used with a double jump) which leaves him vulnerable to most [[meteor smash]]es as they may launch him low enough to be KO'd. As a result, it's best for him to read the opponent when trying to return to the stage knowing when and how to make use of Dr. Tornado. Additionally, even though he may not need to use his second jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover back to the stage.
Dr. Mario's problems do not end here, however, as his sluggish mobility compounds another noticeable weakness: his recovery. Even in spite of his newfound [[wall jump]], the combination of Dr. Mario's lower jumps, slower air speed, slower air acceleration, and the lower distance Super Jump Punch grants compared to Mario's Super Jump Punch results in his recovery being predictable. Unlike Mario, he can extend it by making use of Dr. Tornado, which allows him to gain slightly better horizontal distance compared to Mario. However, his recovery gains noticeably less vertical distance if not used early compared to the latter (unless used with a double jump) which leaves him vulnerable to most [[meteor smash]]es as they may launch him low enough to be KO'd. As a result, it's best for him to read the opponent when trying to return to the stage knowing when and how to make use of Dr. Tornado. Additionally, even though he may not need to use his second jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover back to the stage.