Dr. Mario (SSBU): Difference between revisions

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Undid edit by NameAndNumbers: Dr Mario is in fact not a clone anymore. Echoes have largely identical attributes, Dr Mario has differences at his core.
(Undid edit by 86.163.150.33: )
(Undid edit by NameAndNumbers: Dr Mario is in fact not a clone anymore. Echoes have largely identical attributes, Dr Mario has differences at his core.)
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With the exception of the third method, Dr. Mario must then be defeated on [[New Donk City Hall]].
With the exception of the third method, Dr. Mario must then be defeated on [[New Donk City Hall]].


==Differences from {{SSBU|Mario}}==
==Attributes==
As a [[clone]] of {{SSBU|Mario}}, Dr. Mario is a [[weight|middleweight]] with the ability to [[wall jump]]. Dr. Mario sports subpar mobility, however, having the sixty-second fastest [[walk|walking speed]], seventy-first fastest [[dashing|dashing speed]], seventieth fastest [[air speed]], poor [[air acceleration]], tying for the forty-ninth through fifty-first fastest [[falling speed]], tying for the forty-seventh through forty-ninth fastest [[fast fall|fast falling speed]], having average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are inferior to Mario's, and renders him with sluggish movement, despite his increased walking and dashing speeds.


Like Mario, Dr. Mario has excellent frame data, with his entire moveset having low startup lag, excluding specials. As a result, Dr. Mario is effective at [[punishing]] his opponents, while he himself is difficult to punish. Dr. Mario has excellent combo starters in his forward tilt and down tilt, since both attacks come out rather quickly, and deal low knockback to the opponent. All of Dr. Mario's aerials have decreased landing lag compared to his previous appearance in ''SSB4'' (but still higher than Mario's), contributing to his combo game, and making set-ups easier to create.
As with {{SSBU|Mario}}, Dr. Mario is a [[weight|middleweight]] with the ability to [[wall jump]]. Unlike Mario, Dr. Mario sports subpar mobility, however, having the sixty-second fastest [[walk|walking speed]], seventy-first fastest [[dashing|dashing speed]], seventieth fastest [[air speed]], poor [[air acceleration]], tying for the forty-ninth through fifty-first fastest [[falling speed]], tying for the forty-seventh through forty-ninth fastest [[fast fall|fast falling speed]], having average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are inferior to Mario's, and renders him with sluggish movement, despite his increased walking and dashing speeds.
 
====Aesthetics====
*{{change|Dr. Mario's stance has him moving less than Mario.}}
*{{change|Dr. Mario is less vocal than Mario. Some of his attacks also emit different sound effects.}}
*{{change|Dr. Mario's [[on-screen appearance]]; [[taunt]]s; [[idle pose]]s; and [[victory pose]]s are different from Mario's.}}
*{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. He looks in front of him with a neutral expression, whereas Mario looks slightly to the left with a smiling expression.}}
*{{change|Dr. Mario keeps his fingers close to each other during his [[screen KO]], whereas Mario spreads his apart.}}
 
====Attributes====
*{{buff|Aside from Dr. Mario's up tilt; forward aerial; clean back aerial; down aerial; up special; and down special, his other moves' damage outputs use a positive multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s or [[Reflection|reflected]] attacks.}}
*{{nerf|Dr. Mario's [[walk]]ing, [[dash]]ing and aerial speeds use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
 
====Ground attacks====
*{{nerf|Neutral attack has more ending lag.}}
*{{buff|Forward tilt has a longer duration.}}
*{{change|Up tilt deals more damage. This makes it significantly more effective for KOing, but less effective for combos.}}
*{{buff|Dash attack has different knockback. Dr. Mario's dash attack also launches the opponent vertically, whereas Mario's can launch them diagonally or horizontally. These differences make it more effective for combos at low percentages.}}
*{{buff|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling.}}
*{{nerf|Forward smash has slightly less 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.}}
*{{change|Dr. Mario's forward smash has an electric [[effect]], whereas Mario's has a flame effect..}}
*{{change|Up smash has different knockback. Dr. Mario's up smash also launches the opponent horizontally, whereas Mario's launches them vertically. These differences make it significantly more effective for combos at low percentages and KOing while near the edge, but make it significantly less effective for KOing and punishing.}}
 
====Aerial attacks====
*{{nerf|All aerials have more landing lag.}}
*{{change|Dr. Mario's neutral aerial deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.}}
*{{buff|Clean and late forward aerials deal more damage.}}
*{{nerf|Early forward aerial deals slightly less damage.}}
*{{nerf|Clean forward aerial has less base knockback.}}
*{{change|Dr. Mario's clean forward aerial launches the opponent diagonally, whereas Mario's [[meteor smash]]es them.}}
*{{buff|Clean back aerial deals more damage, making it more effective for KOing in spite of its lower knockback.}}
*{{change|Up aerial has less knockback. Dr. Mario's up aerial also launches the opponent diagonally, whereas Mario's launches them vertically. These differences make its beginning frames capable of edge-guarding, and its ending frames better for aerial combos. However, they also make its beginning frames unusable for KOing, and significantly less effective for juggling and [[SHFF]]'d combos.}}
*{{change|Dr. Mario's down aerial is a single-hit stomp kick, whereas Mario's has been [[Mario Tornado]] as of ''Brawl''. Unlike Mario's, it is a meteor smash.}}
 
====Grabs and throws====
*{{buff|Back throw has Dr. Mario heave the opponent behind him, as opposed to swinging them around like Mario. It has reduced startup.}}
*{{nerf|Back throw cannot hit nearby opponents unlike Mario's.}}
*{{change|Due to its higher damage output, back throw is as effective at KOing in spite of its lower knockback scaling.}}
*{{change|Due to its higher damage output, up throw is as effective for combos at low percentages in spite of its lower knockback.}}
*{{nerf|Down throw has different knockback, making it significantly less effective for combos.}}
*{{buff|Dr. Mario's down throw launches the opponent vertically, whereas Mario's launches them diagonally. This makes its combos less susceptible to [[directional influence]].}}
 
====Special moves====
*{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed.}}
*{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
*{{change|Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
*{{change|Super Sheet has a different animation where Dr. Mario swings the sheet upward.}}
*{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes more effective at [[B-reversing]], but unusable for recovery.}}
*{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of six hitboxes.}}
*{{buff|Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing in spite of its lower knockback. Dr. Mario's Super Jump Punch also has a longer duration than Mario's.}}
*{{nerf|Dr. Mario's Super Jump Punch retains its vertical distance from ''Melee'', whereas Mario's has increased, making it less effective for recovery.}}
*{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
*{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
*{{change|Dr. Mario retains [[Dr. Tornado]] as his down special, whereas Mario's has been [[F.L.U.D.D.]] as of ''Brawl''.}}
*{{buff|Unlike F.L.U.D.D., Dr. Tornado deals damage.}}
*{{buff|Compared to F.L.U.D.D., Dr. Tornado is significantly more effective for recovery.}}
*{{nerf|Compared to F.L.U.D.D., Dr. Tornado has significantly less range, making it less effective for edge-guarding.}}
*{{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.}}


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Dr. Mario has been overall [[buffed]] in ''Ultimate''. His damage output has been increased substantially throughout his moveset, now being able to rack up damage far more reliably than in ''Smash 4''. His recovery, while still being rather lackluster, has nevertheless improved slightly; his Dr. Tornado has less ending lag, allowing him to act out of it sooner, and the re-addition of directional air dodges gives him another option to possibly extend his recovery. Dr. Mario has received a few nerfs, however, with one of them being a small decrease to his already sub-par mobility, given the nerfs to his air speed and jump height.
Dr. Mario has been overall [[buffed]] in ''Ultimate''. His damage output has been increased substantially throughout his moveset, now being able to rack up damage far more reliably than in ''Smash 4''. His recovery, while still being rather lackluster, has nevertheless improved slightly; his Dr. Tornado has less ending lag, allowing him to act out of it sooner, and the re-addition of directional air dodges gives him another option to possibly extend his recovery. Dr. Mario has received a few nerfs, however, with one of them being a small decrease to his already sub-par mobility, given the nerfs to his air speed and jump height.


Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him. However, he is not classified as an [[Echo Fighter]], likely due to debuting in ''Melee'' rather than ''SSB4'' or ''Ultimate'' as with the Echo Fighters. Aside from having an updated [[idle animation]], an altered animation for his [[side special]], as well as receiving a new [[back throw]] and down aerial, he does not appear to have been further decloned. He has also received many of the same changes as Mario.
Compared to {{SSBU|Mario}}, Dr. Mario still shares many of the same attack animations and base model. However, he is no longer classified as a [[clone]], due to drastic performance differences which affect his playstyle and strategies compared to Mario - relative to the Echo Fighters having mostly aesthetic changes with little to no attribute changes. Aside from having an updated [[idle animation]], an altered animation for his [[side special]], as well as receiving a new [[back throw]] and down aerial, he has also received many of the same changes as Mario.


===Aesthetics===
===Aesthetics===
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**{{buff|Dr. Mario [[walk]]s slightly faster (0.9152 → 0.917301).}}
**{{buff|Dr. Mario [[walk]]s slightly faster (0.9152 → 0.917301).}}
**{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}}
**{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}}
**{{change|Dr Mario's gravity has been altered}}
**{{nerf|Dr Mario's air acceleration is slower.}}
**{{nerf|Dr. Mario [[jump]]s lower.}}
**{{nerf|Dr. Mario [[jump]]s lower.}}


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===Throws/other attacks===
===Throws/other attacks===
*{{change|[[Pummel]] deals less damage but is noticeably faster.}}
*{{change|[[Pummel]] deals less damage but is noticeably faster.}}
**{{change|Pummel has a slightly different animation: Dr. Mario now uses one hand during his pummel instead of both of his hands like in previous installments, to keep consistent with his [[grab]] animation.}}
**{{change|Pummel has a slightly different animation: Dr. Mario now uses one hand during his pummel instead of both of his hands like in previous instalments, to keep consistent with his [[grab]] animation.}}
*{{buff|All throws deal more damage (8.96% → 9.4% (forward), 12.32% → 12.9% (back), 7.84% → 8.2% (up), 5.6% → 5.8% (down)).}}
*{{buff|All throws deal more damage (8.96% → 9.4% (forward), 12.32% → 12.9% (back), 7.84% → 8.2% (up), 5.6% → 5.8% (down)).}}
*{{change|All of Dr. Mario's [[throw]]s have been altered with more exaggerated animations.}}
*{{change|All of Dr. Mario's [[throw]]s have been altered with more exaggerated animations.}}
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|dashname= 
|dashname= 
|dashdmg=11.5% (clean), 7% (late)
|dashdmg=11.5% (clean), 7% (late)
|dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Launches opponents vertically, which can potentially make it a combo starter.
|dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Unlike Mario's, it launches opponents vertically, which can potentially make it a combo starter.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|17.2}} (electricity), {{ChargedSmashDmgSSB4|20.9}} (arm)
|fsmashdmg={{ChargedSmashDmgSSB4|17.2}} (electricity), {{ChargedSmashDmgSSB4|20.9}} (arm)
|fsmashdesc=Steps back, then does a palm thrust that produces electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm.
|fsmashdesc=Steps back, then does a palm thrust that produces electricity. Deals immense damage and knock-back, much more so than Mario's, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm.
|usmashname=Ear, Nose, and Throat
|usmashname=Ear, Nose, and Throat
|usmashdmg={{ChargedSmashDmgSSB4|16.4}}
|usmashdmg={{ChargedSmashDmgSSB4|16.4}}
|usmashdesc=An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally behind him. Renders Dr. Mario's head intangible for a short time.
|usmashdesc=An upward arcing headbutt. Unlike most up smashes, including Mario's, this one launches opponents horizontally behind him. Renders Dr. Mario's head intangible for a short time.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|11.7}} (front), {{ChargedSmashDmgSSB4|14.1}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|11.7}} (front), {{ChargedSmashDmgSSB4|14.1}} (back)
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|nsname=Megavitamins
|nsname=Megavitamins
|nsdmg=5.8% (early), 4.7% (late)
|nsdmg=5.8% (early), 4.7% (late)
|nsdesc=Throws a {{s|mariowiki|Megavitamin}}. Useful approach and pressure option.
|nsdesc=Throws a {{s|mariowiki|Megavitamin}}. Useful approach and pressure option. Bounces higher compared to Mario's Fireball and is not an energy projectile.  
|ssname=Super Sheet
|ssname=Super Sheet
|ssdmg=8.2%, 1.5x times the reflected projectile
|ssdmg=8.2%, 1.5x times the reflected projectile
|ssdesc=Flips his white sheet upward. Can turn opponents around (which also reverses their controls and aerial momentum) and can function as a reflector. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]].
|ssdesc=Flips his white sheet upward. Can turn opponents around (which also reverses their controls and aerial momentum) and can function as a reflector. Has more vertical range but less horizontal range than Mario's similar move. It does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]].
|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=14.1% (clean), 7% (late)
|usdmg=14.1% (clean), 7% (late)
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