Dr. Mario (SSBM): Difference between revisions

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→‎Most historically significant players: (Shroomed almost reverse 4 stocked Leffen at Big House, but lost 1-2. It was EVO where he upset Leffen.)
(→‎Most historically significant players: (Shroomed almost reverse 4 stocked Leffen at Big House, but lost 1-2. It was EVO where he upset Leffen.))
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{{ArticleIcons|melee=y}}
{{ArticleIcons|melee=y}}
{{disambig2|Dr. Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts, see [[Dr. Mario]]; for information on the character of whom Dr. Mario is a [[clone]]|Mario (SSBM)}}
{{disambig2|Dr. Mario's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Dr. Mario}}
{{Infobox Character
{{Infobox Character
|name = Dr. Mario
|name = Dr. Mario
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|ssbgame2 = SSBU
|ssbgame2 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D
|tier = B-
|tierPAL = D
|tierPAL = D
|ranking = 11
|ranking = 13
|rankingPAL = 12
|rankingPAL = 12
}}
}}
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''.  
'''Dr. Mario''' ({{ja|Dr. マリオ|Dokutā Mario}}, ''Dr. Mario'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''.


This is his first 3D appearance as well as his first appearance in the ''Super Smash Bros. series'', as he stems from a series of ''Mario'' puzzle games. As a [[clone]] of {{SSBM|Mario}}, Dr. Mario and Mario have nearly identical movesets with obvious differences in attack physics.
''Melee'' marks Dr. Mario's first 3D appearance as well as his first appearance in the ''Super Smash Bros.'' series, as he stems from a series of ''Mario'' puzzle games. As a [[clone]] of {{SSBM|Mario}}, Dr. Mario and Mario have nearly identical movesets with obvious differences in attack physics. Dr. Mario's voice consists of the same voice clips regular Mario has; they come from ''Super Mario 64'' and were originally performed by Charles Martinet.


Dr. Mario is voiced by Charles Martinet, using Mario's voice clips from Smash 64 albeit some are muted.
Dr. Mario currently ranks 13th on the ''Melee'' [[tier list]], at the end of B- tier, two places higher than Mario's rank and his best placement in the series. His [[combo]] ability possesses unique qualities, such as an unusual-functioning reverse-[[sex kick]]. His [[approach]] options are also very good, with a long [[wavedash]] and a good air game, as well as a very good [[SHFFL]]. Dr. Mario also has a good [[projectile]], which itself can be used to aid his approach while subsequently keeping away others. However, Dr. Mario's primary weakness is his abysmal [[recovery]], which is one of the worst in the game, due to its predictability and few methods of increasing its distance. Dr. Mario also suffers from lack of range in his attacks, leaving him vulnerable against characters with disjointed hitboxes such as {{SSBM|Marth}}.
 
Dr. Mario currently ranks 11th on the ''Melee'' [[tier list]], at the top of the D tier, four places higher than Mario's rank and his best placement in the series. His relatively high mid-tier placement is a consequence of his [[combo]] ability with overall uniqueness as a fighter, such as an unusual-functioning reverse-[[sex kick]]. His [[approach]] options are also very good, with a long [[wavedash]] and a good air game, as well as a very good [[SHFFL]]. Dr. Mario also has a good [[projectile]], which itself can be used to aid his approach. However, Dr. Mario's primary weakness is his abysmal [[recovery]], which is one of the worst in the game, due to its predictability and few methods of increasing its distance. Dr. Mario also suffers from lack of range in his attacks, leaving him vulnerable against characters with disjointed hitboxes such as {{SSBM|Donkey Kong}} and {{SSBM|Marth}}, of which the latter arguably serves as his worst matchup.


==How to unlock==
==How to unlock==
To unlock Dr. Mario, players need to complete either Classic or Adventure Mode as Mario without using any continues.  
Dr. Mario must be defeated in battle before he can be unlocked. There are two ways the player can encounter Dr. Mario:
 
*One way is to complete Classic Mode, Adventure Mode, or All-Star Mode as Mario without using any continues. If the player fails to defeat Dr. Mario, they can re-fight him by doing this same method again.
Alternatively, players can play 100 VS. matches.
*Another way is to play 100 VS. matches to completion. If the player fails to defeat Dr. Mario, they can re-fight him by playing another VS. match to completion. If this method is used, {{SSBM|Jigglypuff}} must be unlocked before Dr. Mario can be fought.
 
Dr. Mario is fought on [[Princess Peach's Castle]], with the track "Dr. Mario" playing.
Dr. Mario is fought on [[Princess Peach's Castle]], with the track "Dr. Mario" playing.


==Attributes==
==Attributes==
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form except for his neutral ground attack, and aerial attack landing lag). Both have the same [[dash|dashing speed]] and [[falling speed]], yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster [[air speed]], rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no [[sourspot]]s that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into.
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form except for his neutral attack, and aerial attack landing lag). Both have the same [[dash|dashing speed]] and [[falling speed]], yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster [[air speed]], rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no [[sourspot]]s that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into.
Dr. Mario also has a great projectile, [[Megavitamins]]. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage (8% each) and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes.
Dr. Mario also has a great projectile, [[Megavitamins]]. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage (8% each) and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes.


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==Differences from {{SSBM|Mario}}==
==Differences from {{SSBM|Mario}}==
Since Dr. Mario is ranked higher than Mario, he performs better overall, as his attacks are much more powerful. He can also spike foes with his up smash, albeit only if they are on the ground, and high KO potential on aerial foes. He can KO earlier than Mario, especially due to his throws being much stronger, with his back throw being among the strongest throws in the game.
The most notable difference between the two is that Dr. Mario boasts higher attack power than Mario. Almost all of his attacks do more damage than his counterpart which allows him to rack up damage easily. He can also spike foes with his up smash, albeit only if they are on the ground, and has high KO potential on aerial foes. He can KO earlier than Mario, especially due to his throws being much stronger, with his back throw being among the strongest throws in the game.


However, Dr. Mario's recovery is worse since he cannot wall jump, his Super Sheet (side special) only lifting him up once and gains minimal height on usage, and both his Super Jump Punch and Dr. Tornado specials don't gain as much distance in the air in comparison to Mario's up and down specials. Furthermore, even though Dr. Mario boasts much more damage and KO potential than Mario, his forward smash's hitbox has less horizontal reach, requiring him to be closer to his opponents to make efficient usage of it. His combo game is also worse than Mario's, as his up and down tilts have different launch angles, his down aerial lacks a landing hitbox, his neutral aerial's sourspot is much harder to hit with, and his throws' higher power make them less effective at setting up. Despite this, he has the aforementioned up smash, and his up special can be cancelled, making this nerf negligible. His range is also worse overall.
However, Dr. Mario's recovery is worse since he cannot wall jump, his Super Sheet (side special) only lifts him up once and gains minimal height on usage, and both his Super Jump Punch and Dr. Tornado specials gain less distance in the air in comparison to Mario's up and down specials. Furthermore, even though Dr. Mario boasts much more damage and KO potential than Mario, his forward smash's hitbox has less horizontal reach, requiring him to be closer to his opponents to make efficient usage of it. His combo game is also worse than Mario's, as his up and down tilts launch at very awkward angles, his down aerial lacks a landing hitbox, his neutral aerial's sourspot is much harder to hit with, and his throws' higher power make them less effective at setting up. Despite this, he has the aforementioned up smash, and his up special can be cancelled, making this nerf negligible. His grab range is also worse overall.


Despite this, the numerous advantages that he has over Mario makes him a solid choice in ''Melee'', placing in the upper middle tier.
Despite this, the numerous advantages that he has over Mario outnumber his disadvantages and makes him a solid choice in ''Melee'', placing in the upper middle tier.
====Aesthetics====
====Aesthetics====
*{{change|Dr. Mario's taunt, idle animation, and two of his victory poses are different.}}
*{{change|Dr. Mario's taunt, idle animation, and two of his victory poses are different.}}


====Attributes====
====Attributes====
*{{buff|Dr. Mario's air speed is slightly faster (0.84 → 0.9), improving his ability to approach opponents.}}
*{{buff|Dr. Mario's air speed is slightly faster (0.86 → 0.9), improving his ability to approach opponents.}}
*{{change|Dr. Mario is heavier than Mario (PAL 98 → 100).}}
*{{change|Dr. Mario is heavier than Mario (PAL 98 → 100).}}
*{{nerf|Dr. Mario cannot [[wall jump]], making his recovery worse than Mario's.}}
*{{nerf|Dr. Mario cannot [[wall jump]], making his recovery worse than Mario's.}}
*{{nerf|Dr. Mario's body hurtbox is slightly bigger than Mario's, making him easier to hit.}}
*{{nerf|Dr. Mario's torso hurtbox is slightly bigger than Mario's, making him easier to hit.}}


====Ground attacks====
====Ground attacks====
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**{{buff|It has less startup with a longer hitbox duration (Frames 5-7 → 4-8).}}
**{{buff|It has less startup with a longer hitbox duration (Frames 5-7 → 4-8).}}
**{{buff|It has a shorter animation (32 frames → 29), giving it less ending lag.}}
**{{buff|It has a shorter animation (32 frames → 29), giving it less ending lag.}}
**{{buff|The down angled variant does not have weak set-knockback.}}  
**{{buff|The down angled variant does not have weak set-knockback.}}
**{{nerf|Forward tilt deals less damage on all angles (10%/9%/8% → 9%/8%/7%), although its knockback was somewhat compensated (6 base → 11/10/9).}}
**{{nerf|Forward tilt deals less damage on all angles (10%/9%/8% → 9%/8%/7%), although its knockback was somewhat compensated (6 base → 11/10/9).}}
*[[Up tilt]]:
*[[Up tilt]]:
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**{{buff|It deals more damage on the late hit (7% → 8%).}}
**{{buff|It deals more damage on the late hit (7% → 8%).}}
**{{change|It has less reduced knockback on the clean hit (50 (scaling) → 30), but has more on the late hit (45 (base)/30 (scaling) → 60/50).}}
**{{change|It has less reduced knockback on the clean hit (50 (scaling) → 30), but has more on the late hit (45 (base)/30 (scaling) → 60/50).}}
**{{change|It has a higher launch angle sends opponents in front of him instead of behind (110°/120° → 80°/85°).}}
**{{change|It has a higher launch angle that sends opponents in front of him instead of behind (110°/120° → 80°/85°).}}
**{{change|Dash attack has less animation frames (48 frames → 43), but still has the same IASA frames as Mario's, keeping the ending lag identical.}}
**{{change|Dash attack has less animation frames (48 frames → 43), but still has the same IASA frames as Mario's, keeping the ending lag identical.}}
*[[Forward smash]]:
*[[Forward smash]]:
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**{{change|Dr. Mario's neutral aerial does more damage and knockback the longer it's out, while it does less damage and knockback when it first comes out. Overall, Mario's sweetspotted neutral is in between Dr. Mario's neutral aerial's sweet and sour spots. Also, when it first comes out, it has a larger hitbox than Mario's, but afterwards it gets smaller than Mario's neutral aerial. Lastly, it has a slightly altered animation where Dr. Mario sticks his leg completely out, while Mario's is at an angle.}}
**{{change|Dr. Mario's neutral aerial does more damage and knockback the longer it's out, while it does less damage and knockback when it first comes out. Overall, Mario's sweetspotted neutral is in between Dr. Mario's neutral aerial's sweet and sour spots. Also, when it first comes out, it has a larger hitbox than Mario's, but afterwards it gets smaller than Mario's neutral aerial. Lastly, it has a slightly altered animation where Dr. Mario sticks his leg completely out, while Mario's is at an angle.}}
**{{buff|It does more damage than Mario's (12% (sweetspot)/8% (sourspot) → 14%/10%).}}
**{{buff|It does more damage than Mario's (12% (sweetspot)/8% (sourspot) → 14%/10%).}}
**{{nerf|Neutral aerial has a slightly shorter duration (3-32 → 3-31).}}
**{{nerf|Neutral aerial has a slightly shorter duration (3-33 → 3-32).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Dr. Mario's forward aerial deals more damage (15% → 17%/16%) and sends opponents at a different angle (280° → 60°) that can reliably KO at 80-100%. It also deals significantly more knockback (30 (base)/70 (growth) → 50 and 40/100). It's less risky to use as a finisher than Mario's since Dr. Mario does not need to be offstage for it to be effective.}}
**{{buff|Dr. Mario's forward aerial deals more damage (15% → 17%/16%) and sends opponents at a different angle (280° → 60°) that can reliably KO at 80-100%. It also deals significantly more knockback (30 (base)/70 (growth) → 50 and 40/100). It's less risky to use as a finisher than Mario's since Dr. Mario does not need to be offstage for it to be effective.}}
**{{buff|Its fist hitbox is larger (4u → 4.6u).}}
**{{buff|Its fist hitbox is larger (4u → 4.6u).}}
**{{nerf|Dr. Mario's forward aerial is slightly less useful for edgeguarding due to lacking meteor smash hitboxes.}}
**{{nerf|Dr. Mario's forward aerial is slightly less useful for edgeguarding due to lacking meteor smash hitboxes.}}
**{{Buff|However, it is more reliable than Mario's forward aerial due to its angle rendering it immune to meteor cancelling.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial is a [[semi-spike]], unlike Mario's (361° → 28°), and its higher base knockback significantly improves its spacing potential.}}
**{{buff|The clean hit sends at a [[semi-spike]] angle (361° → 28°).}}
**{{nerf|Back aerial has a slightly shorter duration (6-17 → 6-16). It also has higher base knockback but much less scaling, making it less effective for comboing and KOing.}}
**{{buff|The clean hit has more range (Z-offset: 1.5624 → 3.1248).}}
**{{buff|It has has much more base knockback (10 (clean)/7 (late) → 43/20).}}
***{{nerf|This makes it less practical for combos.}}
**{{nerf|It does less damage (11% (clean)/9% (late) → 8%/7%).}}
**{{nerf|The clean hit has much less knockback scaling (100 → 65), making it much weaker for KOing at center stage.}}
**{{nerf|Back aerial has a slightly shorter duration (6-17 → 6-16).}}
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker. This hinders its gimping potential, but improves its combo potential.}}
*{{change|Up aerial deals 1% less damage (11% → 10%), making it slightly weaker. This hinders its gimping potential, but improves its combo potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's looping hits deal more damage (2% → 3%).}}  
**{{buff|Down aerial's looping hits deal more damage (2% → 3%).}}
**{{buff|It has a different launch angle (94° → 80°), improving its gimping potential.}}
**{{buff|It has a different launch angle (94° → 80°), improving its gimping potential.}}
**{{nerf|It has smaller hitboxes (6u → 5.6u).}}
**{{nerf|It has smaller hitboxes (6u → 5.6u).}}
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*{{change|Up throw has more knockback growth (72 → 80). While this improves its KO ability, this also limits its follow-up potential at higher percentages, though its still very effective and fast-fallers, especially the lighter ones; it additionally cannot chaingrab as effectively.}}
*{{change|Up throw has more knockback growth (72 → 80). While this improves its KO ability, this also limits its follow-up potential at higher percentages, though its still very effective and fast-fallers, especially the lighter ones; it additionally cannot chaingrab as effectively.}}
*{{nerf|Down throw has more knockback growth (30 → 40). Like the up throw, except it can never KO under realistic circumstances, and as a result, it has less combo potential overall.}}
*{{nerf|Down throw has more knockback growth (30 → 40). Like the up throw, except it can never KO under realistic circumstances, and as a result, it has less combo potential overall.}}
**{{buff|This makes it slightly easier to chaingrab fast fallers at low percent.}}


====Special moves====
====Special moves====
*[[Megavitamin]]:
*[[Megavitamins]]:
**{{buff|Megavitamin deals more damage (6% → 8%) and has a larger hitbox.}}
**{{buff|Megavitamins deals more damage (6% → 8%) and has a larger hitbox.}}
**{{change|Megavitamins does not have a [[flame]] effect.}}
**{{change|Megavitamins does not have a [[flame]] effect.}}
**{{change|Megavitamins travel slower (1.5 → 1.4).}}
**{{change|Megavitamins travel slower (1.5 → 1.4).}}
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*[[Dr. Tornado]]:
*[[Dr. Tornado]]:
**{{buff|Dr. Tornado does more knockback than the Mario Tornado, improving its KO potential.}}
**{{buff|Dr. Tornado does more knockback than the Mario Tornado, improving its KO potential.}}
**{{nerf|Dr. Tornado has less vertical recovery distance.}}
**{{change|Dr. Tornado hits less times (7 → 5) and the last hit launches opponents horizontally instead of vertically. Dr. Mario also lacks a voice clip when performing the move.}}
**{{change|Dr. Tornado hits less times (7 → 5) and the last hit launches opponents horizontally instead of vertically. Dr. Mario also lacks a voice clip when performing the move.}}
**{{nerf|Dr. Tornado's looping hits use one large hitbox rather than 3 small ones, which reaches out less far overall. The hitboxes are also less active, with each hitbox except the final two lasting for only 1 frame instead of 2. Combined with the lower hit rate, this makes Dr. Mario far more vulnerable while using the move.}}
**{{buff|The final hit is much bigger, especially on the ground (6.25u → 9.37u (ground)/8.2u (air)). Additionally, the delay between the penultimate and final hits is 2 frames shorter, due to the altered timing of the multi-hits, making the final hit less likely to drop.}}


==Moveset==
==Moveset==
<imagemap>File:DrMarioAerialAttacksSSBM.png|thumb|200px|Dr. Mario's aerial attacks. Click on one of them to see their respective subpage.
[[File:DrMarioAerialAttacksSSBM.png|thumb|200px|Dr. Mario's aerial attacks.]]
rect 120 0 192 60 [[Dr. Mario (SSBM)/Up aerial]]
rect 0 64 60 121 [[Dr. Mario (SSBM)/Back aerial]]
rect 120 61 192 119 [[Dr. Mario (SSBM)/Neutral aerial]]
rect 240 61 320 119 [[Dr. Mario (SSBM)/Forward aerial]]
rect 100 240 256 180 [[Dr. Mario (SSBM)/Down aerial]]
</imagemap>
''For a gallery of Dr. Mario's hitboxes, see [[Dr. Mario (SSBM)/Hitboxes|here]].''
''For a gallery of Dr. Mario's hitboxes, see [[Dr. Mario (SSBM)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Cross ({{ja|右クロス|Migi Kurosu}}) / Toe Kick ({{ja|トーキック|Tō Kikku}})
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=6%
|neutral3dmg=6%
|neutraldesc=A weak punch forward, then a second weak punch, then a strong kick forward.  
|neutraldesc=A weak punch forward, then a second weak punch, then a strong kick forward.
|ftiltname=&nbsp;
|ftiltname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=9%
|ftiltupdmg=9%
|ftiltsidedmg=8%
|ftiltsidedmg=8%
|ftiltdowndmg=7%
|ftiltdowndmg=7%
|ftiltdesc=Kick straight forward. Is stronger than {{SSBM|Mario}}'s and has less ending lag.
|ftiltdesc=Kick straight forward. Is weaker than {{SSBM|Mario}}'s (despite having slightly more base knockback), but has less ending lag.
|utiltname=&nbsp;
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=10% (clean), 8% (late)
|utiltdmg=10% (clean), 8% (late)
|utiltdesc=Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If hit from the front, the opponent gets launched diagonally forward, and if hit from above, the opponent will be launched upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial.
|utiltdesc=Punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If hit from the front, the opponent gets launched diagonally forward, and if hit from above, the opponent will be launched upwards. When sent on the former trajectory, it can set up edgeguards, while on the latter trajectory, it's easy to combo into an aerial.
|dtiltname=&nbsp;
|dtiltname=Reflex Test ({{ja|反射テスト|Hansha Tesuto}})
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's.
|dtiltdesc=Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's.
|dashname=&nbsp;
|dashname=Slide ({{ja|滑り台|Suberidai}})
|dashdmg=9% (clean), 8% (late)
|dashdmg=9% (clean), 8% (late)
|dashdesc=Slides on the ground feet first, has slightly more range than Mario's. Launches foes in a different trajectory compared to Mario's.
|dashdesc=Slides on the ground feet first, has slightly more range than Mario's, since the hitbox fully covers Dr. Mario's foot, instead of only covering up to his leg, like Mario's version. Launches foes in a different trajectory compared to Mario's.
|fsmashname=&nbsp;
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|20}}
|fsmashupdmg={{ChargedSmashDmgSSBM|20}}
|fsmashsidedmg= {{ChargedSmashDmgSSBM|19}}
|fsmashsidedmg= {{ChargedSmashDmgSSBM|19}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|18}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|18}}
|fsmashdesc=Launches a somewhat short-ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot, and is quite stronger, being able to reliably KO under 100%.
|fsmashdesc=Launches a somewhat short-ranged electrical shock from his palm, in a very similar fashion to his clone. In comparison with Mario's, it has no sourspot and is quite stronger, being able to reliably KO under 100%. It does, however, have less range than Mario's and lacks transcendent priority.
|usmashname=&nbsp;
|usmashname=Ear, Nose and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|usmashdesc=Headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the hitboxes have [[spike]] properties, though it only works on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out.
|usmashdesc=Headbutts upwards. Slightly faster, but a little weaker than Mario's (if hit on an aerial foe, it will be stronger than Mario`s). Unusually, the hitboxes have [[spike]] properties, though it only works on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out.
|dsmashname=&nbsp;
|dsmashname=Surgical Sweep ({{ja|外科的スイープ|Geka-Teki Suīpu}})
|dsmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (front), {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (back)
|dsmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (front), {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (back)
|dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Considered to be his best KO move.
|dsmashdesc=Does a breakdancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Also has less reach compared with Mario's. Considered to be his best KO move.
|nairname=&nbsp;
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairdmg=10% (clean), 14% (late)
|nairdmg=10% (clean), 14% (late)
|nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks.
|nairdesc=Does an inverted "[[sex kick]]". Oddly, the move's power increases the longer it's out, unlike other sex kicks. One of the most powerful neutral aerials in the game. It also has a slightly different animation from Mario's (Mario's leg is at an angle while Dr. Mario's leg is fully extended out in front of him).
|fairname=&nbsp;
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairdmg=17% (sweetspot), 16% (sourspot)
|fairdmg=17% (sweetspot), 16% (sourspot)
|fairdesc=Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback, being capable of KOing at 120%. Has a slightly weaker sourspot on Dr. Mario's hand. While it is a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its IASA is on frame 60), being hard to land on its own. While Dr. Mario has setups for the move in his throws, they are not fully reliable and require successful reading of the opponent's DI for landing the move.
|fairdesc=Winds up and punches in a downwards angle, though unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback, being capable of KOing at 80%-100% and is the most powerful forward aerial in the game, knockback-wise (along with {{SSBM|Zelda}}'s). Has a slightly weaker sourspot on Dr. Mario's hand. While it is a very powerful KO option (in fact, it is his most powerful attack), it is rather sluggish (hits on frames 18-22 and its FAF is on frame 60), being hard to land on its own. While Dr. Mario has setups for the move in his throws, they are not fully reliable and require successful reading of the opponent's DI for landing the move.
|bairname=&nbsp;
|bairname=Drop Kick, M.D. ({{ja|ドロップキック、医学博士|Doroppu Kikku, Igakuhakushi}})
|bairdmg=8% (clean), 7% (late)
|bairdmg=8% (clean), 7% (late)
|bairdesc=Kicks backwards. Very good for [[edgeguarding]], with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees).
|bairdesc=Kicks backwards. Very good for [[edgeguarding]], with very fast start-up and ending lag, having high base knockback (43), and hitting opponents in a semi-spike trajectory (28 degrees). However, at higher percentages, this move fails to KO effectively due to its very low knockback growth (65) and is one of Dr. Mario's few moves that is actually weaker than Mario's.
|uairname=&nbsp;
|uairname=Bicycle Kick ({{ja|バイシクルキック|Baishikuru Kikku}})
|uairdmg=10%
|uairdmg=10%
|uairdesc=Does a flip kick upward. A good move for juggling fast-fallers.
|uairdesc=Does a flip kick upward. A good move for juggling fast-fallers. Weaker than Mario's, which allows for more extended juggles.
|dairname=&nbsp;
|dairname=Bone Drill ({{ja|ボーンドリル|Bōn Doriru}})
|dairdmg=3% (hits 1-7)
|dairdmg=3% (hits 1-7)
|dairdesc=Does a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's.
|dairdesc=Does a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname=&nbsp;
|pummelname=Eye Exam ({{ja|目の検査|Me no Kensa}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts the opponent. Relatively slow.
|pummeldesc=Headbutts the opponent. Relatively slow.
|fthrowname=&nbsp;
|fthrowname=Routine Physical ({{ja|ルーチンフィジカル|Rūchin Fijikaru}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Spins opponent once, and tosses them forward with decent knockback. Good for an [[edgeguarding]] follow-up attack.
|fthrowdesc=Spins opponent once, and tosses them forward with decent knockback. Good for an [[edgeguarding]] follow-up attack.
|bthrowname=&nbsp;
|bthrowname=Traction ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdmg=12% (throw), 8% (collateral)
|bthrowdesc=Spins around three times and tosses the foe behind him, with impressive knockback, being stronger than {{SSBM|Mewtwo}}'s back throw and the second strongest back throw in the game, only behind {{SSBM|Ness}}'s back throw.
|bthrowdesc=Spins around three times and tosses the foe behind him, with impressive knockback, being stronger than {{SSBM|Mewtwo}}'s back throw and the second strongest back throw in the game, only behind {{SSBM|Ness}}'s back throw.
|uthrowname=&nbsp;
|uthrowname=Check Up ({{ja|スルーアップ|Surū Appu}}, ''Throw Up'')
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a forward air for a KO.
|uthrowdesc=Heaves his opponent upwards. Can lead into a combo against fast fallers, notably into a forward air for a KO.
|dthrowname=&nbsp;
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Slams the opponent to the ground. Good for a short-hopped neutral air follow up. Weirdly, the move's knockback on Mr. Game and Watch is affected by port priority; if the Dr. Mario player has the higher port (closer to P1), then the knockback will be normal; if he has the lower port, however (closer to P4), [https://www.youtube.com/watch?v=EllXsKyXcLQ then the knockback will behave in the same manner as Fox's down throw.]
|dthrowdesc=Slams the opponent to the ground. Good for a short-hopped neutral air follow up. Weirdly, the move's knockback on Mr. Game & Watch is affected by port priority; if the Dr. Mario player has the higher port (closer to P1), then the knockback will be normal; if he has the lower port, however (closer to P4), [https://www.youtube.com/watch?v=EllXsKyXcLQ then the knockback will behave in the same manner as Fox's down throw].
|floorfname=
|floorfname=
|floorfdmg=6%
|floorfdmg=6%
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|dsdesc=A spinning tornado attack, similar to Mario's, but is a little stronger and deals less hits. The move traps the opponent in a tornado, hitting them constantly, before knocking them back. While Mario's knocks opponents into the air, Dr. Mario's knocks them in a random direction. Dr. Mario can hover in the air using this move by repeatedly pressing the [[B button]] while using it, but it only works once without landing. Has [[transcendent priority]] on all but the last hit.
|dsdesc=A spinning tornado attack, similar to Mario's, but is a little stronger and deals less hits. The move traps the opponent in a tornado, hitting them constantly, before knocking them back. While Mario's knocks opponents into the air, Dr. Mario's knocks them in a random direction. Dr. Mario can hover in the air using this move by repeatedly pressing the [[B button]] while using it, but it only works once without landing. Has [[transcendent priority]] on all but the last hit.
}}
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-10
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-15
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.9
|rair = 12-14
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.024
|raddaccel = 24
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-9
|dash = 1.5
|rdash = 10-13
|run = 1.5
|rrun = 11-16
|walk = 1.1
|rwalk = 12-15
|trac = 0.06
|rtrac = 15-23
|airfric = 0.016
|rairfric = 10-13
|air = 0.9
|rair = 11-13
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.024
|raddaccel = 24
|gravity = 0.095
|rgravity = 14-16
|fall = 1.7
|rfall = 16-18
|ff = 2.3
|rff = 14-18
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 29
|rjumpheight = 21-23
|shorthop = 11.025
|rshorthop = 17-19
|djump = 26.7
|rdjump = 11-13
}}
===[[Announcer]] call===
[[File: Dr. Mario Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
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{{Victory/SSBM
{{Victory/SSBM
|victory-theme=MushroomKingdomThemeMelee.ogg
|victory-theme=MushroomKingdomThemeMelee.ogg
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''.
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''
|desc-1=Holds out his stethoscope and points it to his right, to his left, and finally towards the screen.
|desc-1=Holds out his stethoscope and points it to his right, to his left, and finally towards the screen.
|desc-2=Throws two pills, dusts his hands off, and then pulls out the same pills he already threw while laughing triumphantly.
|desc-2=Throws two pills, dusts his hands off, and then pulls out the same pills he already threw while laughing triumphantly.
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|char=DrMario}}
|char=DrMario}}


==In [[Competitive play]]==
==In [[competitive play]]==
===[[Character matchup (SSBM)|Matchups]]===
===Most historically significant players===
{{SSBMMatchupTable|drmario=yes}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
Compared to characters around him on the current tier list, Dr. Mario has good matchups. He is countered only by {{SSBM|Marth}}, soft countered by six characters, and he has seven matchups considered even. He soft counters six characters, counters three, and hard counters two. Generally, he does poorly against characters who can outrange him and overwhelm him with disjointed hitboxes, like Marth and {{SSBM|Donkey Kong}}, and does well against characters who rely heavily on their projectiles, such as {{SSBM|Young Link}} and {{SSBM|Samus}}. He also wins against characters who he can chain grab with his down throw, such as {{SSBM|Pikachu}} and {{SSBM|Roy}}.
===Current metagame===
In recent years, several of his more favorable matchups have been brought into question, such as {{SSBM|Yoshi}} and {{SSBM|Pikachu}}, who he counters. Those two characters are now said to go even with Dr. Mario. While he used to be notoriously considered as having an even matchup with {{SSBM|Jigglypuff}}, in present day the matchup is now considered to be heavily in Jigglypuff's favor, due to it being able to abuse Dr. Mario's limited approach options, short range, and mediocre recovery. However, in the current metagame, some of his matchups considered to be even or slightly disadvantaged, particularly the {{SSBM|Ice Climbers}}, {{SSBM|Ganondorf}}, and {{SSBM|Samus}}, Dr. Mario is now considered to have an advantage over them.
 
===Notable players===
:''See also: [[:Category:Dr. Mario professionals (SSBM)]]''
''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]].''


====Active====
:''See also: [[:Category:Dr. Mario players (SSBM)]]''
*{{Sm|Eagle|Denmark}} - Best Dr. Mario in Denmark. Consistently places top 32 at notable European tournaments as a solo Dr. Mario player. Has multiple wins over {{Sm|Frenzy}}.
*{{Sm|flatline|USA}} - Best Dr. Mario in Wisconsin. Has wins over {{Sm|Zamu}} and {{Sm|DannyPhantom}}.
*{{Sm|Franz|USA}} (#82) - The best active Dr. Mario main in the world. Placed top 64 at [[GENESIS 5]] and has wins over {{Sm|Captain Faceroll}} and {{Sm|Squid}}. He then placed 9th at {{Trn|Mainstage}} with wins over {{Sm|Medz}}, {{Sm|HugS}}, and {{Sm|Aura}}, which is the highest solo Dr. Mario placement ever since Shroomed placed 7th at {{Trn|EVO 2013}}.
*{{Sm|JiM|France}} - Best Dr. Mario in France. Placed 9th at {{Trn|HFLAN Melee Edition 2019}}, 17th at {{Trn|HFLAN Melee Edition 2017}}, and 25th at {{Trn|Heir II the Throne}} and {{Trn|SUPERBOU 3}}.
*{{Sm|Kevorkian|USA}}
*{{Sm|Liberate|USA}} - Ranked 5th on the [[Missouri Power Rankings]].
*{{Sm|Palika|USA}} - Best Dr. Mario on the East Coast. Has wins over {{Sm|Kalvar}}.
*{{Sm|skullbro|Netherlands}} - Best Dr. Mario in the Netherlands. Placed 5th at {{Trn|TSEA Link Summer Smash}}. Has taken a set over {{Sm|nebbii}}.


====Inactive====
*{{Sm|Caveman|USA}} - The best Dr. Mario player during the "Golden Age". Commonly considered the one of the first Dr. Mario players to make top 8 at notable tournaments, placing 3rd at {{Trn|MOAST 3}} as a secondary and exclusively used him at events such as 5th at {{Trn|MELEE-FC3}} and 9th at {{Trn|MLG Los Angeles 2005}}.
*{{Sm|Bob$|USA}}
*{{Sm|Eagle|Denmark}} - One of the best players in Denmark and previously the best Dr. Mario in Europe. Consistently placed top 32 at notable European tournaments as a solo Dr. Mario player such as 17th at {{Trn|Heir II the Throne}} and 25th at {{Trn|B.E.A.S.T 7}}. Was formerly ranked 25th on the [[European Melee Power Rankings]] and 2nd on the [[Danish Power Rankings]].
*{{Sm|Boss|USA}}
*{{Sm|Franz|USA}} - The best active Dr. Mario player in the world. He came to prominence in 2018 after placing 49th at {{Trn|GENESIS 5}}. In the next year, he placed 9th at {{Trn|Mainstage}} by beating {{Sm|Medz}}, {{Sm|HugS}}, and {{Sm|Aura}}, which became the highest solo Dr. Mario placement at a major since Shroomed placed 7th at {{Trn|EVO 2013}}. He is currently the sole Dr. Mario representative on global rankings, placing 93rd on the [[SSBMRank 2023]].
*{{Sm|Captain Jack|Japan}}
*{{Sm|skullbro|Netherlands}} - One of the best players from the Netherlands and is the current best Dr. Mario player in Europe. He has shown the best Dr. Mario results in the modern era behind Franz, placing 5th at {{Trn|HFLAN 2022: Golden Melee Edition}} and 17th at {{Trn|Fête 2}}, as well as 49th at {{Trn|Collision 2023}}.
*{{Sm|Caveman|USA}}
*{{Sm|Shroomed|USA}} - Started as a Dr. Mario player and is the best Dr. Mario player of all time. He consistently got top 8 finishes at major tournaments when maining the character, a feat no other Dr. Mario player has yet to replicate. He notably upset {{Sm|Leffen}} at {{Trn|EVO 2013}}.
*{{Sm|HomeMadeWaffles|USA}}
*{{Sm|S-Royal|Japan}} - Was considered one of the best Dr. Mario players during the "Golden Age", though  only competed in Japan on most occasions. Placed 5th at {{Trn|NorCal Tournament 2}} and 7th at {{Trn|Jack Garden Tournament}}. He came out of hiatus in 2015, but switched to playing {{SSBM|Fox}}.
*{{Sm|Mr. Lemon|USA}} - Best Dr. Mario in Massachusetts
*{{Sm|OTG|USA}}
*{{Sm|Reason|USA}}
*{{Sm|SchlimmShady|Germany}} - Has switched to Captain Falcon.
*{{Sm|Shroomed|USA}} - Was considered the best Dr. Mario before dropping him for {{SSBM|Sheik}}. Consistently got Top 8 places at major tournaments.
*{{Sm|SmashMac|USA}}
*{{Sm|S-Royal|Japan}} - Was considered one of the best Dr. Mario players during the "Golden Age", He switched to {{SSBM|Fox}} after coming back from a hiatus in 2015.
*{{Sm|Velocity|USA}}


===Tier placement and history===
===Tier placement and history===
Initially, Dr. Mario was considered an inferior version of Mario due to his slower attacks and worse recovery, with Mario ranked higher than Dr. Mario in the tier list (usually one spot above Dr. Mario). Many smashers such as {{Sm|Captain Jack}} began to show Dr. Mario's better attributes, such as better punish options than Mario. In 2005, Dr. Mario was recognized as a better character than Mario, placing at least one spot higher than him in the tier lists to come. However, even with evolutions in Dr. Mario's game, representation of him at tournaments was not very notable, with rarely anyone placing high enough to win money just using Dr. Mario.
Initially, Dr. Mario was considered an inferior version of Mario due to his slower attacks and worse recovery, with Mario ranked higher than Dr. Mario in the tier list (usually one spot above Dr. Mario). Many smashers such as {{Sm|Captain Jack}} began to show Dr. Mario's better attributes, such as better punish options than Mario. In 2005, Dr. Mario was recognized as a better character than Mario, placing at least one spot higher than him in the tier lists to come. However, even with evolutions in Dr. Mario's game, representation of him at tournaments was not very notable, with rarely anyone placing high enough to win money just using Dr. Mario.


It was not until 2011 when {{Sm|Shroomed}} showed Dr. Mario's powerful grab game and projectile game, placing consistently in top 8 at national tournaments such as [[Apex 2013]] and [[EVO 2013]]. Although Shroomed no longer uses Dr. Mario in tournament, Dr. Mario was still considered a solid high tiered character, sitting at 9th place at the top of the High tier almost making it into the top tier in the eleventh tier list.
It was not until 2011 when {{Sm|Shroomed}} showed Dr. Mario's powerful grab game and projectile game, placing consistently in top 8 at national tournaments such as [[Apex 2013]] and [[EVO 2013]]. Although Shroomed no longer uses Dr. Mario in tournament, Dr. Mario was still considered a solid high tiered character, sitting at 9th place at the top of the high tier in the eleventh tier list. However, his results have been worse as of late, with Shroomed himself stating metagame trends do not favor Dr. Mario as much. In spite of {{Sm|Franz}}’s success with the character, such as in {{Trn|Mainstage}} and {{Trn|GENESIS 5}}, Dr. Mario has fallen to 13th place in the current tier list, at the end of B- tier.
However, with the decline in results and notoriety from other Dr. Mario players in the current metagame, and even Shroomed himself claiming that he's not as viable now, Dr. Mario has fell to 11th place in the current tier list, at the top of the mid-tiers.


==In Single Player modes==
==In 1-P Mode==
===In {{SSBM|Classic Mode}}===
===In {{SSBM|Classic Mode}}===
Upon being unlocked, Dr. Mario can appear in one on one battles, in a team with {{SSBM|Luigi}} or as an ally, as a giant character or as a metal character. In all appearances, his stage is [[Mushroom Kingdom]].
Upon being unlocked, Dr. Mario can appear in one on one battles, in a team with {{SSBM|Luigi}} or as an ally, as a giant character or as a metal character. In all appearances, his stage is [[Mushroom Kingdom]].
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</gallery></center>
</gallery></center>


==Trophies==
==[[Trophies]]==
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty:
In addition to the normal trophy about Mario as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Mario on any difficulty:


:'''Dr Mario'''
{{Trophy/Fighter
:''Immaculate in his medical garb, Dr. Mario destroys killer viruses with his amazing vitamin capsules. With his dedicated nurse, Princess Peach, at his side, Dr. Mario spends day and night in his laboratory working on new miracle cures. Somehow he's managed to keep up with all the new viruses that have arisen over the years.''
|name=Dr. Mario
:*Dr. Mario 10/90
|image=Dr. Mario Trophy Melee.png
|mode=Classic
|desc=Immaculate in his medical garb, Dr. Mario destroys killer viruses with his amazing vitamin capsules. With his dedicated nurse, Princess Peach, at his side, Dr. Mario spends day and night in his laboratory working on new miracle cures. Somehow, he's managed to keep up with all the new viruses that have arisen over the years.
|gamelist={{Trophy games|game1=Dr. Mario|release1=10/90}}
|game=Melee
}}
{{clrl}}


:'''Dr. Mario''' [<span style="color:#FF0000">Smash</span>]
{{Trophy/Fighter
:''There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad slower due to his lack of exercise, but his Megavitamins pack a bit more punch than Mario's Fireballs. The capsules travel on a unique trajectory and make a distinct sound on impact.''
|name=Dr. Mario
:*B: [[Megavitamins]]
|image=Dr. Mario Trophy (Smash).png
:*Smash B: [[Super Sheet]]
|mode=Adventure
|desc=There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad slower due to his lack of exercise, but his Megavitamins pack a bit more punch than Mario's Fireballs. The capsules travel on a unique trajectory and make a distinct sound on impact.
|gamelist=:B: Megavitamins
:Smash B: Super Sheet
|game=Melee
}}
{{clrl}}


:'''Dr. Mario''' [<span style="color:#0000FF">Smash</span>]
{{Trophy/Fighter
:''The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion. While it may be hard to spot the contrasts, they do exist. For example, Dr. Mario's Super Sheet is longer and narrower than Mario's cape, and any opponents hit by Dr. Tornado will fly off in diverse directions.''
|name=Dr. Mario
:*Up & B: [[Super Jump Punch]]
|image=Dr. Mario Trophy (Smash 2).png
:*Down & B: [[Dr. Tornado]]
|mode=All Star
 
|desc=The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in similar fashion. While it may be hard to spot the contrasts, they do exist. For example, Dr. Mario's Super Sheet is longer and narrower than Mario's Cape, and any opponents hit by Dr. Tornado will fly off in diverse directions.
<center>
|gamelist=:Up & B: Super Jump Punch
<gallery>
:Down & B: Dr. Tornado
Dr. Mario Trophy Melee.png|Classic
|game=Melee
Dr. Mario Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>]
}}
Dr. Mario Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSBM)#Dr. Mario|Alternate costumes]]==
==[[Alternate costume (SSBM)#Dr. Mario|Alternate costumes]]==
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|{{Head|Dr. Mario|g=SSBM|s=25px|cl=Black}}
|{{Head|Dr. Mario|g=SSBM|s=25px|cl=Black}}
|}
|}
==Gallery==
<center>
<gallery>
SSBMWebsiteDrMario1.jpg|Using [[Super Jump Punch]] on [[Fourside]].
SSBMWebsiteDrMario2.jpg|Using [[Megavitamins]] on [[Venusaur]] on [[Mute City]].
SSBMWebsiteDrMario3.jpg|Using [[Super Sheet]] on {{SSBM|Luigi}} on [[Pokémon Stadium]].
SSBMDOJO Doc fight.jpg|Multiple Dr. Marios fighting on [[Princess Peach's Castle]].
SSBMWebsiteDrMario5.jpg|Using his [[forward smash]] alongside {{SSBM|Mario}} on [[Brinstar Depths]].
SSBMWebsiteDrMario6.jpg|[[Idle|Idling]] on Princess Peach's Castle.
</gallery>
</center>


==Trivia==
==Trivia==
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**Technically, Roy also counts towards this trait, as he weighs the same as Marth in PAL regions, where he is lighter in NTSC regions.
**Technically, Roy also counts towards this trait, as he weighs the same as Marth in PAL regions, where he is lighter in NTSC regions.
*Dr. Mario is the only playable character in the game to have a unconvential [[spike]] (being his up smash).
*Dr. Mario is the only playable character in the game to have a unconvential [[spike]] (being his up smash).
*Dr. Mario's Forward Smash is likely inspired by a defibrillator, with his palm emitting an electric current akin to those devices.
*When Star KO'ing Giant {{SSBM|Mario}} or Giant Dr. Mario, their voice will immediately fade out. This will not happen with any other character.
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0101/drmario.html Dr. Mario's page at Smabura-Ken]


*[[smashwiki:26TP/Dr. Mario|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{Mario universe}}
{{Mario universe}}
Anonymous user