Dr. Mario (SSB4): Difference between revisions

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Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as part of his recovery since it grants Dr. Mario a little extra recovery distance when used properly. Super Jump Punch has been changed as well, as it now acts more like {{SSB|Luigi}}'s from the original ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration. Just like the rest of the cast, Dr. Mario has access to [[Character customization|custom moves]], with his in particular functioning almost identically to {{SSB4|Mario}}'s while his custom versions of his down special instead function almost identically to the custom versions of {{SSB4|Luigi}}'s [[Luigi Cyclone]]. Fast Capsule can improve Dr. Mario's projectile game due to its [[spam]]mability, while Soaring Tornado and Super Jump both considerably alleviate his recovery issues.
Dr. Mario's most noticeable differences are seen in his specials. [[Megavitamins]] are once again his neutral special, and although they now deal less damage than before, they are still stronger than Mario's [[Fireball]] and have less damage falloff over distance traveled. However, the angle between the two attacks are more clear cut with Megavitamins traveling further in the air though at a slower speed. [[Cape#Super Sheet|Super Sheet]] has also returned and is able to cover more vertical distance than Mario's [[Cape]], but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in ''Melee''. As a result, Dr. Tornado is now used as part of his recovery since it grants Dr. Mario a little extra recovery distance when used properly. Super Jump Punch has been changed as well, as it now acts more like {{SSB|Luigi}}'s from the original ''Super Smash Bros.'', with high power at the base and a sourspot throughout the rest of its duration. Just like the rest of the cast, Dr. Mario has access to [[Character customization|custom moves]], with his in particular functioning almost identically to {{SSB4|Mario}}'s while his custom versions of his down special instead function almost identically to the custom versions of {{SSB4|Luigi}}'s [[Luigi Cyclone]]. Fast Capsule can improve Dr. Mario's projectile game due to its [[spam]]mability, while Soaring Tornado and Super Jump both considerably alleviate his recovery issues.


Dr. Mario's more glaring faults include his slow speed for a character of his size and power, his sub-par range, and (when not taking Soaring Tornado and Super Jump into account) a sub-par recovery game despite being given the ability to wall jump and Dr. Tornado enabling him to recover a slight amount of distance. These faults can ultimately hinder his potential to a degree, resulting in Dr. Mario having to be utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include remaining on stage more often than not, wisely using his down tilt-initiated combo options against any non-lightweight characters, and capitalizing on [[Mindgame#Predicting|predictions]] by punishing the opponents' openings with his smash attacks and effective grab game.
Dr. Mario's more glaring faults include his slow speed for a character of his size and power, his sub-par range, and (when not taking Soaring Tornado and Super Jump into account) a sub-par recovery game despite being given the ability to wall jump and Dr. Tornado enabling him to recover a slight amount of distance. These faults can ultimately hinder his potential to a degree, resulting in Dr. Mario having to utilize a much more patient playstyle in comparison to his normal counterpart. As a result, Dr. Mario's essential tactics to succeed include remaining on stage more often than not, wisely using his down tilt-initiated combo options against any non-lightweight characters, and capitalizing on [[Mindgame#Predicting|predictions]] by punishing the opponents' openings with his smash attacks and effective grab game.


==Changes from ''Melee''==
==Changes from ''Melee''==
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