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{{disambig2|Dr. Mario's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Dr. Mario}}
{{Disambig2|Dr. Mario's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Dr. Mario}}
{{Infobox Character
{{Infobox Character
|name = Dr. Mario
|name = Dr. Mario
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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 78
}}
}}
{{cquote|''He has more attack and launch power than Mario, but his jump and recovery is not as good. Pro tip: You can repeatedly press the B button when using his down special, Dr. Tornado, to float a bit!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Dr. Mario''' ({{ja|ドクターマリオ|Dokutā Mario}}, ''Doctor Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|R.O.B.}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. While Dr. Mario remains a close [[clone]] of {{SSBU|Mario}}, he is not classified as an Echo Fighter. As such, Dr. Mario is classified as [[Fighter number|Fighter #18]].
'''Dr. Mario''' ({{ja|ドクターマリオ|Dokutā Mario}}, ''Doctor Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed for the game along with the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018]. Dr. Mario is classified as fighter #18.  


As in ''[[SSB4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Mario from ''[[Brawl]]'' was repurposed for Dr. Mario in ''Ultimate''.
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 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. 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 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==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Dr. Mario being the 62nd character to be unlocked.
*Play [[VS. match]]es, with Dr. Mario being the 62nd character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the seventh character in his unlock tree after {{SSBU|Roy}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Roy}}.
*Have Dr. Mario join the player's party in [[World of Light]].
*Have Dr. Mario join the player's party in [[World of Light]].
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]]. In World of Light, he is fought on the [[Ω form]] of [[Mario Bros.]]


==Attributes==
==Attributes==
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 they share an overwhelming number of identical animations and even the exact same values for certain attributes ([[falling speed]]; [[fast fall]]ing speed; [[traction]]; 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; oddly, however, he is marginally shorter in comparison, and does not [[crouch]] as low as his normal self.
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. Aside from six moves, the remainder of Dr. Mario's moveset deals more damage compared to Mario's moveset. Conversely, his [[walk]]ing and [[dash]]ing speeds are noticeably slower; his [[air speed]] and [[air acceleration]] are slower; and his [[jump]] and [[double jump]]'s initial speeds are slower, which is equivalent to their heights being slightly lower. These multipliers result in Dr. Mario being distinctly affected by passive [[equipment]] physics, in which he specifically possesses a higher Attack value and a slower Speed value. 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. Conversely, Dr. Mario's higher overall damage output results in him being noticeably more efficient at KOing in comparison to Mario.


He shares two useful combo starters with Mario. Down tilt is the most effective of the two: although it is short-ranged, it is very reliable at low to high percentages, with useful follow-ups including itself, neutral attack, up tilt, his smash attacks, back aerial, up aerial, and Super Jump Punch. Like Super Jump Punch, forward aerial can function as a KO mix-up at high percentages, but requires a [[hard read]]. Up tilt can combo into itself reliably, albeit not as consistently as Mario's version because of its higher damage output. However, its higher damage output makes it better at juggling, and even enables it to function as a situational KOing option at very high percentages.
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.


Outside of these moves, up smash functions similarly to Luigi's version instead of Mario's version: it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing so long as they are in front of him. Compared to Luigi's, however, it launches at a lower angle. As a result, Dr. Mario's version has much greater combo potential when uncharged: it can combo into itself, up tilt and Super Jump Punch at 0%-10%, and into forward and down tilt at 10%-15%. On an unrelated note, its launching angle also makes it much better at edge-guarding or setting up edge-guards compared to Mario and Luigi's versions.  
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 possesses a decent grab game. His overall grab is range is average, but each of his grabs have minimal start-up and ending lag. Forward throw is useful for initiating [[edge-guard]]s and can even combo into dash attack at 0%-20%, whereas back throw is one of the strongest back throws in the game.
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.


Up throw is able to initiate aerial pressure, especially on fast-fallers, but is effectively his least useful throw. Lastly, down throw is able to combo into Dr. Tornado at low percentages, and into up aerial at low to medium percentages. It can also combo into up smash; [[reverse aerial rush]]ed back aerial; down aerial; and even forward aerial and Super Jump Punch as KO mix-ups at high percentages. However, up smash is only effective against the majority of the cast at 0%-10%, whereas the latter four follow-ups require hard reads.
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, 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. Back aerial is also fast; [[auto-cancel]]s in a short hop; and possesses a powerful clean hitbox, which collectively make it viable for KOing, edge-guarding and approaching. Forward aerial has considerable start-up lag, but its clean hitbox makes it the third strongest aerial of its kind; as such, it is lethal when [[SHFF]]'d against unwary opponents that are near the edge. 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. Down aerial is a [[meteor smash]] that hits on frame 16, making it a good edgeguarding option while also having 27 frames of ending lag and 13 frames of landing lag. However, the hitbox only lasts for 5 frames, and the meteor smash sweetspot is located at Dr. Mario's feet.
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.


In 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. [[Super Sheet]]'s [[reflection]] hitbox has a longer duration compared to [[Cape]]'s. Due to its hitbox being positioned higher, it also has more vertical range, yet less horizontal range in comparison. Like in ''SSB4'', Super Sheet no longer stalls Dr. Mario in midair like it did in ''Melee''. To alleviate the removal of Super Sheet's recovery potential, [[Dr. Tornado]] is now a much more integral part of Dr. Mario's recovery, thanks to it granting him a decent amount of horizontal distance when it is button mashed sufficiently.
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 deals damage. When coupled with its very high knockback scaling, [[Autolink angle|auto-link angle]] and [[transcendent priority]], it is useful for edge-guarding, warding off edge-guarders, and even out-prioritizing attacks. However, Dr. Tornado's much shorter range makes it much riskier to use for edge-guarding 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 like a less polarized version of {{SSBU|Luigi}}'s Super Jump Punch. As a result, its clean hitbox makes it a viable KOing option unlike Mario's. Although it can not be canceled, Super Jump Punch can be B-reversed upon landing its clean hitbox like Mario's can upon start-up This makes it useful for edgeguarding, and can enable Dr. Mario to avoid punishment and/or hit an opponent behind himself upon hitting his primary target.
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. Although he boasts excellent KO potential, it is inconsistent. This is most obvious with up smash: its launching angle makes it reliable at KOing only while near the edge, whereas Mario and, to a lesser degree, Luigi's up smashes KO reliably from anywhere on-stage because of their higher launching angles. By extension, he has minimal KO set-ups like Mario. Additionally, Dr. Mario shares Mario's notable weakness of having short range in his attacks, which hinders his ability to approach and fight characters with long or disjointed range like {{SSBU|Link}}. Dr. Mario's sluggish mobility compounds another notable weakness: his recovery. Despite being able to wall jump, the combination of his slow air speed; 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 most [[meteor smash]]es. 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. Even though Dr. Mario may not need to use his double jump to recover, any sufficiently strong attacks, particularly [[semi-spike]]s, may launch him too far away to recover properly. Lastly, Dr. Mario is an all-rounder like his normal self, and is thus outclassed in certain aspects by other characters: {{SSBU|Donkey Kong}} and {{SSBU|Captain Falcon}} have more power and much better overall mobility; Mario and Luigi have much more versatile combo games; {{SSBU|Lucina}} and {{SSBU|Cloud}} have much more range; and {{SSBU|Link}} and {{SSBU|Samus}} are 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 fast frame data enables him to pressure 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]] to the point 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.


==Differences from {{SSBU|Mario}}==
==Differences from {{SSBU|Mario}}==
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still very much a full clone of Mario. Both characters are [[weight|middleweight]]s with the ability to [[wall jump]]. Because Dr. Mario uses external modifiers to his stats (rather than directly modifying them), Dr. Mario sports subpar mobility compared to Mario. He has the 16th-slowest [[walk|walking speed]], 7th-slowest [[dashing|dashing speed]], 8th-slowest [[air speed]], poor [[air acceleration]], 29th-slowest [[falling speed]], 31st-slowest [[fast fall|fast falling speed]], average [[gravity]] and [[traction]], and below-average jump force. As a result of these traits, Dr. Mario's [[approach]] and [[recovery]] are greatly inferior to Mario's, giving him sluggish movement in addition to negatively impacting both his [[neutral game]] and his [[edgeguarding]] skills. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticably more damage without any compensation on knockback, which enables him to KO more easily as a result.
Despite not being an [[Echo Fighter]] of {{SSBU|Mario}}, Dr. Mario is still a close clone of Mario. There is currently no confirmed reason for this oddity, though it is likely due to Dr. Mario debuting in ''Melee'' rather than ''SSB4'' or ''Ultimate'' as with the other Echo Fighters.


Like Mario, Dr. Mario has excellent frame data, with most of his standard attacks having low startup and ending lag (excluding forward smash, forward aerial, down aerial and special moves). As a result, Dr. Mario is effective at [[punishing]] his opponents, while he himself is difficult to punish. Like Mario, Dr. Mario has excellent combo starters in his up 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 setups easier to create.
Dr. Mario uses external modifiers to most of his stats rather than directly modifying them, so he sports subpar mobility compared to Mario. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticeably more damage without any compensation on knockback, which enables him to KO more easily as a result.


However, much like Mario, Dr. Mario's range is fairly short, forcing him to fight close to his opponents and limiting his ability to fight opponents with long or [[disjointed]] range. Due to Dr. Mario's slower mobility, this is considerably riskier for him.
Aside from that, Dr. Mario also has other differences in his moveset. These include a few moves not cloned from Mario, such as [[back throw]], [[down aerial]] and [[Dr. Tornado]], as well as many moves with altered functionality, such as his [[dash attack]] launching upward, his [[up smash]] launching opponents behind him, his [[forward smash]] possessing an electric effect, his [[neutral aerial]] being a "reverse [[sex kick]]," his [[forward aerial]] not being a [[meteor smash]], his [[Megavitamins]] not being [[Absorption|absorbable]] and [[Super Jump Punch]] being a powerful singular hit at the cost of less vertical distance. Despite the aesthetic similarities, the different properties of the aforementioned moves, as well as his altered attributes, are enough to noticeably change Dr. Mario's playstyle compared to Mario's, although not quite to the same extent as {{SSBU|Luigi}}.


===Aesthetics===
===Aesthetics===
*{{change|Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.}}
*{{change|Dr. Mario is slightly 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 [[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 also looks in front of him with a neutral expression, whereas Mario looks slightly to the left with a smiling expression.}}
*{{change|Dr. Mario's [[Results screen|defeated]]/[[Results screen#No Contest screen|No Contest]] animation is different from Mario's. Mario has a new animation in which he looks slightly to the left with a smiling expression, while Dr. Mario retains his animation from ''Smash 4'', which is identical to Mario's from ''Brawl'' and ''Smash 4'' (and like the latter, features him with a neutral expression), except that Dr. Mario looks directly in front of himself.}}
*{{change|Dr. Mario is less expressive than Mario. He keeps most of the same expressions as him, such as when he grits his teeth in some of his attacks, is angry when he is attacking and appears shocked when hit or grabbed but his expressions are overall more limited, and he only smiles in one of his victory poses. Combined with the different animation and expression on the result screen, this makes him more serious than Mario.}}


===Attributes===
===Attributes===
*{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}}
*{{buff|Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.}}
*{{buff|The damage outputs of Dr. Mario's attacks use a 1.175x multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to [[item]]s, and the base damage of his moves can also differ from Mario's.}}
*{{change|Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +22 attack and -65 speed in ''Smash 4''.<ref name="DamageMultiplier" />}}
**{{nerf|However, this limits his combo game.}}
**{{buff|The damage outputs of Dr. Mario's attacks use a 1.176× multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to reflected projectiles or [[item]]s, and the base damage of his moves can also differ from Mario's.}}
*{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed, initial dash speed, [[air speed]] and [[air acceleration]] use a negative multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
***{{nerf|However, this limits his combo game.}}
*{{nerf|Dr. Mario jumps lower.}}
**{{nerf|Dr. Mario's [[walk]]ing speed, [[dash]]ing speed and initial dash speed use a 0.7942× multiplier; while his [[short hop]] height, [[double jump]] height, [[air speed]], [[air acceleration]] and [[air friction]] use a 0.7648× multiplier. As a result, Dr. Mario is significantly less mobile than Mario.}}
**{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}}
***{{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|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 sooner.}}
*{{nerf|Dr. Mario's [[wall jump]] covers significantly less height, hindering his recovery.}}
**{{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'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===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Jab 1 has higher base damage (2.2 → 2.5), further improving its damage output.}}
**{{buff|The first two hits have different base damage values (2.2% → 2.5% (hit 1), 1.7% → 1.5% (hit 2)), resulting in the move dealing slightly more base damage in total (7.9% → 8%).}}
**{{buff|All of Jab 1's hitboxes are further out (Z offset: 6/8.7/12 → 6.7/9.3/12.5), improving its range.}}
**{{buff|The first hit's hitboxes are further out (Z offset: 6u/8.7u/12u → 6.7u/9.3u/12.5u), improving its range.}}
**{{nerf|Jab 2's base damage is slightly lower (1.7 → 1.5).}}
**{{nerf|The second hit's hitboxes are not attached to Dr. Mario's arm, giving it less range.}}
*[[Dash attack]]:
**{{buff|Clean dash attack has higher base damage (8 → 9.8), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}}
**{{change|Dr. Mario's dash attack launches the opponent vertically, whereas Mario's launches them horizontally. It also deals less knockback (100 (base)/43 (scaling) → 90/38). These differences make it effective for combos at low percentages, but less useful for edgeguarding.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has higher base damage (7% → 9%) with knockback scaling not fully compensated (70 → 65). When combined with Dr. Mario's damage multiplier, this gives the move KO potential near the ledge.}}
**{{buff|Forward tilt has higher base damage (7% → 9%) with knockback scaling not fully compensated (70 → 65). When combined with Dr. Mario's damage multiplier, this gives the move KO potential near the ledge.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has higher base damage (5.5 → 6.3), further improving its damage racking and KO potential when combined with Dr. Mario's damage multiplier.}}
**{{buff|Up tilt has higher base damage (5.5% → 6.3%), further improving its damage racking and KO potential when combined with Dr. Mario's damage multiplier and making it safer on hit at low percents.}}
***{{nerf|However, its combo potential is weaker as a result.}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.}}
**{{buff|Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.}}
***{{nerf|However this makes the sourspot (which is better for comboing) harder to connect with.}}
***{{nerf|However, this makes the sourspot (which combos for longer) harder to connect with.}}
**{{buff|Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. When combined with Dr. Mario's damage multiplier increasing the move's damage output, this makes it a more damaging and effective combo starter that loses its combo potential later, and gives him access to multiple KO confirms.}}
**{{buff|It has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. When combined with Dr. Mario's damage multiplier increasing the move's damage output, this makes it a more damaging and effective combo starter that loses its combo potential later.}}
**{{change|Down tilt's foot sweep visual starts earlier and has a different routine, more closely tracking his foot's current position.}}
**{{change|Its foot sweep visual starts earlier and has a different routine, more closely tracking his foot's current position.}}
*[[Dash attack]]:
**{{buff|Dash attack's clean hit has higher base damage (8% → 9.8%), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).}}
**{{change|It launches the opponent vertically, whereas Mario's launches them horizontally. It also deals less knockback (100 base/43 scaling → 90/38). These differences make it effective for combos at low percentages, but incapable of effectively edgeguarding.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{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 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|Dr. Mario's forward smash 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|Dr. Mario's forward smash has noticeably less range (outer hitbox size: 5u → 3.7u).}}
**{{nerf|It has noticeably less range (outer hitbox size: 5u → 3.7u), making it incapable of [[2 frame punish]]ing opponents.}}
**{{change|Dr. Mario's forward smash 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 if they DI away, 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|Up smash has altered knockback (32 (base)/94 (scaling) → 0/117), making it much more effective for combos at lower damages while still making it stronger at higher damages. However, this also makes it unsafe on hit at low 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|Dr. Mario's up smash lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.}}
**{{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.}}
Line 100: Line 111:
===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Dr. Mario's neutral aerial (known as "Dr. Kick" in the tips) 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 confirm into down smash and makes it less useful as an instant combo finisher.}}
**{{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|Neutral aerial's late hit is larger (2.8u/2.8u → 3.6u/3.6u) and has higher knockback scaling (90 → 102).}}
**{{buff|The late hit has larger hitboxes (2.8u/2.8u → 3.6u/3.6u).}}
**{{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 frames).}}
**{{nerf|It has more landing lag (6 frames → 7).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{change|Dr. Mario's forward aerial (known as "Dr. Punch" in the tips) 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 renders it incapable of starting combos on landing.}}
**{{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.}}
**{{change|The sweeping visual commences one frame earlier, and the last frame of the visual is absent.}}
**{{buff|The clean hit has higher base damage (14% → 15%) and has much more knockback scaling (78 → 102), improving its KO potential even further.}}
**{{nerf|The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%), though with their knockback scaling compensated (80 → 95).}}
**{{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 partly compensated (12 (base)/106 (scaling) → 10/95).}}
**{{buff|Back aerial's clean hit has higher base damage (10.5% → 12%) with knockback partly compensated (12 (base)/106 (scaling) → 10/95).}}
**{{buff|Back aerial's clean hit and late hit have a longer duration (2 frames (clean) → 3, 3 (late) → 5).}}
***{{nerf|However, it loses its combo potential earlier as a result.}}
**{{nerf|Back aerial's clean hit has smaller hitboxes (4.5u/5.9u → 4.2u/5.4u).}}
**{{buff|The clean hit and late hit both have a longer duration (2 frames → 3 (clean), 3 frames → 5 (late)).}}
**{{nerf|It has more landing lag (6 frames → 10 frames).}}
**{{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 improving its edgeguarding potential.}}
**{{change|Up aerial launches at a lower angle (75° 45°), severely weakening its combo potential but granting it edgeguarding potential.}}
**{{buff|Up aerial has higher base damage (7 → 8.7) with knockback scaling compensated (135 → 114), further improving its damage output.}}
**{{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 frames).}}
**{{nerf|It has more landing lag (6 frames → 8).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Dr. Mario's down aerial (known as "CLEAR!" in the tips) is a powerful downward stomp, whereas Mario's has been [[Mario Tornado]] since ''Brawl''. Unlike Mario's, it consists of one strong hitbox instead of six weaker hitboxes.}}
**{{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.}}
**{{change|Down aerial can meteor smash and send opponents horizontally instead of vertically. This makes it very good at edgeguarding and tech-chasing, but less effective at KOing and combos.}}
**{{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|Down aerial has reduced landing lag (15 → 13).}}
**{{nerf|It deals slightly less base damage (1.4% (hits 1-5), 5.5% (hit 6); 12.5% (total) → 12%).}}
**{{nerf|Down aerial has significantly increased startup lag (5 → 16).}}
**{{buff|It has reduced landing lag (15 frames → 13).}}
**{{nerf|Down aerial lacks a landing hit.}}
**{{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).}}
**{{nerf|Down aerial has significantly smaller hitboxes.}}
**{{nerf|It lacks a landing hit.}}
**{{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.}}
**{{change|Dr. Mario is silent when performing this move, unlike Mario.}}


===Grabs and throws===
===Throws and other attacks===
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing away from ledge and making it as strong as Mario's despite the damage multiplier.}}
**{{nerf|Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing despite the damage multiplier.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw has a different animation: Dr. Mario heaves the opponent off the ground and above his head, then tosses them away behind him, as opposed to swinging them around multiple times.}}
**{{change|Back throw has a different animation: Dr. Mario heaves the opponent off the ground and above his head, then tosses them away behind him, as opposed to swinging them around multiple times.}}
***{{buff|Compared to Mario's back throw, Dr. Mario releases the opponent earlier (frame 44 → 30), making it harder to DI and increasing its consistency.}}
***{{buff|Compared to Mario's back throw, Dr. Mario releases the opponent earlier (frame 44 → 30), making it harder to DI and increasing its consistency.}}
***{{nerf|However, its FAF remains unchanged, increasing its ending lag.}}
***{{nerf|However, its FAF remains unchanged, increasing its ending lag.}}
***{{buff|Back throw has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.}}
***{{buff|It has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.}}
***{{nerf|Back throw lacks a collateral hitbox.}}
***{{nerf|It lacks a collateral hitbox.}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw has reduced knockback scaling (72 → 65), making it as strong as Mario's despite the damage multiplier, while possessing inferior combo potential due to Dr. Mario's lower jumps.}}
**{{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 (known as "Hospital Bed" in the tips) 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, it makes other followups like down tilt and neutral attack impossible.}}
**{{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.}}
**{{buff|However, Dr. Mario's edge attack still outdamages Mario's version despite its lower base damage, thanks to his attack multiplier.}}


===Special moves===
===Special moves===
*[[Neutral special]]:
*[[Megavitamins]]:
**{{buff|Unlike [[Fireball]], [[Megavitamins]] cannot be [[absorb]]ed by moves like Ness's [[PSI Magnet]].}}
**{{buff|Unlike [[Fireball]], Megavitamins cannot be [[absorb]]ed by moves like Ness's [[PSI Magnet]].}}
**{{change|Megavitamins launch at a higher angle ([[361]] → 65), and deals more knockback (base knockback: 35 (clean)/28 (mid)/22 (late) → 60/55/50, knockback scaling: 20 (clean)/15 (mid)/10 (late) → 40/40/40), improving its setup potential but hindering its jab reset and edgeguarding potential.}}
**{{change|Megavitamins bounce higher (bounce speed: 1.4 (min)/1.6 (max) → 1.65/2, restitution: 0.97 → 1).}}
**{{change|Megavitamins' hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7/1.7/1.7, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.}}
**{{change|It launch at a higher angle ([[361]]° 65°), and deals more knockback (35 (base)/20 (scaling) → 60/40 (clean), 28 (base)/15 (scaling) → 55/40 (mid), 22 (base)/10 (scaling) → 50/40 (late)), improving its setup potential but hindering its jab reset and edgeguarding potential.}}
**{{change|Megavitamins deal more hitlag (0.6x 1x) improving their safety but making them easier to DI/SDI.}}
**{{change|Its hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7u/1.7u/1.7u, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.}}
**{{change|Megavitamins do not have a [[flame]] effect unlike Fireball. This makes them capable of hurting Olimar's Red Pikmin, but renders them incapable of instantly detonating explosives.}}
**{{change|It deals more hitlag (0.) improving its safety but making it easier to DI/SDI.}}
**{{change|Megavitamins bounce twice and at a higher angle, whereas Fireball bounces three times and at a lower angle.}}
**{{change|It does not have a [[flame]] effect unlike Fireball. This makes it capable of hurting Olimar's Red Pikmin, but renders it incapable of instantly detonating explosives.}}
*[[Side special]]:
*[[Super Sheet]]:
**{{change|Compared to Mario's [[Cape]], [[Super Sheet]]'s hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
**{{change|Compared to Mario's [[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, highlighting its increased vertical reach.}}
***{{nerf|While the Super Sheet's slightly higher hitbox can make the move somewhat easier to land while airborne, this is a situational advantage at best, and a rather poor trade-off compared to Mario's greater horizontal range. Dr. Mario's Super Sheet effectively covers less area overall.}}
**{{change|It has altered hitbox placements.}}
**{{change|It has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.}}
**{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at [[B-reversing]], but unusable for recovery.}}
**{{change|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at [[B-reversing]], but unusable for recovery.}}
**{{buff|Super Sheet reflects for slightly longer (9-20 → 9-22).}}
**{{change|The reflect box is positioned closer and higher up (Y offset: 6.5 → 8, Z offset: 8 → 6.5), combined with its larger size (6.5u → 7.7u) it has more vertical range, and less horizontal range.}}
**{{buff|Projectiles reflected by Super Sheet do more damage (1.5x → 1.6x), making it as strong as {{SSBU|Joker}}'s [[Makarakarn]].}}
***{{buff|It covers more of Dr. Mario's hurtbox.}}
*[[Up special]]:
**{{buff|Its hitbox has a longer duration (frames 12-14 → 12-16).}}
**{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of seven hitboxes. However, the angle of the attack remains the same as Mario's on all hitboxes, which makes it launch diagonally upon startup.}}
**{{buff|It reflects for slightly longer (frames 9-20 → 9-22).}}
**{{buff|Projectiles reflected by Super Sheet do more damage (1.→ 1.).}}
*[[Super Jump Punch]]:
**{{change|Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of several looping hitboxes. However, the angle of the attack remains the same as Mario's on all hitboxes, which makes it launch diagonally upon startup.}}
***{{nerf|Due to this, Dr. Mario's variant is much less safe on hit at lower percents and is not as deadly of a stage spike until higher ones.}}
***{{nerf|Due to this, Dr. Mario's variant is much less safe on hit at lower percents and is not as deadly of a stage spike until higher ones.}}
**{{buff|Due to its higher damage output, Dr. Mario's clean Super Jump Punch is significantly more effective for KOing when not near the upper blast line.}}
**{{change|It has altered hitbox placements.}}
**{{nerf|Dr. Mario's Super Jump Punch travels a much shorter distance, making it less effective for recovery.}}
***{{buff|The hitbox is overall considerably larger, making it easier to use [[out of shield]].}}
**{{nerf|Unlike Mario's Super Jump Punch, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
**{{buff|Due to its higher damage output, the clean hit is significantly more effective for KOing when not near the upper blast line and makes it an untechable stage spike at high percents.}}
**{{change|Dr. Mario's Super Jump Punch does not produce {{s|mariowiki|Coin}}s upon contact, whereas Mario's does.}}
**{{nerf|It travels a much shorter distance, making it less effective for recovery.}}
**{{nerf|Unlike Mario's, Dr. Mario's Super Jump Punch lacks [[intangibility]] on start-up.}}
**{{change|It has a wider array of angles (max angle change: 12° → 18°), though this is nullified by the significant distance reduction.}}
**{{change|[[Cappy]] does not appear, and it does not produce {{iw|mariowiki|Coin}}s upon contact.}}
*[[Down special]]:
*[[Down special]]:
**{{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 mid 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, Dr. Tornado 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.}}
*[[Final Smash]]
*[[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.}}
***{{change|Doctor Finale does not have a flame effect as a result.}}
***{{change|It does not have a flame effect as a result.}}
**{{change|Its hitboxes are longer and thinner, better matching the shape of a capsules.}}
***{{nerf|The shorter vertical range of its hitboxes allows for a wider spacing between Megavitamins, making it easier to miss opponents.}}
<!-- X offset: 0 → -30—30 -->
<!-- Y offset: -3—3 → 0 -->
<!-- Z offset: 0 → -1—1/-1—1/-6—6/-9—9/-10—10 (early/front), -3—3/-4—4/-7—7/-8—8/-9—9/-10—10 (early/back), -10—10 (mid 1, mid 2, mid 3, late) -->
***{{nerf|Its hitboxes are gradually expanding.}}
<!-- size: 16u → 5u/8u/9u/12u/13u (early/front), 4u/6u/9u/10u/12u/13u (early/back), 16u (mid 1, mid 2, mid 3, late) -->
**{{change|It launches at a averaged angle (20°-50° → 28°-36°) and has altered knockback.}}
<!-- forward hit angle front: 23°/50° → 34° (early), 36° (mid 1), 30° (mid 2, mid 3, late) -->
<!-- back hit angle: back: 20°/48° → 30° (early, mid 1), 28° (mid 2, mid 3, late) -->
<!-- base knockback: 25 (early), 20/15 (mid), 10/5 (late) → 35/40 (early, mid 1), 18/22 (mid 2), 16/20 (mid 3), 14/18 (late) -->
<!-- knockback scaling: 40 (early), 90/100 (mid), 120/130 (late) → 70 (early), 110 (mid 1), 120 (mid 2, mid 3), 130 (late) -->
**{{nerf|It deals higher base damage per hit (2/2.5/3 → 3/3.2/3.4/3.6 (front), 2.3/2.5/2.6/2.8 (back))<!-- early/mid/late → early/mid 1/mid 2 and 3/late -->, but has longer gaps between hits (7 frames → 9) and a shorter duration (frames 65-224 → 65-214 (front), 79-214 (back)). As a result, it only hits 17 times instead of 24, and despite using a damage multiplier, the maximum damage it deals is significantly reduced (74% → 65.3856%).}}
 
===Misc.===
*{{change|Dr. Mario has a different pose when trapped inside of {{SSBU|Steve}}'s [[Minecart]], being the same as {{SSBU|Luigi}}'s.}}


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Dr. Mario has been buffed in the transition from ''SSB4'' to ''Ultimate''. One of his biggest buffs were to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; his Dr. Tornado has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. His Megavitamins and Dr. Tornado have also been given notable improvements; the Megavitamins deal enough damage and knockback to cause opponents to [[tumble]], and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. Dr. Tornado, outside of its improved recovery potential, has been significantly buffed; it has gained notoriety for being able to KO offstage effectively at very low percentages, and when combined with its increased distance, make it a deadly edgeguarding option. It also has gained heavy armor on startup if used on the ground, which further improves its safety and viability. Additionally, Dr. Mario has a new down aerial which can meteor smash opponents much like Mario's forward aerial, which when combined with the changes to Dr. Tornado give him an improved edgeguarding game.
Dr. Mario was previously a poorly regarded character in ''SSB4'' due to a large combination of factors, including his lackluster mobility and short range granting him a poor neutral game, as well as his abysmal recovery and limited combo game, the latter especially compared to [[Mario (SSB4)|his regular incarnation]]. Likely due to these factors, Dr. Mario has been buffed in the transition to ''Ultimate'', though not enough to raise his standing.


However, Dr. Mario has received a few nerfs. Dr. Mario's up tilt has had its hitbox placement adjusted, giving it inferior range in front of and underneath him. Additionally, his grabs have increased ending lag, hindering their utility and combos. Furthermore, his already sub-par mobility is slower, especially in comparison to the rest of the cast, given the nerfs to his air speed and jump height. His overall mobility remains largely unaltered from his previous appearance, resulting in him now being much slower relative to the roster, considering as most other fighters have received buffs to their mobility.
One of Dr. Mario's biggest buffs was to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and his previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; [[Dr. Tornado]] has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. Additionally, Dr. Mario has a new [[down aerial]] and [[back throw]]; the former can now meteor smash opponents much like Mario's forward aerial, giving him an option that he notoriously lacked in the previous game. Meanwhile, the latter, albeit losing its collateral hitbox, has gained more knockback, now being among the strongest of its kind and even stronger than Mario's own.


Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him. However, he is not classified as an [[Echo Fighter]]. There is currently no confirmed reason for this oddity, though it is likely due to Dr. Mario debuting in ''Melee'' rather than ''SSB4'' or ''Ultimate'' as with the other Echo Fighters. Aside from having an updated [[idle animation]], slightly higher traction compared to Mario, an altered animation for his [[side special]], as well as receiving a new [[back throw]] and down aerial, he has not been further decloned. He has also received many of the same changes as Mario.
Dr. Mario's entire special moveset has also seen numerous buffs. [[Megavitamins]] now deal enough damage and knockback to cause opponents to [[tumble]], and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. [[Super Sheet]] has a higher reflection multiplier compared to Mario's Cape, and [[Super Jump Punch]] deals more knockback, making a superior KO move and deadlier [[out of shield]] option. However, Dr. Tornado was buffed significantly; outside of its improved recovery potential, it has gained heavy armor on startup if used on the ground, which makes it useful for tanking through attacks and breaking pressure. Additionally, it deals more damage and knockback, to the point it has gained notoriety for being able to KO offstage effectively at very low percentages; combined with its increased distance, it is now a deadly edgeguarding option. As a result of the improvements to Dr. Tornado, coupled with his revamped down aerial, Dr. Mario's edgeguarding game is now much more powerful in its own right.


Compared to his appearance in ''SSB4'', his damage-racking potential has increased and his recovery is safer and better overall (though it is still considered among the worst in the game, along with {{SSBU|Little Mac}} and {{SSBU|Ganondorf}}). Because of these changes, he is better in ''Ultimate'', but nowhere as close to his ''Melee'' incarnation, where he was a high or mid tier. He has seen results in the competitive scene, achieving some representation from players like {{Sm|Locus}} and {{Sm|Lui$}}. However, Dr. Mario's overall tournament representation is poor in spite his buffs, as he is regarded as a mid, low or even bottom-tier character, with most players drawing comparisons to Mario being a much better character, contrasting Dr. Mario’s slow speed, and abysmal recovery.    However, patch 7.0.0 awarded Doc with a myriad of buffs to his damage racking and edgeguarding potential, which has caught the eyes of some players, such as {{Sm|Goblin}}, who notably sees Dr. Mario as a high tier and that he is underrated and slept on. Overall, his buffs may not be as significant as other changes that most characters got. His tier placement is questionable due to the young meta of ''Ultimate''.
In spite of this, Dr. Mario has received a few nerfs. Most notably, Dr. Mario's already sub-par mobility is slightly worse, given the nerfs to his air speed and jump height; while his mobility otherwise remains largely unaltered from his previous appearance, Dr. Mario is now much slower in comparison to the rest of the cast, especially considering most other fighters have received buffs to their mobility. He also shares some other nerfs with Mario, such as up tilt's hitbox placement adjusted, giving it inferior range in front of and underneath him, and his grabs having increased ending lag, hindering their utility and combos.
 
Compared to {{SSBU|Mario}}, Dr. Mario is still a slower and stronger clone of him. Aside from having an updated [[idle animation]], slightly higher traction compared to Mario, an altered animation for his [[side special]], as well as receiving a new down aerial and back throw, he has not been further decloned. He has also received many of the same changes as Mario.
 
Overall, Dr. Mario's damage-racking potential has increased and his recovery is safer and slightly better overall, though none of his buffs have benefitted him enough to raise his tier list placement significantly. He also retains many of his weaknesses from ''SSB4'', such as short range, poor mobility, and awful recovery, none of which were toned down in game updates. Thus, despite performing better in ''Ultimate'', Dr. Mario has not improved significantly from his appearance in ''SSB4'', which is made more egregious when coupled with the buffs other veterans have received and the introduction of plentiful, more powerful DLC characters Dr. Mario struggles against. Ultimately, despite his buffs, Dr. Mario is worse relative to the cast in ''Ultimate''.


{{SSB4 to SSBU changelist|char=Dr. Mario}}
{{SSB4 to SSBU changelist|char=Dr. Mario}}


==Update history==
==Update history==
Initially, Dr. Mario had received a mixture of minor buffs and nerfs. In 1.1.0, Super Sheet was buffed, as reflected projectiles are now somewhat stronger. 3.0.0 nerfed the shield damage of Megavitamins like with most other projectiles, but it also slightly improved Dr. Mario's Final Smash as well. Overall, these changes had little to no effect whatsoever on Dr. Mario's competitive viability.
Dr. Mario has been buffed overall by game updates. After a few minor changes in preceding patches, Dr. Mario received a number of useful buffs in update 7.0.0. Down tilt gained noticeable adjustments to its knockback and hitstun, improving its combo potential significantly. Forward tilt and late neutral aerial's damage outputs were increased noticeably at the cost of slight knockback compensation, which improved their spacing and KO potentials, respectively. Down aerial gained more active frames, which improved its consistency and edgeguarding potential. Lastly, clean [[Super Jump Punch]]'s knockback was increased, which heightened its already considerable strength.


However, 7.0.0 gave Dr. Mario more noticeable buffs. His down tilt has received reduced knockback scaling and increased hitstun which improves its utility as a combo starter and grants it combo potential even at percents where Mario's stops working, down aerial has a longer hitbox duration, and strong moves such as Super Jump Punch have been made better for KOing and out of shield option. Despite the notable buffs, the overall opinion on him remains the same and that his base fighter, {{SSBU|Mario}}, outshines him in nearly every category. His buffs unarguably benefit the character, but he is still considered one of the worst characters in the game by many players.  
Afterwards, update 13.0.0 granted Dr. Mario other substantial buffs. Two of his most important tools in the neutral game, neutral aerial and up aerial, gained noticeable increases to their knockback and damage output, respectively. Other pivotal moves in Dr. Mario's moveset were also improved: down aerial is 2 frames faster overall, Super Sheet's reflection hitboxes gained more active frames, and Dr. Tornado's heavy armor activates earlier.
 
Overall, Dr. Mario fares better than he did at the launch of ''Ultimate''. However, the competitive scene's general opinion is that [[Mario (SSBU)|his normal self]] still outshines him in nearly every category.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Dr. Mario}}
{{UpdateList (SSBU)/8.0.0|char=Dr. Mario}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Dr. Mario}}


==Moveset==
==Moveset==
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutral1dmg=2.9375%
|neutral1dmg=2.94%
|neutral2dmg=1.7625%
|neutral2dmg=1.764%
|neutral3dmg=4.7%
|neutral3dmg=4.704%
|neutraldesc=Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first and second hits can 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=&nbsp;
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=10.5%
|ftiltdmg=10.584%
|ftiltdesc=A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge.
|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=&nbsp;
|utiltname=Uppercut ({{ja|アッパーカット|Appākatto}})
|utiltdmg=7.4025%
|utiltdmg=7.4088%
|utiltdesc=A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement.
|utiltdesc=A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140%-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement. It vaguely resembles the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''{{iw|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''.
|dtiltname=&nbsp;
|dtiltname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dtiltdmg=5.875% (foot), 8.225% (leg)
|dtiltdmg=5.88% (foot), 8.232% (leg)
|dtiltdesc=A legsweep. A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms.
|dtiltdesc=A legsweep. A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms.
|dashname=&nbsp;
|dashname=Sliding ({{ja|スライディング|Suraidingu}})
|dashdmg=11.515% (clean), 7.05% (late)
|dashdmg=11.5248% (clean), 7.056% (late)
|dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
|dashdesc=The {{iw|mariowiki|Slide Kick}} from ''Super Mario 64''. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
|fsmashname=&nbsp;
|fsmashname=Defibrillator ({{ja|心臓マッサージ|Shinzō Massāji}}, ''Cardiac Massage'')
|fsmashdmg={{ChargedSmashDmgSSBU|17.2725}} (electricity), {{ChargedSmashDmgSSBU|20.915}} (arm)
|fsmashdmg={{ChargedSmashDmgSSBU|17.2872}} (electricity), {{ChargedSmashDmgSSBU|20.9328}} (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. 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.
|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
|usmashname=Ear, Nose, and Throat ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBU|16.45}}
|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. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge, although it weakens its potential as an anti-air and punishment tool.
|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=&nbsp;
|dsmashname=Break Spin ({{ja|ブレイクスピン|Bureiku Supin}})
|dsmashdmg={{ChargedSmashDmgSSBU|11.75}} (front), {{ChargedSmashDmgSSBU|14.1}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|11.76}} (front), {{ChargedSmashDmgSSBU|14.112}} (back)
|dsmashdesc=A 360º breakdance sweep kick. 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
|nairname=Dr. Kick ({{ja|ドクターキック|Dokutā Kikku}})
|nairdmg={{ShortHopDmgSSBU|5.875}} (clean), {{ShortHopDmgSSBU|9.4}} (late)
|nairdmg={{ShortHopDmgSSBU|5.88}} (clean), {{ShortHopDmgSSBU|11.75}} (late)
|nairdesc=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%.
|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
|fairname=Dr. Punch ({{ja|ドクターグーパンチ|Dokutā Panchi}})
|fairdmg={{ShortHopDmgSSBU|11.75}} (early), {{ShortHopDmgSSBU|17.625}} (clean), {{ShortHopDmgSSBU|10.575}} (late)
|fairdmg={{ShortHopDmgSSBU|11.76}} (early), {{ShortHopDmgSSBU|17.64}} (clean), {{ShortHopDmgSSBU|10.584}} (late)
|fairdesc=Throws an [[wikipedia:Overhand (boxing)|overhand]] punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (tied with his down aerial for the slowest of his other aerials), high ending 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.
|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=&nbsp;
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|14.1}} (clean), {{ShortHopDmgSSBU|8.225}} (late)
|bairdmg={{ShortHopDmgSSBU|14.112}} (clean), {{ShortHopDmgSSBU|8.232}} (late)
|bairdesc=A {{s|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.
|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=&nbsp;
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg={{ShortHopDmgSSBU|10.2225}}
|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, it works well as a KO option at high percentages, especially offstage.
|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!
|dairname=CLEAR! ({{ja|全力メテオキック|Zen Ryoku Meteo Kikku}}, ''Full Power Meteor Kick'')
|dairdmg={{ShortHopDmgSSBU|14.1}}
|dairdmg={{ShortHopDmgSSBU|14.112}}
|dairdesc=Performs a double foot stomp similar to those of {{SSBU|Captain Falcon}} and {{SSBU|Ganondorf}}. While it has noticeable startup, it can powerfully [[meteor smash]] opponents when hitting with the sweetspot in the legs. It has a sourspot on his hips, which launches away instead. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado; however it can be difficult to hit as it only has four active frames.
|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=&nbsp;
|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=&nbsp;
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.5275%
|pummeldmg=1.5288%
|pummeldesc=Headbutts the opponent. Moderately fast.
|pummeldesc=A headbutt. Moderately fast.
|fthrowname=&nbsp;
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowdmg=9.4%
|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=&nbsp;
|bthrowname=Airplane Throw ({{ja|ヒコーキ投げ|Hikōki Nage}})
|bthrowdmg=12.925%
|bthrowdmg=12.936%
|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}}'s 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=&nbsp;
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowdmg=8.225%
|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.
|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
|dthrowname=Hospital Bed ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowdmg=5.875%
|dthrowdmg=5.88%
|dthrowdesc=Throws the opponent down to the ground. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for setting up aerial combos and can even has KO setups into forward aerial and Super Jump Punch, although both require a read. It can KO at percentages as low as 60% if followed up with Dr. Tornado at the sides of the stage, though this is also reliant on reads. It also has KO setups into up aerial and back aerial.
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for initiating aerial combos. It even has KO setups into up aerial, forward aerial, back aerial, Super Jump Punch and Dr. Tornado, although the latter four followups are reliant on reading the opponent.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7.056%
|floorfdesc=Sweepkicks, then gets up. Identical to Mario's.
|floorfdesc=Punches behind himself and then in front of himself while getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7.056%
|floorbdesc=Punches on both sides, then gets up. Identical to Mario's.
|floorbdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5.0568%
|floortdesc=Sweepkicks, then gets up. Identical to Mario's.
|floortdesc=Performs a side kick behind himself and then in front of himself while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10.00776%
|edgedesc=Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage.
|edgedesc=Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage.
|nsname=Megavitamins
|nsname=Megavitamins
|nsdmg=5.875% (early), 4.7% (late)
|nsdmg=5.88% (early), 4.704% (late)
|nsdesc=Throws a {{s|mariowiki|Megavitamin}}. Useful approach and pressure option. Unlike [[Fireball]], it cannot be absorbed, bounces on a different trajectory, and does not have a [[flame]] effect. At higher percentages, it launches opponents slightly upward, which potentially can make it a combo starter, and even opens up into KO setups if timed correctly.
|nsdesc=Throws a {{iw|mariowiki|Megavitamin}}. Useful approach and pressure option. Unlike [[Fireball]], it cannot be absorbed, bounces on a different trajectory, and lacks a [[flame]] effect. It launches opponents slightly upward, which can potentially set up a combo. At higher percents, it can even set up for a KO confirm if timed correctly.
|ssname=Super Sheet
|ssname=Super Sheet
|ssdmg=8.225%, 1.6x times the reflected projectile
|ssdmg=8.232%, 1.6× (reflection)
|ssdesc=Flips his white sheet upward. Can turn opponents around (which also temporarily reverses their controls and aerial momentum) and can function as a reflector, which deals more damage than Mario's variant due to Dr. Mario's attack multipliers. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]].  
|ssdesc=Flips a white sheet upward. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike [[Cape]]. Compared to Mario's version, Dr. Mario's Super Sheet has slightly increased vertical reach in exchange for slightly lower horizontal reach, and has a longer hitbox and reflecting duration along with a higher reflection multiplier. In essence, it is better for reflection in exchange for bringing less utility.
|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=14.1% (clean), 7.05% (late)
|usdmg=14.112% (clean), 7.056% (late)
|usdesc=A jumping uppercut. 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=1.88% (hits 1-6), 3.525% (final hit)
|dsdmg=1.8816% (hits 1-6), 3.528% (final hit)
|dsdesc=A series of clothesline spins. 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. 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=3.1% (front Megavitamin), 2.3% (back Megavitamin)
|fsdmg=3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back)
|fsdesc=Similar to [[Mario Finale]], but the fireballs are replaced with huge Megavitamins with their respective sounds, and their trails consist of red, yellow, and blue pixelated streaks and circles. Slightly stronger than Mario Finale.
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins, which trap and repeatedly damage any opponents in their path. Compared to [[Mario Finale]], the front Megavitamin deals more damage than the back Megavitamin, and the Megavitamins don't deal flame damage.
}}
 
===Stats===
 
{{Attributes
|weight    = 98
|rweight    = 33-36
|cast      = 89
|dash      = 1.5375712
|rdash      = 82
|run        = 1.397792
|rrun      = 82
|walk      = 0.917301
|rwalk      = 67
|trac      = 0.106
|rtrac      = 50-54
|airfric    = 0.011472
|rairfric  = 39
|air        = 0.9238784
|rair      = 77
|baseaccel  = 0.007648
|rbaseaccel = 58
|addaccel  = 0.053536
|raddaccel  = 58
|gravity    = 0.087
|rgravity  = 54-56
|fall      = 1.5
|rfall      = 58-61
|ff        = 2.4
|rff        = 57-59
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 30.8805
|rjumpheight= 61
|djump      = 27.785184
|rdjump    = 83
|shorthop  = 13.414592
|rshorthop  = 75
}}
}}
Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.7942, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.7648.
===[[Announcer]] calls===
<gallery>
Dr. Mario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Dr. Mario French Announcer SSBU.wav|French
Dr. Mario German Announcer SSBU.wav|German
Dr. Mario Italian Announcer SSBU.wav|Italian
Dr. Mario Russian Announcer SSBU.wav|Russian
Dr. Mario Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Starts 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
</gallery>
</gallery>


===[[Taunts]]===
===[[Taunt]]s===
*'''Up taunt''': Looks to the ground and rubs the sole of one of his shoes to the floor.
*'''Up taunt''': Looks to the ground and rubs the sole of one of his shoes to the floor.
*'''Side taunt''': Pulls out a randomly-colored Megavitamin, tosses it up in the air with his shoulder, and then catches it and swipes it away.
*'''Side taunt''': Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
*'''Down taunt''': Balls one of his fists and lightly pounds his shoulder.
*'''Down taunt''': Balls one of his fists and lightly pounds his shoulder.
<gallery>
<gallery>
Line 307: Line 409:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Rolls his neck as if stretching it.
*Pounds his fist into his palm.
*Pounds his fist into his palm.
*Rolls his neck as if stretching it.
<gallery>
<gallery>
SSBUDrMarioIdle1.gif|Dr. Mario's first idle pose
SSBUDrMarioIdle1.gif|Dr. Mario's first idle pose.
SSBUDrMarioIdle2.gif|Dr. Mario's second idle pose
SSBUDrMarioIdle2.gif|Dr. Mario's second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Dr. Mario Cheer English SSBU.ogg|center]]||[[File:Dr. Mario Cheer Japanese SSBU.ogg|center]]||[[File:Dr. Mario Cheer Italian SSBU.ogg|center]]||[[File:Dr. Mario Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Dr. Mario Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Dr. Mario Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Go - Doc!|| Iii-sha! (Doc-tor!) || Doctor Mario curali tutti! || Dok! Dok! Dr. Mario! || Doc - teur Mari - o!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Dr. Mario Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Dr. Mario Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Dr. Mario Cheer Spanish PAL SSBU.ogg|center]]||[[File:Dr. Mario Cheer Russian SSBU.ogg|center]]||[[File:Dr. Mario Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Dok - tor Mari - o! || Dooooctor Mario! *claps 5 times* || Dok - tor -- Mari - o! || Doc - tor Mari - o!
|}
</div>
</div>


===[[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 him, off to his side, then to the other, and then back in front of him.
*'''Up:''' Flourishes his stethoscope around himself.
*'''Right:''' Taps his shoe on the ground, puts his right hand on his chin in a thinking manner, and then glares at the screen while rubbing 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 ''{{s|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>
Dr Mario Pose 2.gif
Dr Mario Pose 2.gif
Line 325: Line 464:
</gallery>
</gallery>


==In competitive play==  
==In [[competitive play]]==
Although his power, out-of-shield options, and damage-racking capabilities were improved in the transition to ''Ultimate'', Dr. Mario has been consistently perceived as an inferior version of {{SSBU|Mario}}. While {{Sm|Lui$}}, {{Sm|Stroder}}, and {{Sm|Locus}} achieved decent success very early on, his recurring flaws from ''Smash 4'' would still remain prominent, as his sluggish speed, atrocious recovery, and mediocre range would only highlight his still poor approach options. However, he does have a few strengths over {{SSBU|Mario}}, such as his out of shield game and KO power with back throw and Dr. Tornado. Even with these specific strengths, both of Doc's best players would eventually drop him or relegate him as a secondary in favor of {{SSBU|Terry}} and {{SSBU|Fox}}.
===Most historically significant players===
<!--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 -->


Dr. Mario would arguably only get worse throughout subsequent patches, as characters such as {{SSBU|Palutena}}, {{SSBU|Samus}}, and {{SSBU|Lucina}} would continue to hinder him in competitive play. Even with players such as {{Sm|Oryon}}, {{Sm|Fons}}, and {{Sm|Tsumusuto}} achieving notable success with the character, top players such as {{Sm|Mr.R}}, {{Sm|Samsora}}, and {{Sm|Dark Wizzy}} continue to see him as a low tier character, with some like {{Sm|ESAM}} and {{Sm|Maister}} viewing him as one of the worst characters in the game. Some people asserted their argument for Doc to connect to {{SSBU|Mario}} as a better version. However, his viability continues to remain questionable. For example, {{Sm|ZeRo}}, {{Sm|Nairo}}, {{Sm|Armada}}, and {{Sm|Leffen}} now believe Dr. Mario is a mid tier due to his scary attributes and improved punish game after 7.0.0. {{Sm|ESAM}} and {{Sm|MkLeo}} also believed Dr. Mario's buffs helped him in certain character matchups he struggled with prior, such as their mains {{SSBU|Pikachu}} and {{Sm|Joker}}, respectively. In addition, {{Sm|Goblin}} views him as a high tier and says that Doc is underrated after 7.0.0 because of his improved combo game and out of shield options. {{Sm|Lui$}} is thinking of picking him back up as a co-main with {{SSBU|Fox}} due to these buffs.
''See also: [[:Category:Dr. Mario players (SSBU)]]''


===Notable players===
*{{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}}.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{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|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}} - 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}} - 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.


''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
===Tier placement and history===
====Active====
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$}}, {{Sm|Locus}}, and {{Sm|Oryon}} saw success with Dr. Mario, most would either drop him or relegated him to a secondary, worsening his poor representation. As a result, most players, including {{Sm|Dark Wizzy}} and {{Sm|Mr.R}}, viewed Dr. Mario as a low tier, with some going as far as to say that he was one of the worst characters in the game. The current tier list reflects this, as Dr. Mario is ranked just above the likes of {{SSBU|King Dedede}}, {{SSBU|Little Mac}}, and {{SSBU|Ganondorf}}.
*{{Sm|Aion|Japan|p=Japan}} - Placed 13th at {{Trn|Karisuma SP 8}}, 17th at both {{Trn|Karisuma SP 5}} and {{Trn|Karisuma SP 6}}. Has a win over {{Sm|Gaia}}.
*{{Sm|Fons|USA}} - One of the two best Dr. Mario players in the United States after {{Sm|Lui$}}’s inactivity with the character. Placed 7th at {{Trn|Overextend}}, 17th at {{Trn|Combo Breaker 2019}}, and 25th at {{Trn|Midwest Mayhem Ultimate}}, while also having wins over {{Sm|Raito}} and {{Sm|big_mak}}.
*{{Sm|Lui$|USA}} (#39) - Considered the best Dr. Mario player in the world prior to relegating him as a secondary in favor of {{SSBU|Fox}}. Placed 5th at {{Trn|Esports Arena Smash Ultimate Tournament - Oakland}}, 9th at {{Trn|Super Splat Bros}}, 33rd at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}. Ranked 2nd on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]].
*{{Sm|Oryon|France}} - Uses Dr. Mario as a secondary to his {{SSBU|Wolf}}, and is considered the best Dr. Mario player in Europe. Placed 5th at both {{Trn|Pop-Off Arena}} and {{Trn|Syndicate 2019}}, and 9th at {{Trn|Albion 4}} in conjunction with Wolf.
*{{Sm|Shissho|Japan}} - Placed 7th at {{Trn|Sumabato SP 12}} with solo Dr. Mario.
*{{Sm|Tday4444|USA}} - One of the two best Dr. Mario players in the United States. Placed 17th at {{Trn|Get in the Game! 2020}}, 25th at {{Trn|2GG: SoCal Chronicles 2020}} and 33rd at {{Trn|2GG: Nightmare on Smashville}}.
*{{Sm|Tsumusuto|Japan}} - The best active Dr. Mario player in the world. Placed 1st at {{Trn|Miebato}}, 7th at {{Trn|Sumabato SP 9}}, 9th at both {{Trn|Sumabato SP 5}} and {{Trn|Sumabato SP 6}}, 13th at {{Trn|Sumabato SP 12}}, 17th at {{Trn|Sumabato SP 4}}, 33rd at {{Trn|Sumabato SP 2}}, 49th at both {{Trn|Sumabato SP}} and {{Trn|Sumabato SP 3}} with solo Dr. Mario, and 9th at {{Trn|Karisuma SP 7}}, 17th at {{Trn|Maesuma TOP 1}} and 25th at {{Trn|Maesuma TOP 2}} in conjunction with {{SSBU|Mii Gunner}}.


====Inactive====
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}}.
*{{Sm|Locus|Canada}} - Considered the best Dr. Mario player in Canada. Placed 9th at {{Trn|Battle of BC 3}}. Has dropped him in favor of {{SSBU|Terry}}.
*{{Sm|Stroder|USA}} - Placed 5th at {{Trn|Port Priority 5}} and 33rd at {{Trn|Smash 'N' Splash 5}} as one of his characters.


=={{SSBU|Classic Mode}}: Colorful Treatment Plan==
=={{SSBU|Classic Mode}}: Colorful Treatment Plan==
[[File:SSBU Congratulations Dr Mario.png|thumb|right|Dr. Mario's congratulations screen.]]
[[File:SSBU Congratulations Dr Mario.png|thumb|Dr. Mario's congratulations screen.]]
Dr. Mario's opponents are all trios of the same character in red, blue, and yellow costumes, referencing the three viruses: Fever, Chill, and Weird. The stage before Master Hand with the trio of Warios references their rivarly from ''Dr. Mario 64.''
In reference to the three viruses, [[mariowiki:Virus|Fever, Chill, and Weird]], Dr. Mario's opponents are trios consisting of red, blue, and yellow alternates of a particular fighter.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Mr. Game & Watch}} Team {{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Blue}}||[[Flat Zone X]]||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''||
|1||{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20x20px|cl=Blue}} {{SSBU|Mr. Game & Watch}} Team||[[Flat Zone X]]||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''||
|-
|-
|2||{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Red}}||[[Green Greens]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''||
|2||{{Head|Kirby|g=SSBU|s=20x20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20x20px|cl=Red}} {{SSBU|Kirby}} Team||[[Green Greens]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''||
|-
|-
|3||{{SSBU|Yoshi}} Team {{Head|Yoshi|g=SSBU|s=20x20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Yellow}}||{{SSBB|Yoshi's Island}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (Brawl)}}''||
|3||{{Head|Yoshi|g=SSBU|s=20x20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20x20px|cl=Yellow}} {{SSBU|Yoshi}} Team||{{SSBB|Yoshi's Island}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (Brawl)}}''||
|-
|-
|4||{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Red}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Yellow}}||[[Wii Fit Studio]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''||
|4||{{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Red}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20x20px|cl=Yellow}} {{SSBU|Wii Fit Trainer}} Team||[[Wii Fit Studio]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''||
|-
|-
|5||{{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20x20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Yellow}}||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''||
|5||{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20x20px|cl=Yellow}} {{SSBU|R.O.B.}} Team||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}''||
|-
|-
|6||{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20x20px|cl=Classic}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicRed}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicCyan}}||[[Luigi's Mansion]]||''{{SSBUMusicLink|Other|Tetris: Type A}}''||
|6||{{Head|Wario|g=SSBU|s=20x20px|cl=Classic}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicRed}}{{Head|Wario|g=SSBU|s=20x20px|cl=ClassicCyan}} {{SSBU|Wario}} Team||[[Luigi's Mansion]]||''{{SSBUMusicLink|Other|Tetris: Type A}}''||References his rivalry with Wario in ''Dr. Mario 64'', as well as Wario's bad diet and hygiene in the ''WarioWare'' series.
|-
|-
|colspan="5"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
|}


Note: Every stage plays a track from the {{uv|Mario}} or {{uvm3|Tetris}} universe, no matter what universe the stage originates from. <!--This is NOT a reference to the SNES game "Tetris and Dr. Mario". Tetris and Dr. Mario never got a Japanese release.-->
Note: Every stage plays a track related to Dr. Mario or from the {{uvm3|Tetris}} universe, no matter what universe the stage originates from. <!--This is NOT a reference to the SNES game "Tetris and Dr. Mario". Tetris and Dr. Mario never got a Japanese release.-->


[[Credits]] roll after completing Classic Mode. Completing it as Dr. Mario has ''{{SSBUMusicLink|Super Mario Bros.|Fever}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Dr. Mario has ''{{SSBUMusicLink|Super Mario Bros.|Fever}}'' accompany the credits.
The spawn positions in Round 1 were changed in version 12.0.0. Player 1 Dr. Mario starts on the second floor of the building on Flat Zone X (which was Player 2's position beforehand) instead of on the floor in front of the building. Player 2 starts on the ground level right underneath Player 1 instead of on the second floor. The Mr. Game & Watch Team was moved slightly forward.<ref>{{cite web|url=https://www.youtube.com/watch?v=FKdwKydDicM|title=Co-op Round 1 spawn positions on June 13th, 2021}}</ref><ref>{{cite web|url=https://youtu.be/w9D3SjRwW18?t=1344|title=Round 1 spawn positions on July 18th, 2021}}</ref> Dr. Mario is overall further away from the Mr. Game & Watch Team in single-player mode, which means the round will take slightly longer than average.
{{clr}}
{{clr}}


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===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 18
|18
| [[File:Dr. Mario SSBU.png|center|108x108px]]
|[[File:Dr. Mario SSBU.png|center|108x108px]]
| {{SSBU|Dr. Mario}}
|Dr. Mario
| [[File:SpiritTypeShield.png|20px|center|Shield]] <center>{{color|#18aef5|Shield}}</center>
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| 3,400
|3,400
| [[Mario Bros.]] ([[Ω form]])
|[[Mario Bros.]] ([[Ω form]])
| ''{{SSBUMusicLink|Super Mario Bros.|Fever}}''
|''{{SSBUMusicLink|Super Mario Bros.|Fever}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]==
==[[Spirit]]==
Dr. Mario's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dr. Mario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces it with the fighter's artwork in ''Ultimate''.
Dr. Mario's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Dr. Mario has been unlocked. Unlocking Dr. Mario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
Dr. Mario Fighter Spirit.png|8. '''''Dr. Mario'''''
SSBU spirit Dr. Mario.png|8. '''''Dr. Mario'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
 
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 435: Line 573:
|-
|-
|592
|592
|[[File:Dr. Stewart Spirit.png|center|64x64px]]
|{{SpiritTableName|Dr. Stewart|iw=fzerowiki|size=64}}
|{{anchor|Dr. Stewart}}{{s|fzerowiki|Dr. Stewart}}
|''F-Zero'' Series
|''F-Zero'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|9,500
|9,500
|[[Mute City SNES]] ([[Battlefield form]])
|[[Mute City SNES]] ([[Battlefield form]])
|•Item: [[Food]]
|•Item: [[Food]]
|•Timed battle<br>•The enemy heals over time<br>•Items will be pulled toward the enemy
|•Timed battle (1:30)<br>•The enemy heals over time<br>•Items will be pulled toward the enemy
|{{SSBUMusicLink|F-Zero|Mute City (Original)}}
|{{SSBUMusicLink|F-Zero|Mute City (Original)}}
|
|
|-
|-
|736
|736
|[[File:Dr Crygor.png|center|64x64px]]
|{{SpiritTableName|Dr. Crygor|size=64}}
|{{anchor|Dr. Crygor}}Dr. Crygor
|''WarioWare'' Series
|''WarioWare'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,400
|3,400
|[[WarioWare, Inc.]] (hazards off)
|[[WarioWare, Inc.]] (hazards off)
Line 461: Line 597:
|-
|-
|752
|752
|[[File:Halemmerich.png|center|64x64px]]
|{{SpiritTableName|Hal Emmerich|link=y|size=64}}
|{{anchor|Hal Emmerich}}[[Hal Emmerich]]
|''Metal Gear Solid'' Series
|''Metal Gear Solid'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•Giant Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•Giant Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,500
|4,500
|[[Prism Tower]]
|[[Prism Tower]]
Line 474: Line 609:
|-
|-
|867
|867
|[[File:Dr light.png|center|64x64px]]
|{{SpiritTableName|Dr. Light|size=64}}
|{{anchor|Dr. Light}}Dr. Light
|''Mega Man'' Series
|''Mega Man'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} (160 HP)<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}} (160 HP)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|10,000
|10,000
|[[Wily Castle]] ([[Battlefield form]])
|[[Wily Castle]] ([[Battlefield form]])
Line 487: Line 621:
|-
|-
|873
|873
|[[File:Drwily.png|center|64x64px]]
|{{SpiritTableName|Dr. Wily|link=y|size=64}}
|{{anchor|Dr. Wily}}[[Dr. Wily]]
|''Mega Man'' Series
|''Mega Man'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•Metal {{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Green}} (×8)
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•Metal {{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Green}}×8 (100 HP)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|12,600
|12,600
|[[Wily Castle]] (hazards off)
|[[Wily Castle]] (hazards off)
Line 500: Line 633:
|-
|-
|1,132
|1,132
|[[File:Hockey Players Spirit.png|center|64x64px]]
|{{SpiritTableName|Hockey Players|size=64}}
|{{anchor|Hockey Players}}Hockey Players
|''Ice Hockey''
|''Ice Hockey''
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,500
|1,500
|[[Pokémon Stadium]] ([[Ω form]])
|[[Pokémon Stadium]] ([[Ω form]])
Line 513: Line 645:
|-
|-
|1,135
|1,135
|[[File:AndySpirit.PNG|center|64x64px]]
|{{SpiritTableName|Andy|size=64}}
|{{anchor|Andy}}Andy
|''Advance Wars'' Series
|''Advance Wars'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}} (×8)
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}}×8
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,400
|3,400
|[[Halberd]] (Ship deck)
|[[Halberd]] (Ship deck)
|•Health Recovery<br>•Item: Exploding Types
|•Health Recovery<br>•Item: Exploding Types
|•The enemy is healed when the enemy's at high damage<br>•Defeat an army of fighters
|•The enemy is healed when the enemy's at high damage<br>•Defeat an army of fighters
|{{SSBUMusicLink|Nintendo|Filled with Hope}}
|{{SSBUMusicLink|Other|Filled with Hope}}
|
|
|-
|-
|1,195
|1,195
|[[File:Sick Beats Doctor Spirit.png|center|64x64px]]
|{{SpiritTableName|Sick Beats Doctor|size=64}}
|{{anchor|Sick Beats Doctor}}Sick Beats Doctor
|''Rhythm Heaven'' Series {{Flag|North America}}<br>''Rhythm Paradise'' Series {{Flag|PAL}}
|''Rhythm Heaven'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|2,200
|2,200
|[[Wrecking Crew]]
|[[Wrecking Crew]]
Line 539: Line 669:
|-
|-
|1,214
|1,214
|[[File:Dr Kawashima Spirit.png|center|64x64px]]
|{{SpiritTableName|Dr. Kawashima|link=y|size=64}}
|{{anchor|Dr. Kawashima}}[[Dr. Kawashima]]
|''Brain Age: Train Your Brain in Minutes a Day!'' Series {{Flag|North America}}<br>''Dr. Kawashima's Brain Training: How Old Is Your Brain?'' Series {{Flag|PAL}}
|''Brain Age: Train Your Brain in Minutes a Day!'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,800
|3,800
|[[PictoChat 2]] (hazards off)
|[[PictoChat 2]] (hazards off)
|•Assist Trophy Enemies ([[Dr. Kawashima]])
|•Assist Trophy Enemies (Dr. Kawashima)
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Nintendo|Brain Age: Train Your Brain in Minutes a Day!}}
|{{SSBUMusicLink|Other|Brain Age: Train Your Brain in Minutes a Day!}}
|
|
|-
|-
|1,216
|1,216
|[[File:Drlube.png|center|64x64px]]
|{{SpiritTableName|Dr. Lobe|size=64}}
|{{anchor|Dr. Lobe}}Dr. Lobe
|''Big Brain Academy'' Series
|''Big Brain Academy'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} (×2) ({{Head|Kirby|g=SSBU|s=20px|cl=White}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}})
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,400
|3,400
|[[PictoChat 2]]
|[[PictoChat 2]]
|•Hazard: Low Gravity<br>•Hazard: High Gravity
|•Hazard: Low Gravity<br>•Hazard: High Gravity
|•All fighters have reduced jump ability<br>•Gravity is reduced after a little while
|•All fighters have reduced jump ability<br>•Gravity is reduced after a little while
|{{SSBUMusicLink|Nintendo|Title Theme - Big Brain Academy}}
|{{SSBUMusicLink|Other|Title Theme - Big Brain Academy}}
|
|
|-
|-
|1,266
|1,266
|[[File:Plague Knight Spirit.png|center|64x64px]]
|{{SpiritTableName|Plague Knight|size=64}}
|{{anchor|Plague Knight}}Plague Knight
|''Shovel Knight'' Series
|''Shovel Knight'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,900
|1,900
|[[Unova Pokémon League]]
|[[Unova Pokémon League]]
Line 578: Line 705:
|-
|-
|1,319
|1,319
|[[File:Professor Riggs Spirit.png|center|64x64px]]
|{{SpiritTableName|Professor Riggs & Plaise & Lerna|size=64}} {{Flag|North America}}<br>Professor Gerry, Plaise, & Lerna {{Flag|PAL}}
|{{anchor|Professor Riggs & Plaise & Lerna}}Professor Riggs & Plaise & Lerna
|''Nintendo Labo'' Series
|''Nintendo Labo'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|2,500
|2,500
|[[Paper Mario]]
|[[Paper Mario]]
Line 588: Line 714:
|•The enemy has increased defense after a little while<br>•The enemy has increased attack power after a little while
|•The enemy has increased defense after a little while<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Super Mario Maker}}
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Super Mario Maker}}
|Professor Riggs
|Professor Riggs {{Flag|North America}}<br>Professor Gerry {{Flag|PAL}}
|-
|-
|1,390
|1,390
|[[File:Seteth.png|center|64x64px]]
|{{SpiritTableName|Seteth|iw=fireemblem|size=64}}
|{{anchor|Seteth}}{{s|fireemblem|Seteth}}
|''Fire Emblem'' Series
|''Fire Emblem'' Series
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|4,200
|4,200
|[[Garreg Mach Monastery]] (Cathedral)
|[[Garreg Mach Monastery]] (Cathedral)
|N/A
|N/A
|•Timed battle<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy has increased power for the first part of the battle
|•Timed battle (1:00)<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy has increased power for the first part of the battle
|{{SSBUMusicLink|Fire Emblem|Chasing Daybreak}}
|{{SSBUMusicLink|Fire Emblem|Chasing Daybreak}}
|
|
Line 606: Line 731:
===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 625: Line 749:
|-
|-
|1,344
|1,344
|[[File:Gruntilda Spirit.png|center|64x64px]]
|{{SpiritTableName|Gruntilda|size=64}}
|{{anchor|Gruntilda}}Gruntilda
|''Banjo-Kazooie'' Series
|''Banjo-Kazooie'' Series
|{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}}<br>•Giant {{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (×3)
|•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} (250 HP)<br>•Giant {{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (40 HP) {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (45 HP) {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (50 HP)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|13,900
|13,900
|[[Find Mii]] ([[Ω form]])
|[[Find Mii]] ([[Ω form]])
|•Hazard: Poison Floor
|•Hazard: Poison Floor
|•Defeat the main fighter to win<br>•The floor is poisonous<br>•[[Stamina battle]]
|•Defeat the main fighter to win<br>•The floor is poisonous<br>•[[Stamina battle]]<br>''•The enemy starts the battle with a Star Rod''<br>''•Reinforcements will appear during the battle''
|{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}}
|{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}}
|[https://banjokazooiewiki.com/wiki/Klungo Klungo]
|[https://banjokazooiewiki.com/wiki/Klungo Klungo]
|-
|-
|1,421
|1,421
|[[File:Alfyn Therion Spirit.jpg|center|64x64px]]
|{{SpiritTableName|Alfyn & Therion|size=64}}
|Alfyn & Therion
|''OCTOPATH TRAVELER''
|''OCTOPATH TRAVELER''
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|9,200
|9,200
|[[Distant Planet]] ([[Battlefield form]])
|[[Distant Planet]] ([[Battlefield form]])
Line 671: Line 793:
Dr. Mario unlock notice SSBU.jpg|Dr. Mario's unlock notice
Dr. Mario unlock notice SSBU.jpg|Dr. Mario's unlock notice
SSBUWebsiteDrMario1.jpg|Dr. Mario [[idling]] on [[Wuhu Island]].
SSBUWebsiteDrMario1.jpg|Dr. Mario [[idling]] on [[Wuhu Island]].
SSBUWebsiteDrMario2.jpg|[[Taunting]] on [[Mario Galaxy]].
SSBUWebsiteDrMario2.jpg|[[Taunt]]ing on [[Mario Galaxy]].
SSBUWebsiteDrMario3.jpg|Attacking {{SSBU|Link}} with his [[forward smash]] on [[New Pork City]].
SSBUWebsiteDrMario3.jpg|Hitting {{SSBU|Link}} with his [[forward smash]] on [[New Pork City]].
SSBUWebsiteDrMario4.jpg|Jumping in [[Mushroomy Kingdom]].
SSBUWebsiteDrMario4.jpg|Jumping on [[Mushroomy Kingdom]].
SSBUWebsiteDrMario5.jpg|Tossing a [[Megavitamin]] on [[Moray Towers]].
SSBUWebsiteDrMario5.jpg|Tossing a [[Megavitamin]] on [[Moray Towers]].
SSBUWebsiteDrMario6.jpg|Holding a [[Fairy Bottle]] while running towards Link on [[Great Bay]].
SSBUWebsiteDrMario6.jpg|Holding a [[Fairy Bottle]] while running towards Link on [[Great Bay]].
SSBUWebsiteLittleMac4.jpg|Taunting next to {{SSBU|Little Mac}} on [[Tomodachi Life]].
SSBUWebsiteLittleMac4.jpg|Taunting next to {{SSBU|Little Mac}} on [[Tomodachi Life]].
SSBUWebsiteMimikyu2.jpg|Snared by [[Mimikyu]] on [[Pictochat 2]].
SSBUWebsiteMimikyu2.jpg|Snared by [[Mimikyu]] on [[PictoChat 2]].
DrMarioSSBUDownAerial.png|Using his [[down aerial]] on {{SSBU|Wario}} on [[Skyworld]].
DrMarioSSBUDownAerial.png|Using his [[down aerial]] on {{SSBU|Wario}} on [[Skyworld]].
DrMarioSSBUDoctorFinale.png|Performing [[Doctor Finale]] on [[Wii Fit Studio]].
DrMarioSSBUDoctorFinale.png|Using [[Doctor Finale]] on [[Wii Fit Studio]] against {{SSBU|Toon Link}}, {{SSBU|Wii Fit Trainer}} and {{SSBU|King Dedede}}.
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=w0qVpaEtEF4}}
{{#widget:YouTube|id=w0qVpaEtEF4}}


==Trivia==
==Trivia==
*Excluding {{SSBU|Cloud}}, whose universe only has his fighter spirits, Dr. Mario is the only character in the initial release of ''Ultimate'' to not appear in any spirit battles from their home series. He shares this distinction with downloadable characters {{SSBU|Piranha Plant}} and {{SSBU|Terry}}.
*With {{SSBU|Link}} and {{SSBU|Young Link}} now representing different incarnations of Link, {{SSBU|Zelda}} and {{SSBU|Sheik}} now representing different incarnations of Princess Zelda, and {{SSBU|Zero Suit Samus}} now briefly transforming into [[Samus (SSBU)|her Varia Suited form]] for her [[Zero Laser (Zero Suit Samus)|Final Smash]], Dr. Mario is the only playable character to represent an alternate identity for another character, namely {{SSBU|Mario}}, with no gameplay connection between each other in ''Ultimate''.
*With {{SSBU|Link}} and {{SSBU|Young Link}} now representing different incarnations of Link, {{SSBU|Zelda}} and {{SSBU|Sheik}} now representing different incarnations of Princess Zelda, and {{SSBU|Zero Suit Samus}} now briefly transforming into [[Samus (SSBU)|her Varia Suited form]] for her [[Zero Laser (Zero Suit Samus)|Final Smash]], Dr. Mario is the only playable character to represent an alternate identity for another character, namely {{SSBU|Mario}}, with no gameplay connection between the two (not counting Dr. Mario being a costume in ''Super Mario Odyssey'').
*During {{SSBU|Luigi}}'s character showcase trailer, [[Super Sheet]] uses [[Cape]]'s animation instead of its new animation. Additionally, the sheet is unanimated and is attached to Dr. Mario's left arm.
*During {{SSBU|Luigi}}'s character showcase trailer, Dr. Mario's [[Super Sheet]] uses Mario's Cape animation, rather than the new animation specific to Dr. Mario. Additionally, the sheet is unanimated, and is attached to Dr. Mario's left arm.
*''Ultimate'' is the first ''Super Smash Bros.'' game where he is not holding a Megavitamin in his official art.
*''Super Smash Bros. Ultimate'' is the first ''Smash Bros.'' game where Dr. Mario is not holding his Megavitamins in his official art.
*''Ultimate'' is the first ''Smash'' game to feature Dr. Mario and have his inclusion be planned from the start. In ''Super Smash Bros. Melee'', Dr. Mario was a late development addition to pad out the roster. In ''Smash 4'', Dr. Mario was originally going to be an {{SSB4|alternate costume}} of {{SSB4|Mario}}, but remained a clone as a last minute decision in order to appeal to his fanbase from ''Melee''.
*Dr. Mario's official art resembles one of his victory poses.
*One of the images on the ''Smash Bros.'' website shows Dr. Mario and Link, with the former holding a [[Fairy Bottle]] and the latter laying face-down. This is a reference to the fact that [[zeldawiki:Fairy|Fairies]] are a healing item in the ''The Legend of Zelda'' series, alluding to Dr. Mario's status as a doctor.
**This is further joked with in Dr. Mario's highlight video, in which he fights [[King Dedede]] on top of [[Onett]]'s Drug Store.
***Once again, this is referenced once more in ''Ultimate'''s Opening Movie, in which he throws a Fairy Bottle at {{SSBU|Little Mac}} to heal him.
*''Super Smash Bros. Ultimate'' is the first ''Smash'' game to feature Dr. Mario and have his inclusion be planned from the start.
*Like in ''Melee'' and ''Smash for 3DS'', Dr. Mario can be unlocked by playing Classic Mode as {{SSBU|Mario}} (though Dr. Mario is one of the last characters in his unlock column).
*When looking under Dr. Mario's coat, there appears to be a gap around his waist area.
*When KOed by reaching 0 HP during his final stock in [[Stamina Mode]], Dr. Mario uses his heavy knockback scream rather than his standard KO scream. This trait is shared with {{SSBU|Mario}}, {{SSBU|Hero}}, {{SSBU|Terry}} and {{SSBU|Byleth}}.
*Using [[Megavitamins]] and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later.
*Using [[Megavitamins]] and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later.
*Prior to version 2.0.0, Dr. Mario’s down aerial was named '''Bone Drill''', a name arguably more fitting for his old down aerial in ''Smash 4''. The current name, '''CLEAR!''', references the message appearing when a level is completed in the original ''Dr. Mario'', as well as the shout paramedics give when using defibrillators.
*Prior to version 2.0.0, Dr. Mario's down aerial was named Bone Drill, a name arguably more fitting for his down aerial in ''Smash 4''. The current name, CLEAR!, references the message appearing when a level is completed in the original ''Dr. Mario'', as well as the shout paramedics give when using defibrillators.
*Dr. Mario technically has the most victory screens of any fighter. Although it may seem he has only three like most fighters, the colors of the pills in the animation where he throws them are random, totaling up to 6,561 combinations. When the other two are added, Dr. Mario has 6,563 victory screens.
*Dr. Mario's section in the Sound Test is functionally identical to that of Mario's, with some voice clips not used by Dr. Mario (such as "Let's-a go!" from Mario's [[on-screen appearance]]) being removed.
*Despite the sound effects having been removed from the Sound Test, as well as Dr. Mario having no Sound Test section in ''Smash 4'', he now has his own Sound Test section, similar to ''Melee'', though it is now functionally identical to that of Mario's, with some voice clips not used by Dr. Mario (such as "Let's-a go!" from Mario's [[on-screen appearance]]) being removed.
**Unlike Mario, Dr. Mario's Star KO voice clip is listed before his heavy knockback voice clips rather than after after them, matching the order of the other base roster characters excluding {{SSBU|Pikachu}} and {{SSBU|Roy}}.
**The voice clips of Dr. Mario's forward aerial, back throw, double jump, [[Doctor Finale]], and [[Home-Run Bat]] swing are omitted despite Dr. Mario using them in-game.
*Dr. Mario is the only character with custom [[equipment]] incorporated into his attributes.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Mario universe}}
{{Mario universe}}
[[Category: Dr. Mario (SSBU)| ]]
 
[[Category:Dr. Mario (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Dr. Mario (SSBU)]]
[[es:Dr. Mario (SSBU)]]

Latest revision as of 15:14, April 23, 2024

This article is about Dr. Mario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dr. Mario.
Dr. Mario
in Super Smash Bros. Ultimate
Dr. Mario SSBU.png
MarioSymbol.svg
Universe Mario
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Doctor Finale
Tier D- (78)
DrMarioHeadSSBU.png

Dr. Mario (ドクターマリオ, Doctor Mario) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside R.O.B., Duck Hunt, and the rest of the returning roster. While Dr. Mario remains a close clone of Mario, he is not classified as an Echo Fighter. As such, Dr. Mario is classified as Fighter #18.

As in Super Smash Bros. 4, Charles Martinet's portrayal of Mario from Super Smash Bros. Brawl was repurposed for Dr. Mario in Ultimate.

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 combos. 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. 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 represenation has remained below average for most of the game's lifespan, he has nonetheless seen success from players such as JaZaR and Tsumusuto.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Dr. Mario being the 62nd character to be unlocked.
  • Clear Classic Mode with Mario or any character in his unlock tree, being the 7th character unlocked after Roy.
  • Have Dr. Mario join the player's party in World of Light.

With the exception of the third method, Dr. Mario must then be defeated on New Donk City Hall. In World of Light, he is fought on the Ω form of Mario Bros.

Attributes[edit]

As a clone of Mario, Dr. Mario is a middleweight that can wall jump. Like his normal self, Dr. Mario also has excellent frame data: when not counting special moves, 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 falling 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 full hop height is 0.85× lower; his walking and dashing 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.[1] 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 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. 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 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 edgeguards; 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. 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 SHFFed against unwary opponents that are near the edge. Back aerial is also fast, auto-cancels 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. 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 Ryu's Shoryuken or 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 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 Ganondorf and 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 huge amount of ending lag (33 frames, aerial version) and cannot sweetspot edges. Due to his short recovery distance, any sufficiently strong attacks, particularly semi-spikes, may launch him too far away to recover properly. Lastly, Dr. Mario is outclassed in certain aspects by other characters: in particular, Zero Suit Samus has much better overall mobility; Shulk has much more range; and 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.

Differences from Mario[edit]

Despite not being an Echo Fighter of Mario, Dr. Mario is still a close clone of Mario. There is currently no confirmed reason for this oddity, though it is likely due to Dr. Mario debuting in Melee rather than SSB4 or Ultimate as with the other Echo Fighters.

Dr. Mario uses external modifiers to most of his stats rather than directly modifying them, so he sports subpar mobility compared to Mario. However, Dr. Mario compensates for his slower mobility with another external multiplier that increases the damage of his attacks in comparison, as all of his attacks deal noticeably more damage without any compensation on knockback, which enables him to KO more easily as a result.

Aside from that, Dr. Mario also has other differences in his moveset. These include a few moves not cloned from Mario, such as back throw, down aerial and Dr. Tornado, as well as many moves with altered functionality, such as his dash attack launching upward, his up smash launching opponents behind him, his forward smash possessing an electric effect, his neutral aerial being a "reverse sex kick," his forward aerial not being a meteor smash, his Megavitamins not being absorbable and Super Jump Punch being a powerful singular hit at the cost of less vertical distance. Despite the aesthetic similarities, the different properties of the aforementioned moves, as well as his altered attributes, are enough to noticeably change Dr. Mario's playstyle compared to Mario's, although not quite to the same extent as Luigi.

Aesthetics[edit]

  • Change Dr. Mario is slightly less vocal than Mario. Some of his attacks also emit different sound effects.
  • Change Dr. Mario's on-screen appearance, taunts, idle poses and victory poses are different from Mario's.
  • Change Dr. Mario's defeated/No Contest animation is different from Mario's. Mario has a new animation in which he looks slightly to the left with a smiling expression, while Dr. Mario retains his animation from Smash 4, which is identical to Mario's from Brawl and Smash 4 (and like the latter, features him with a neutral expression), except that Dr. Mario looks directly in front of himself.

Attributes[edit]

  • Buff Dr. Mario's idle animation is much less exaggerated than Mario's. This gives him a consistently lower stance as a result.
  • Change Some of Dr. Mario's raw properties are modified as if he were wearing equipment of +22 attack and -65 speed in Smash 4.[1]
    • Buff The damage outputs of Dr. Mario's attacks use a 1.176× multiplier. As a result, he is significantly stronger than Mario. However, this multiplier does not apply to reflected projectiles or items, and the base damage of his moves can also differ from Mario's.
      • Nerf However, this limits his combo game.
    • Nerf Dr. Mario's walking speed, dashing speed and initial dash speed use a 0.7942× multiplier; while his short hop height, double jump height, air speed, air acceleration and air friction use a 0.7648× multiplier. As a result, Dr. Mario is significantly less mobile than Mario.
      • 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 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 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 sooner.
  • Nerf Dr. Mario's wall jump covers significantly less height, hindering his recovery.
    • 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'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[edit]

  • Neutral attack:
    • Buff The first two hits have different base damage values (2.2% → 2.5% (hit 1), 1.7% → 1.5% (hit 2)), resulting in the move dealing slightly more base damage in total (7.9% → 8%).
    • Buff The first hit's hitboxes are further out (Z offset: 6u/8.7u/12u → 6.7u/9.3u/12.5u), improving its range.
    • Nerf The second hit's hitboxes are not attached to Dr. Mario's arm, giving it less range.
  • Forward tilt:
    • Buff Forward tilt has higher base damage (7% → 9%) with knockback scaling not fully compensated (70 → 65). When combined with Dr. Mario's damage multiplier, this gives the move KO potential near the ledge.
  • Up tilt:
    • Buff Up tilt has higher base damage (5.5% → 6.3%), further improving its damage racking and KO potential when combined with Dr. Mario's damage multiplier and making it safer on hit at low percents.
      • Nerf However, it loses its combo potential earlier as a result.
  • Down tilt:
    • Buff Down tilt's sweetspot is larger (3.2u → 3.5u), making it easier to land.
      • Nerf However, this makes the sourspot (which combos for longer) harder to connect with.
    • Buff It has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. When combined with Dr. Mario's damage multiplier increasing the move's damage output, this makes it a more damaging and effective combo starter that loses its combo potential later.
    • Change Its foot sweep visual starts earlier and has a different routine, more closely tracking his foot's current position.
  • Dash attack:
    • Buff Dash attack's clean hit has higher base damage (8% → 9.8%), further improving its damage output. Its hitlag was also compensated (1.25x → 1x).
    • Change It launches the opponent vertically, whereas Mario's launches them horizontally. It also deals less knockback (100 base/43 scaling → 90/38). These differences make it effective for combos at low percentages, but incapable of effectively edgeguarding.
  • Forward smash:
    • Change Dr. Mario's forward smash's sweetspot and sourspot are on his arm and electricity 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 noticeably less range (outer hitbox size: 5u → 3.7u), making it incapable of 2 frame punishing opponents.
    • Change It has an electric effect, whereas Mario's has a flame effect. This makes it capable of hurting 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:
    • 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.
    • Buff It lasts one frame longer compared to Mario's (frames 9-12 → 9-13), increasing its range in front of him.
  • Down smash:
    • Change The sweeping visual on down smash is purple and white, rather than yellow, blue and white.

Aerial attacks[edit]

  • 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.
    • Buff The late hit has larger hitboxes (2.8u/2.8u → 3.6u/3.6u).
    • 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).
    • Nerf It has more landing lag (6 frames → 7).
  • Forward aerial:
    • Change Dr. Mario's forward aerial launches the opponent diagonally, whereas Mario's meteor smashes 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.
    • Buff The clean hit has higher base damage (14% → 15%) and has much more knockback scaling (78 → 102), improving its KO potential even further.
    • Nerf The early and late hits have lower base damage (12% (early)/10% (late) → 10%/9%), though with their knockback scaling compensated (80 → 95).
    • Change The sweeping visual commences a frame earlier, and the last frame of the visual is absent.
  • Back aerial:
    • 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.
    • 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), slightly reducing its range.
    • Nerf It has more landing lag (6 frames → 10).
  • Up aerial:
    • 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%) with knockback scaling compensated (135 → 100), further improving its damage output.
    • Nerf It has more landing lag (6 frames → 8).
  • Down aerial:
    • 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.
    • 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.
    • Nerf It deals slightly less base damage (1.4% (hits 1-5), 5.5% (hit 6); 12.5% (total) → 12%).
    • Buff It has reduced landing lag (15 frames → 13).
    • 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).
    • Nerf It lacks a landing hit.
    • 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.
    • Change Dr. Mario is silent when performing this move, unlike Mario.

Throws and other attacks[edit]

  • Forward throw:
    • Nerf Forward throw has less knockback scaling (65 → 60), preventing it from reliably KOing despite the damage multiplier.
  • Back throw:
    • Change Back throw has a different animation: Dr. Mario heaves the opponent off the ground and above his head, then tosses them away behind him, as opposed to swinging them around multiple times.
      • Buff Compared to Mario's back throw, Dr. Mario releases the opponent earlier (frame 44 → 30), making it harder to DI and increasing its consistency.
      • Nerf However, its FAF remains unchanged, increasing its ending lag.
      • Buff It has higher knockback scaling (66 → 68). Combined with the damage multiplier, this makes it considerably stronger than Mario's.
      • Nerf It lacks a collateral hitbox.
  • Up throw:
    • Nerf Up throw has reduced knockback scaling (72 → 65), making it incapable of KOing reliably despite the damage multiplier.
  • 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.
  • Nerf Dr. Mario's floor attacks 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.

Special moves[edit]

  • Megavitamins:
    • Buff Unlike Fireball, Megavitamins cannot be absorbed by moves like Ness's PSI Magnet.
    • Change Megavitamins bounce higher (bounce speed: 1.4 (min)/1.6 (max) → 1.65/2, restitution: 0.97 → 1).
    • Change It launch at a higher angle (361° → 65°), and deals more knockback (35 (base)/20 (scaling) → 60/40 (clean), 28 (base)/15 (scaling) → 55/40 (mid), 22 (base)/10 (scaling) → 50/40 (late)), improving its setup potential but hindering its jab reset and edgeguarding potential.
    • Change Its hitbox is longer and thinner (size: 2.4u/2.2u/2u → 1.7u/1.7u/1.7u, Y offset: 0 → -1.7—1.7), better matching the shape of a capsule.
    • Change It deals more hitlag (0.6× → 1×) improving its safety but making it easier to DI/SDI.
    • Change It does not have a flame effect unlike Fireball. This makes it capable of hurting Olimar's Red Pikmin, but renders it incapable of instantly detonating explosives.
  • Super Sheet:
    • Change Compared to Mario's Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.
      • Nerf While the Super Sheet's slightly higher hitbox can make the move somewhat easier to land while airborne, this is a situational advantage at best, and a rather poor trade-off compared to Mario's greater horizontal range. Dr. Mario's Super Sheet effectively covers less area overall.
    • Change It has altered hitbox placements.
    • Change It has a different animation where Dr. Mario swings the sheet upward, highlighting its increased vertical reach.
    • Change Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario. This makes it more effective at B-reversing, but unusable for recovery.
    • Change The reflect box is positioned closer and higher up (Y offset: 6.5 → 8, Z offset: 8 → 6.5), combined with its larger size (6.5u → 7.7u) it has more vertical range, and less horizontal range.
      • Buff It covers more of Dr. Mario's hurtbox.
    • Buff Its hitbox has a longer duration (frames 12-14 → 12-16).
    • Buff It reflects for slightly longer (frames 9-20 → 9-22).
    • Buff Projectiles reflected by Super Sheet do more damage (1.5× → 1.6×).
  • Super Jump Punch:
    • Change Dr. Mario's Super Jump Punch consists of a clean hitbox and a late hitbox, whereas Mario's consists of several looping hitboxes. However, the angle of the attack remains the same as Mario's on all hitboxes, which makes it launch diagonally upon startup.
      • Nerf Due to this, Dr. Mario's variant is much less safe on hit at lower percents and is not as deadly of a stage spike until higher ones.
    • Change It has altered hitbox placements.
      • Buff The hitbox is overall considerably larger, making it easier to use out of shield.
    • Buff Due to its higher damage output, the clean hit is significantly more effective for KOing when not near the upper blast line and makes it an untechable stage spike at high percents.
    • Nerf It travels a much shorter distance, making it less effective for recovery.
    • Nerf Unlike Mario's, Dr. Mario's Super Jump Punch lacks intangibility on start-up.
    • Change It has a wider array of angles (max angle change: 12° → 18°), though this is nullified by the significant distance reduction.
    • Change Cappy does not appear, and it does not produce Coins upon contact.
  • Down special:
    • 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 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 Due to lacking a powerful windbox that pushes opponents away, it is less effective at gimping and is worse at stage control.
  • 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 It does not have a flame effect as a result.
    • Change Its hitboxes are longer and thinner, better matching the shape of a capsules.
      • Nerf The shorter vertical range of its hitboxes allows for a wider spacing between Megavitamins, making it easier to miss opponents.
      • Nerf Its hitboxes are gradually expanding.
    • Change It launches at a averaged angle (20°-50° → 28°-36°) and has altered knockback.
    • Nerf It deals higher base damage per hit (2/2.5/3 → 3/3.2/3.4/3.6 (front), 2.3/2.5/2.6/2.8 (back)), but has longer gaps between hits (7 frames → 9) and a shorter duration (frames 65-224 → 65-214 (front), 79-214 (back)). As a result, it only hits 17 times instead of 24, and despite using a damage multiplier, the maximum damage it deals is significantly reduced (74% → 65.3856%).

Misc.[edit]

  • Change Dr. Mario has a different pose when trapped inside of Steve's Minecart, being the same as Luigi's.

Changes from Super Smash Bros. 4[edit]

Dr. Mario was previously a poorly regarded character in SSB4 due to a large combination of factors, including his lackluster mobility and short range granting him a poor neutral game, as well as his abysmal recovery and limited combo game, the latter especially compared to his regular incarnation. Likely due to these factors, Dr. Mario has been buffed in the transition to Ultimate, though not enough to raise his standing.

One of Dr. Mario's biggest buffs was to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and his previously inconsistent KO ability. His recovery, while still poor, has nevertheless improved slightly; Dr. Tornado has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. Additionally, Dr. Mario has a new down aerial and back throw; the former can now meteor smash opponents much like Mario's forward aerial, giving him an option that he notoriously lacked in the previous game. Meanwhile, the latter, albeit losing its collateral hitbox, has gained more knockback, now being among the strongest of its kind and even stronger than Mario's own.

Dr. Mario's entire special moveset has also seen numerous buffs. Megavitamins now deal enough damage and knockback to cause opponents to tumble, and launch at a higher angle, making them viable as a combo starter and even giving them the ability to set up KOs. Super Sheet has a higher reflection multiplier compared to Mario's Cape, and Super Jump Punch deals more knockback, making a superior KO move and deadlier out of shield option. However, Dr. Tornado was buffed significantly; outside of its improved recovery potential, it has gained heavy armor on startup if used on the ground, which makes it useful for tanking through attacks and breaking pressure. Additionally, it deals more damage and knockback, to the point it has gained notoriety for being able to KO offstage effectively at very low percentages; combined with its increased distance, it is now a deadly edgeguarding option. As a result of the improvements to Dr. Tornado, coupled with his revamped down aerial, Dr. Mario's edgeguarding game is now much more powerful in its own right.

In spite of this, Dr. Mario has received a few nerfs. Most notably, Dr. Mario's already sub-par mobility is slightly worse, given the nerfs to his air speed and jump height; while his mobility otherwise remains largely unaltered from his previous appearance, Dr. Mario is now much slower in comparison to the rest of the cast, especially considering most other fighters have received buffs to their mobility. He also shares some other nerfs with Mario, such as up tilt's hitbox placement adjusted, giving it inferior range in front of and underneath him, and his grabs having increased ending lag, hindering their utility and combos.

Compared to Mario, Dr. Mario is still a slower and stronger clone of him. Aside from having an updated idle animation, slightly higher traction compared to Mario, an altered animation for his side special, as well as receiving a new down aerial and back throw, he has not been further decloned. He has also received many of the same changes as Mario.

Overall, Dr. Mario's damage-racking potential has increased and his recovery is safer and slightly better overall, though none of his buffs have benefitted him enough to raise his tier list placement significantly. He also retains many of his weaknesses from SSB4, such as short range, poor mobility, and awful recovery, none of which were toned down in game updates. Thus, despite performing better in Ultimate, Dr. Mario has not improved significantly from his appearance in SSB4, which is made more egregious when coupled with the buffs other veterans have received and the introduction of plentiful, more powerful DLC characters Dr. Mario struggles against. Ultimately, despite his buffs, Dr. Mario is worse relative to the cast in Ultimate.

Aesthetics[edit]

  • Change Dr. Mario's model features a more subdued color scheme. Like Mario, the fabric of his clothes features greater detailing, and his head mirror's headband is cordovan brown instead of a dark taupe gray like in Melee. The inside of his pants is also slate grey instead of white. Additionally, Dr. Mario has a slightly darker skin tone.
  • Change Dr. Mario has a new idle animation with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
  • Change Most, if not all, of Mario's aesthetic and animation changes also apply to Dr. Mario:
    • Change Dr. Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
    • Change Walking, air dodge, helpless, skidding, and ledge-hanging animations have changed. Additionally, Dr. Mario now faces the screen instead of away while sleeping.
    • Change Dr. Mario's mustache now moves during certain animations, such as while falling.
  • Change The idle pose where Dr. Mario pounds his fist into his palm has been slightly altered; he now smiles during it.
  • Change All of Dr. Mario's victory poses have been slightly altered.
    • Change The victory animation where Dr. Mario rubs his chin has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.
    • Change The victory animation where Dr. Mario throws Megavitamins has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.
    • Change The victory animation where Dr. Mario poses with his stethoscope is more exaggerated.
  • Change Dr. Mario once again has his own section in the Sound Test, much like in Melee.

Attributes[edit]

  • Buff Like all characters, Dr. Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Dr. Mario's damage modifier has been increased (+15 → +22), meaning that the damage output of all attacks has been increased from 1.12x to 1.176x and slightly higher KO power as a result.
  • Nerf Dr. Mario's mobility modifier has been decreased (-50 → -65). Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to Ryu and the Mii Gunner.
    • Buff Dr. Mario runs slightly faster (1.3312 → 1.397792).
      • Buff His initial dash is also faster (1.3312 → 1.5375712), although it is the 2nd slowest in the game.
    • Buff Dr. Mario walks slightly faster (0.9152 → 0.917301).
    • Nerf Dr. Mario's air speed is slower (0.9292 → 0.9238784).
    • Nerf Dr. Mario's short hop (14.171785912 → 13.414592) and midair jump (29.356105712 → 27.785184) cover less distance.
  • Buff Dr. Mario's full hop no longer uses an external multiplier and covers greater distance (29.356105712 → 30.8805).
  • Buff Dr. Mario's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is slightly higher than Mario's.
  • Change Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).

Ground attacks[edit]

  • Neutral attack:
    • Buff Consecutive uses of the first hit of neutral attack are faster (11 → 6 frames).
    • Buff The first two hits transition into the subsequent hits noticeably faster (frame 10 → 5 (hit 1), 6 (hit 2)) and have less ending lag (FAF 23 → 20 (hit 1), 25 → 22 (hit 2)), no longer being slower than Mario's.
    • Buff The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • Nerf However, its total duration was not fully compensated (FAF 36 → 34), giving it more ending lag.
    • Buff The third hit has increased base knockback (45 → 60).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf All hits have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • Change The first two hits no longer use set knockback (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → 361°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to lock, and gives them jab cancel setups at high percents, but causes them to connect less reliably.
  • Forward tilt:
    • Buff Forward tilt deals slightly more damage (7% → 9%).
    • Buff Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Change It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.
  • Up tilt:
    • Nerf Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, noticeably reducing its range in front of Dr. Mario, to the point where it can no longer hit most characters on the ground unless they are very close.
    • Change Its animation has been flipped, with Dr. Mario spinning toward the screen rather than away from it.
  • Down tilt:
    • Buff Down tilt's sweetspot takes priority over the sourspot.
    • Buff It has less knockback scaling (80 → 55) and has gained a hitstun modifier of 3, significantly improving its combo ability, to the point of possessing KO setups at high percents.
    • Change Its animation has been flipped, with Dr. Mario spinning toward the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack's clean hit deals more damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.
    • Buff The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • Buff It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.
    • Buff The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • Nerf It has a different animation where Dr. Mario's head is positioned higher, his legs extend farther from him, and he gets up during the ending lag instead of staying sit. This prevents him from sliding under certain attacks, and makes him easier to hit overall.
  • Forward smash:
    • Buff Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.
    • Change The electricity produced from Dr. Mario's forward smash is magenta/lavender instead of light blue.
  • Up smash:
    • Change Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to LSI and worsens its KO ability near the ledge.
    • Change Its animation has been flipped, with Dr. Mario facing toward the screen rather than away from it.
  • Down smash:

Aerial attacks[edit]

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's late hit deals more damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.
    • Buff The late hit has larger hitboxes (3u → 3.6u).
  • Forward aerial:
    • Change Forward aerial has a different animation, with Dr. Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 32 → 31).
    • Buff It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.
    • Buff It auto-cancels earlier (frame 18 → 17).
    • Nerf Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Change Dr. Mario has a new down aerial: a downward stomp similar to that of Captain Falcon. It consists of only one hit instead of five.
    • Buff It has a shorter total duration (FAF 52 → 43), making it safer to use offstage.
    • Buff It deals more damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that meteor smashes opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.
    • Buff It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.
    • Buff It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).
    • Nerf Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 14-17), which also increases its ending lag despite its total duration being reduced.
    • Nerf It no longer possesses a landing hit.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
    • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.25% → 1.3%).
    • Change It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  • Change All of Dr. Mario's throws have been altered with more exaggerated animations.
  • Change The speed of Dr. Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    • Change Its animation has been altered, with Dr. Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more exaggeratedly.
  • Back throw:
    • Change Dr. Mario has a new back throw: he heaves the opponent overhead behind him.
    • Buff It releases opponents faster (frame 44 → 30), making it harder to DI.
      • Nerf However, its total duration remains unchanged, increasing its ending lag.
    • Buff It has more knockback scaling (60 → 68). In combination with Dr. Mario's higher damage multiplier, this turns it into one of the strongest back throws in the game.
    • Nerf It no longer possesses a collateral hit.
  • Up throw:
    • Buff Up throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change It has a different animation where Dr. Mario faces horizontally rather than towards the screen, and holds the opponent by their chest instead of lifting them on their back before throwing, more closely resembling Mario's Upward Cap Throw from Super Mario Odyssey.
  • Down throw:
    • Buff Down throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario no longer performs a front flip after throwing the opponent. He also slams the opponent more forcefully and with a single arm instead of two.
  • Floor attack:
    • Nerf Floor attacks deal less base damage (front and back floor attacks: 7 → 6 (both hits), trip floor attack: 5 → 4.3 (both hits)), meaning that they deal roughly the same damage as Mario's.
  • Edge attack:
    • Buff Edge attack deals more base damage (7% → 8.51%).

Special moves[edit]

  • Megavitamins:
    • Buff Megavitamins has less ending lag (FAF 53 → 50), improving its safety.
    • Buff It launches at a higher angle (361° → 65°), deals much more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), and has a higher hitlag multiplier (0.3× → 1×). Alongside the previous change, this greatly improves the move's camping and followup abilities.
      • Nerf Due to these changes, however, it can no longer lock opponents.
    • Buff Megavitamins are slightly larger, and have been given an extended hitbox to match their size, increasing their range despite the hitbox itself being smaller overall (2u (clean)/1.8u (mid)/1.6u (late) → 1.7u).
    • Change The pills are generally less bouncy (bounce speed: 1.8 (min)/2.2 (max) → 1.65/2).
    • Nerf It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Change Dr. Mario no longer opens his mouth when using Megavitamins on the ground.
  • Super Sheet:
    • Buff Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).
    • Buff It no longer gives the opponent super armor on hit.
    • Buff The Super Sheet now deals knockback and hitstun to opponents grabbing the ledge.
    • Nerf The reflective hitbox is smaller (9u → 7.7u), and has been moved forward (2 → 6.5). As such, it can no longer cover behind Dr. Mario, making it less safe to use.
      • Buff Although, it is easier to reflect projectiles that otherwise would have stopped short of Dr. Mario.
    • Nerf The reflective hitbox has more startup with a shorter duration (frame 6-22 → 9-22), although it has a new function causing it to start two frames earlier (frame 7) if a projectile is very close to Dr. Mario at the time. This slightly reduces its safety.
      • Buff In the same circumstances, the entire move loses two frames of startup, allowing the offensive hitbox to come out earlier (on frame 10) and reducing the move's total duration.
    • Nerf The animation is considerably longer (41 frames → 58). In the air, this increases the amount of time Dr. Mario's air mobility is restricted if the move is not interrupted.
    • Change It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Dr. Mario, causing them to turn away from the screen.
    • Change Super Sheet has an updated animation to differentiate it from Cape. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.
  • Super Jump Punch:
    • Buff Super Jump Punch's clean hit has slightly more knockback scaling (100 → 105).
    • Nerf The clean hit's hitbox is no longer extended towards Dr. Mario. Thanks to the new jostle mechanics, it does not induce a blindspot despite the reduced range.
    • Change The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • Change The clean hit has a lower hitlag multiplier (1.5× → 1×).
    • Change Super Jump Punch has an altered landing animation where Dr. Mario lands on his feet, like in Melee, as opposed to his back.
  • Dr. Tornado:
    • Buff Dr. Tornado hits seven times, up from five, and deals much more damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).
    • Buff It has gained percent-based heavy armor during frames 2-9 when used on the ground, with a threshold of 10%.
    • Buff It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).
    • Buff It gains more height via button mashing, improving Dr. Mario's recovery.
    • Buff The looping hits have shorter gaps between them (6 frames → 4), different angles (90°/180° (grounded), 90°/366° (aerial) → 90°/105°/367°), a lower hitlag multiplier (1× → 0.5×), and use set knockback for all their hitboxes, allowing them to connect much more reliably despite their increased SDI multiplier (1× → 1.2×).
    • Buff The last hit has more knockback scaling (130 → 154), which combined with its increased damage greatly improves its KO potential.
    • Nerf The looping hits are only active for one frame each, instead of being fully active throughout and using a rehit rate (frames 10-33 → 10, 14, 18, 22, 26, 30).
    • Change Dr. Mario opens his hands when using the move, and rises slightly upwards on the ground.
    • Change It has a vortex form around Dr. Mario when used, much like Luigi Cyclone.
  • Doctor Finale:
    • Buff At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.
    • Nerf The Megavitamins have a shorter duration with a faster travel speed (260 frames → 210). This makes them more likely to drop opponents, and makes them worse at timing out offstage opponents.
    • Change Damage from each hit is dealt solely based on how long the attack has been out, with the Megavitamins becoming more powerful as the attack continues. This makes the front Megavitamin worse early during the Final Smash, but the back Megavitamin stronger later during it.
    • Change Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.

Update history[edit]

Dr. Mario has been buffed overall by game updates. After a few minor changes in preceding patches, Dr. Mario received a number of useful buffs in update 7.0.0. Down tilt gained noticeable adjustments to its knockback and hitstun, improving its combo potential significantly. Forward tilt and late neutral aerial's damage outputs were increased noticeably at the cost of slight knockback compensation, which improved their spacing and KO potentials, respectively. Down aerial gained more active frames, which improved its consistency and edgeguarding potential. Lastly, clean Super Jump Punch's knockback was increased, which heightened its already considerable strength.

Afterwards, update 13.0.0 granted Dr. Mario other substantial buffs. Two of his most important tools in the neutral game, neutral aerial and up aerial, gained noticeable increases to their knockback and damage output, respectively. Other pivotal moves in Dr. Mario's moveset were also improved: down aerial is 2 frames faster overall, Super Sheet's reflection hitboxes gained more active frames, and Dr. Tornado's heavy armor activates earlier.

Overall, Dr. Mario fares better than he did at the launch of Ultimate. However, the competitive scene's general opinion is that his normal self still outshines him in nearly every category.

Super Smash Bros. Ultimate 1.1.0

  • Buff The reflection damage multiplier for Super Sheet has been increased (1.5x → 1.6x).
  • Buff Super Sheet's reflector has more range (6.5u → 7.7u).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Megavitamin has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
  • Buff Super Sheet no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.
  • Buff At the start of Doctor Finale, nearby opponents will be slowed more (10 → 20), and for longer (60 frames → 85).

Super Smash Bros. Ultimate 7.0.0

  • Buff Forward tilt deals more base damage (7% → 9%), with knockback scaling not fully compensated (70 → 65).
  • Buff Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.
  • Buff Neutral aerial's late hit deals more base damage (8% → 10%), with knockback scaling not fully compensated (102 → 94).
  • Buff Down aerial has a longer hitbox duration (frames 16-17 → 16-19).
  • Buff Super Jump Punch's clean hit has more knockback scaling (100 → 105).

Super Smash Bros. Ultimate 8.0.0

  • Buff Doctor Finale deals more damage (2.7%, 2%, 2.9%/2.2%, 3.1%/2.3%, 3.3%/2.5% → 3%, 2.3%, 3.2%/2.5%, 3.4%/2.6%, 3.6%/2.8%).

Super Smash Bros. Ultimate 13.0.0

  • Buff Late neutral aerial has higher knockback scaling (94 → 100).
  • Buff Up aerial deals more damage (8.7% → 10.2%), with its knockback scaling compensated (114 → 100).
  • Buff Down aerial has less startup lag (frames 16-19 → 14-17). Its total duration was also subsequently reduced (FAF 45 → 43).
  • Buff Super Sheet's hitbox has a longer duration (frames 12-14 → 12-16).
  • Buff Grounded Doctor Tornado gains super armor earlier and for a longer period of time (frames 5-9 → 2-9).

Moveset[edit]

For a gallery of Dr. Mario's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 2.94% The Punch + Punch + Kick combo from 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.
1.764%
4.704%
Forward tilt Middle Kick (ミドルキック) 10.584% A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge and 209% from center stage.
Up tilt Uppercut (アッパーカット) 7.4088% A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140%-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement. It vaguely resembles the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt Spinning Low Kick (スピニングローキック) 5.88% (foot), 8.232% (leg) A legsweep. A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms.
Dash attack Sliding (スライディング) 11.5248% (clean), 7.056% (late) The Slide Kick from Super Mario 64. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
Forward smash Defibrillator (心臓マッサージ, Cardiac Massage) 17.2872% (electricity), 20.9328% (arm) 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.
Up smash Ear, Nose, and Throat (スマッシュヘッドバット, Smash Headbutt) 16.464% 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.
Down smash Break Spin (ブレイクスピン) 11.76% (front), 14.112% (back) A breakdancing version of the 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%.
Neutral aerial Dr. Kick (ドクターキック) 5.88% (clean), 11.75% (late) 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.
Forward aerial Dr. Punch (ドクターグーパンチ) 11.76% (early), 17.64% (clean), 10.584% (late) An overhand. 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.
Back aerial Drop Kick (ドロップキック) 14.112% (clean), 8.232% (late) A 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.
Up aerial Air Slash (エアスラッシュ) 11.9952% 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.
Down aerial CLEAR! (全力メテオキック, Full Power Meteor Kick) 14.112% 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.
Grab Grab (つかみ) Reaches out. Has average range and above-average speed.
Pummel Grab Headbutt (つかみヘッドバット) 1.5288% A headbutt. Moderately fast.
Forward throw Swing-Around Throw (ふり抜き投げ) 9.408% 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.
Back throw Airplane Throw (ヒコーキ投げ) 12.936% 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 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.
Up throw Throw Up (スルーアップ) 8.232% 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 Cap Throw from Super Mario Odyssey.
Down throw Hospital Bed (スルーダウン, Throw Down) 5.88% A body slam. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for initiating aerial combos. It even has KO setups into up aerial, forward aerial, back aerial, Super Jump Punch and Dr. Tornado, although the latter four followups are reliant on reading the opponent.
Floor attack (front)   7.056% Punches behind himself and then in front of himself while getting up.
Floor attack (back)   7.056% Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (trip)   5.0568% Performs a side kick behind himself and then in front of himself while getting up.
Edge attack   10.00776% Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage.
Neutral special Megavitamins 5.88% (early), 4.704% (late) Throws a Megavitamin. Useful approach and pressure option. Unlike Fireball, it cannot be absorbed, bounces on a different trajectory, and lacks a flame effect. It launches opponents slightly upward, which can potentially set up a combo. At higher percents, it can even set up for a KO confirm if timed correctly.
Side special Super Sheet 8.232%, 1.6× (reflection) Flips a white sheet upward. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike Cape. Compared to Mario's version, Dr. Mario's Super Sheet has slightly increased vertical reach in exchange for slightly lower horizontal reach, and has a longer hitbox and reflecting duration along with a higher reflection multiplier. In essence, it is better for reflection in exchange for bringing less utility.
Up special Super Jump Punch 14.112% (clean), 7.056% (late) 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.
Down special Dr. Tornado 1.8816% (hits 1-6), 3.528% (final hit) Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a 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.
Final Smash Doctor Finale 3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back) Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins, which trap and repeatedly damage any opponents in their path. Compared to Mario Finale, the front Megavitamin deals more damage than the back Megavitamin, and the Megavitamins don't deal flame damage.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 98 1.5375712 – Initial dash
1.397792 – Run
0.917301 0.106 0.011472 0.9238784 0.007648 – Base
0.053536 – Additional
0.087 1.5 – Base
2.4Fast-fall
3 30.8805 - Base
13.414592 - Short hop
27.785184

Note: Dr. Mario's movement stats are coded to be the exact same as Mario's, but are multiplied to be slower using external factors. His walk, dash, and run speeds are multiplied by 0.7942, while his air friction, air speed, air acceleration, and jump heights are multiplied by 0.7648.

Announcer calls[edit]

On-screen appearance[edit]

  • 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.

Taunts[edit]

  • Up taunt: Looks to the ground and rubs the sole of one of his shoes to the floor.
  • Side taunt: Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
  • Down taunt: Balls one of his fists and lightly pounds his shoulder.

Idle poses[edit]

  • Rolls his neck as if stretching it.
  • Pounds his fist into his palm.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Go - Doc! Iii-sha! (Doc-tor!) Doctor Mario curali tutti! Dok! Dok! Dr. Mario! Doc - teur Mari - o!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Dok - tor Mari - o! Dooooctor Mario! *claps 5 times* Dok - tor -- Mari - o! Doc - tor Mari - o!

Victory poses[edit]

  • Left: Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles.
  • Up: Flourishes his stethoscope around himself.
  • Right: Taps his shoe on the ground, places a hand on his chin, and then looks at the screen while contemplatively rubbing his chin.
A flourished remix of the Course Clear Fanfare used in Super Mario Bros.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Dr. Mario players (SSBU)

Tier placement and history[edit]

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 Palutena, Shulk, and Lucina. Although players such as Lui$, Locus, and 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 Dark Wizzy and 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 King Dedede, Little Mac, and Ganondorf.

Despite this negative perception, however, Dr. Mario still saw glimpses of success thanks to the efforts of dedicated mains, including Tsumusuto in Japan, JaZaR in Mexico, and 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 Nairo and 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 Min Min, Steve, and Sephiroth. Nevertheless, Dr. Mario's perception has improved since the early metagame, although he is unanimously agreed to be inferior to Mario.

Classic Mode: Colorful Treatment Plan[edit]

Dr. Mario's congratulations screen.

In reference to the three viruses, Fever, Chill, and Weird, Dr. Mario's opponents are trios consisting of red, blue, and yellow alternates of a particular fighter.

Round Opponent Stage Music Notes
1 MrGame&WatchHeadRedSSBU.pngMrGame&WatchHeadYellowSSBU.pngMrGame&WatchHeadBlueSSBU.png Mr. Game & Watch Team Flat Zone X Chill (for 3DS / Wii U)
2 KirbyHeadYellowSSBU.pngKirbyHeadBlueSSBU.pngKirbyHeadRedSSBU.png Kirby Team Green Greens Fever
3 YoshiHeadRedSSBU.pngYoshiHeadBlueSSBU.pngYoshiHeadYellowSSBU.png Yoshi Team Yoshi's Island Chill (Brawl)
4 WiiFitTrainerHeadRedSSBU.pngWiiFitTrainerHeadSSBU.pngWiiFitTrainerHeadYellowSSBU.png Wii Fit Trainer Team Wii Fit Studio Fever
5 ROBHeadRedSSBU.pngROBHeadBlueSSBU.pngROBHeadYellowSSBU.png R.O.B. Team Battlefield Chill (for 3DS / Wii U)
6 WarioHeadClassicSSBU.pngWarioHeadClassicRedSSBU.pngWarioHeadClassicCyanSSBU.png Wario Team Luigi's Mansion Tetris: Type A References his rivalry with Wario in Dr. Mario 64, as well as Wario's bad diet and hygiene in the WarioWare series.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Every stage plays a track related to Dr. Mario or from the Tetris universe, no matter what universe the stage originates from.

Credits roll after completing Classic Mode. Completing it as Dr. Mario has Fever accompany the credits.

The spawn positions in Round 1 were changed in version 12.0.0. Player 1 Dr. Mario starts on the second floor of the building on Flat Zone X (which was Player 2's position beforehand) instead of on the floor in front of the building. Player 2 starts on the ground level right underneath Player 1 instead of on the second floor. The Mr. Game & Watch Team was moved slightly forward.[2][3] Dr. Mario is overall further away from the Mr. Game & Watch Team in single-player mode, which means the round will take slightly longer than average.

Role in World of Light[edit]

Dr. Mario's location in World of Light.
Finding Dr. Mario in World of Light

Although Dr. Mario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Dr. Mario has his own awakening battle separate from that of Mario, who appears in the opening cutscene.

Dr. Mario can be awakened in a cloud that is found on a pathway connected by a ribbon that also leads to a city-like area.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
18
Dr. Mario SSBU.png
Dr. Mario
Shield
Shield
3,400 Mario Bros. (Ω form) Fever

Spirit[edit]

Dr. Mario's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Dr. Mario has been unlocked. Unlocking Dr. Mario in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
592
Artwork used for Dr Stewart's Spirit. Ripped from Game Files
Dr. Stewart F-Zero Series Dr. Mario DrMarioHeadYellowSSBU.png
Neutral
9,500 Mute City SNES (Battlefield form) •Item: Food •Timed battle (1:30)
•The enemy heals over time
•Items will be pulled toward the enemy
Mute City (Original)
736
SSBU spirit Dr. Crygor.png
Dr. Crygor WarioWare Series Dr. Mario DrMarioHeadBlueSSBU.png
R.O.B. ROBHeadBlueSSBU.png
Wario WarioHeadGreenSSBU.png
Grab
3,400 WarioWare, Inc. (hazards off) N/A •Defeat the main fighter to win Mike's Song
752
Hal emmerich
Hal Emmerich Metal Gear Solid Series Dr. Mario DrMarioHeadBlackSSBU.png
•Giant Metal R.O.B. ROBHeadCyanSSBU.png
Shield
4,500 Prism Tower N/A •Defeat the main fighter to win
•The enemy tends to avoid conflict
•The enemy is metal
Yell "Dead Cell"
867
SSBU spirit Dr. Light.png
Dr. Light Mega Man Series Dr. Mario DrMarioHeadBlueSSBU.png (160 HP)
Mega Man MegaManHeadCyanSSBU.png (160 HP)
Shield
10,000 Wily Castle (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•The enemy tends to avoid conflict
Mega Man 2 Medley
873
SSBU spirit Dr. Wily.png
Dr. Wily Mega Man Series Dr. Mario DrMarioHeadBlueSSBU.png (50 HP)
•Metal Mega Man MegaManHeadGreenSSBU.png×8 (100 HP)
Attack
12,600 Wily Castle (hazards off) N/A Stamina battle
•Reinforcements will appear after an enemy is KO'd
•The enemy is metal
Mega Man 2 Medley
1,132
from the game's files
Hockey Players Ice Hockey Dr. Mario DrMarioHeadBlueSSBU.png
Donkey Kong DonkeyKongHeadWhiteSSBU.png
Luigi LuigiHeadWhiteSSBU.png
Attack
1,500 Pokémon Stadium (Ω form) •Slippery Stage •The stage's platforms are very slippery Core Luge Short hockey player
1,135
Andy's Spirit Battle
Andy Advance Wars Series Dr. Mario DrMarioHeadRedSSBU.png
•Tiny Snake SnakeHeadRedSSBU.png×8
Grab
3,400 Halberd (Ship deck) •Health Recovery
•Item: Exploding Types
•The enemy is healed when the enemy's at high damage
•Defeat an army of fighters
Filled with Hope
1,195
from the game's files
Sick Beats Doctor Rhythm Heaven Series North America
Rhythm Paradise Series PAL
Dr. Mario DrMarioHeadBlueSSBU.png
Shield
2,200 Wrecking Crew •Assist Trophy Enemies (Ghosts)
•Hazard: Poison Cloud
•The stage is covered in a poisonous cloud
•Hostile assist trophies will appear
Chill (Brawl)
1,214
from the game's files
Dr. Kawashima Brain Age: Train Your Brain in Minutes a Day! Series North America
Dr. Kawashima's Brain Training: How Old Is Your Brain? Series PAL
Dr. Mario DrMarioHeadBlueSSBU.png
Neutral
3,800 PictoChat 2 (hazards off) •Assist Trophy Enemies (Dr. Kawashima) •Hostile assist trophies will appear Brain Age: Train Your Brain in Minutes a Day!
1,216
drlube
Dr. Lobe Big Brain Academy Series Dr. Mario DrMarioHeadYellowSSBU.png
Kirby KirbyHeadWhiteSSBU.pngKirbyHeadPurpleSSBU.png
Neutral
3,400 PictoChat 2 •Hazard: Low Gravity
•Hazard: High Gravity
•All fighters have reduced jump ability
•Gravity is reduced after a little while
Title Theme - Big Brain Academy
1,266
SSBU spirit Plague Knight.png
Plague Knight Shovel Knight Series Dr. Mario DrMarioHeadGreenSSBU.png
Grab
1,900 Unova Pokémon League •Item: Bob-omb •The enemy's explosion and fire attacks have increased power
•Items will be pulled toward the enemy
•The enemy is easily distracted by items
Flash in the Dark (Dr. Wily Stage 1)
1,319
from the game's files
Professor Riggs & Plaise & Lerna North America
Professor Gerry, Plaise, & Lerna PAL
Nintendo Labo Series Dr. Mario DrMarioHeadYellowSSBU.png
Bayonetta BayonettaHeadBlueSSBU.png
•Tiny Young Link YoungLinkHeadRedSSBU.png
Neutral
2,500 Paper Mario •Attack Power ↑
•Defense ↑
•The enemy has increased defense after a little while
•The enemy has increased attack power after a little while
Title Theme - Super Mario Maker Professor Riggs North America
Professor Gerry PAL
1,390
SSBU spirit Seteth.png
Seteth Fire Emblem Series Dr. Mario DrMarioHeadBlackSSBU.png
Villager VillagerHeadGreenSSBU.png
Neutral
4,200 Garreg Mach Monastery (Cathedral) N/A •Timed battle (1:00)
•Reinforcements will appear after an enemy is KO'd
•The enemy has increased power for the first part of the battle
Chasing Daybreak

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,344
SSBU spirit Gruntilda.png
Gruntilda Banjo-Kazooie Series •Giant King Dedede KingDededeHeadGreenSSBU.png (250 HP)
•Giant Dr. Mario DrMarioHeadGreenSSBU.png (40 HP) DrMarioHeadGreenSSBU.png (45 HP) DrMarioHeadGreenSSBU.png (50 HP)
Attack
13,900 Find Mii (Ω form) •Hazard: Poison Floor •Defeat the main fighter to win
•The floor is poisonous
Stamina battle
•The enemy starts the battle with a Star Rod
•Reinforcements will appear during the battle
Vs. Klungo Klungo
1,421
SSBU spirit Alfyn & Therion.png
Alfyn & Therion OCTOPATH TRAVELER Sheik SheikHeadBlackSSBU.png
Dr. Mario DrMarioHeadBlackSSBU.png
Attack
9,200 Distant Planet (Battlefield form) •Hazard: Poison Floor •The floor is poisonous
•The enemy's melee blows will heal them when they hit
Save the World, Heroes! Alfyn

Alternate costumes[edit]

Dr. Mario Palette (SSBU).png
DrMarioHeadSSBU.png DrMarioHeadRedSSBU.png DrMarioHeadBlueSSBU.png DrMarioHeadGreenSSBU.png DrMarioHeadBlackSSBU.png DrMarioHeadYellowSSBU.png DrMarioHeadPurpleSSBU.png DrMarioHeadPinkSSBU.png

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • With Link and Young Link now representing different incarnations of Link, Zelda and Sheik now representing different incarnations of Princess Zelda, and Zero Suit Samus now briefly transforming into her Varia Suited form for her Final Smash, Dr. Mario is the only playable character to represent an alternate identity for another character, namely Mario, with no gameplay connection between each other in Ultimate.
  • During Luigi's character showcase trailer, Super Sheet uses Cape's animation instead of its new animation. Additionally, the sheet is unanimated and is attached to Dr. Mario's left arm.
  • Ultimate is the first Super Smash Bros. game where he is not holding a Megavitamin in his official art.
  • Ultimate is the first Smash game to feature Dr. Mario and have his inclusion be planned from the start. In Super Smash Bros. Melee, Dr. Mario was a late development addition to pad out the roster. In Smash 4, Dr. Mario was originally going to be an alternate costume of Mario, but remained a clone as a last minute decision in order to appeal to his fanbase from Melee.
  • Using Megavitamins and pausing the game the moment the projectile appears in Dr. Mario's arm reveals that it will always appear completely red before changing to a randomized color one frame later.
  • Prior to version 2.0.0, Dr. Mario's down aerial was named Bone Drill, a name arguably more fitting for his down aerial in Smash 4. The current name, CLEAR!, references the message appearing when a level is completed in the original Dr. Mario, as well as the shout paramedics give when using defibrillators.
  • Dr. Mario's section in the Sound Test is functionally identical to that of Mario's, with some voice clips not used by Dr. Mario (such as "Let's-a go!" from Mario's on-screen appearance) being removed.
    • Unlike Mario, Dr. Mario's Star KO voice clip is listed before his heavy knockback voice clips rather than after after them, matching the order of the other base roster characters excluding Pikachu and Roy.
    • The voice clips of Dr. Mario's forward aerial, back throw, double jump, Doctor Finale, and Home-Run Bat swing are omitted despite Dr. Mario using them in-game.
  • Dr. Mario is the only character with custom equipment incorporated into his attributes.

References[edit]