Dr. Mario (SSBU): Difference between revisions

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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.
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. 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.
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 average and slightly higher than Mario's, and this, combined with the high power in his attacks while keeping Mario's fast frame data, make him very good at punishing mistakes and gives him a fearsome out-of-shield game.


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}}.
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}}.
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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 that can punish air dodges, and it's also strong enough to KO at high percents. 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 is a powerful [[meteor smash]] with decent speed for it, 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.
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 that can punish air dodges, and it's also strong enough to KO at high percents. 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 is a powerful [[meteor smash]] with decent speed for it, 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, and their combo ability makes them a decent projectile. [[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.
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, and their ability to start combos makes them a decent projectile. With Dr. Mario's powerful punish game, they can also force the opponent to approach or shield, which may put them in an unfavorable position when used well. [[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 {{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.
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. The most prominent one is his slow 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.
However, Dr. Mario's flaws are significantly more noticeable in comparison to Mario's. The most prominent one is his slow 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. His Megavitamins can help him, and they cannot be absorbed, but they can be reflected and he can't always make use of them. 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 due to extending his recovery, 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 noticeable 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, especially if he has lost his double jump. 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.
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 noticeable 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, especially if he has lost his double jump. 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.
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