Dr. Mario (Super Smash Bros. Melee)


 * ''This article is about Dr. Mario's appearance in Super Smash Bros. Melee. For other uses, see Dr. Mario. Also, for information about the character of whom Dr. Mario is a clone, see Mario (SSBM).

Dr. Mario ( Dokutā Mario) is a character in Super Smash Bros. Melee, unlocked by either clearing Classic Mode on any difficulty or stock setting with Mario without using any continues or by playing 100 Versus Mode matches.

Special Moves

 * Neutral B: Megavitamins
 * Smash B: Super Sheet
 * Up B: Super Jump Punch
 * Down B: Dr. Tornado

Pros

 * Good edge-guarder via back aerial and Cape.
 * ViagraPills help control approaches.
 * Good aerial game.
 * Can chain throw some characters and down throw to forward aerial as a staple KO.
 * Powerful sex kick - Rather than getting weaker the longer it sticks out, it gets stronger instead.
 * Great wavedash.
 * Good SHFFL.
 * Misleadingly large sweetspot range which assists in recovering and edgeguarding.

Cons

 * Lacks range
 * Very short recovery (one of the worst)
 * Pills move rather slowly compared to other projectiles

Differences with Mario

 * The Super Sheet is longer than the cape and has less lag, making it not as useful as Mario's cape for recovery.
 * His pills do more damage than the fireballs, and don't light the opponents on fire.
 * His Tilt Down A sends opponents behind him.
 * His F-air isn't a Meteor Smash like Mario's.
 * It is harder to break out of his Down B attack.
 * He is slower and stronger.
 * His Down B attack sends opponents into a random direction, Mario's sends upwards.
 * Dr. Mario's Forward Smash is stronger if the opponent is closer, which is completely the opposite of Mario.

Recovery Improvement

 * Forward-B (Cape): Gives a slight lift. This can be used once in the air to gain altitude, unlike Mario's-- which may be used more than once.
 * Down-B (Dr. Tornado): If you mash B rapidly while Doc is spinning, he'll get a slight lift. Hold the Control Stick towards the stage afterwards so the slight altitude gained is not wasted. This can also be used only once in the air to rise.

Techniques

 * Pill Rush: Bombard the enemy with a wall of Pills exerted after a short jumped into a fast fall and at ground point. Repeat this three Pill fire sequence while approaching the opponent to render them almost stunned. This technique does not work as well for Mario, due to the Pills added weight and higher bounce.
 * Wall of Pain: Use of backward aerials to effectively keep the opponent off the edge.Doctor Mario can use multiple back aerials off the edge making him an excellent edge guarder.
 * Up-B Cancel: Dr. Mario is the only character able to cancel his up-b attack. Within the first four frames, activate the move to a certain direction and quickly move the control stick to the opposite direction. The opponent will be sent up at a trajectory based solely on their weight and Doctor Mario will be able to move.

Target Test by DRIN
You will need to abuse many techniques for this, so practice is recommended.

First, as soon as movement is allowed, run to the right. You should start moving before the timer begins running. As you start to fall, cape the target, and double jump back to the start platform. Dash right, then use the cape to hit the target inside the open box. The cape's momentum should land you inside, but use your 2nd jump if needed. Double jump back to the start.

Next, jump on to the 2nd platform above you. It should be close to the targets on the left side of the metal wall. Dash Jump, cape BOTH TARGETS AT ONCE, and double jump back to the platforms to the left. A Fair also works for this.

Move to the topmost left platform. Dash Jump, and cape the top left target. On the way down, use your cape to hit the other targets. Land on the moving platform. 2 should remain. Move to the rightmost top platform. Dash Jump, use your second jump and at the tip you should Up-B. The target should barely be hit. Use DI to drop on to the moving platform below. Suicide drop and hit the last target.

Trophy Descriptions

 * Dr. Mario (Smash Red)
 * "There's hardly any difference in the abilities of Mario and Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad slower due to his lack of exercise, but his Megavitamins pack a bit more punch than Mario's Fireballs. The capsules travel on a unique trajectory and make a distinct sound on impact."
 * B: Megavitamins
 * Smash B: Super Sheet


 * Dr. Mario (Smash Blue)
 * "The differences between Dr. Mario and Mario are more pronounced in some areas than others, but basically they can be played in a similar fashion. While it may be hard to spot the contrasts, they do exist. For example, Dr. Mario's Super Sheet is longer and narrower than Mario's cape, and any opponents hit by Dr. Tornado will fly off in diverse directions."
 * Up & B: Super Jump Punch
 * Down & B: Dr. Tornado