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Revision as of 04:44, 3 January 2016
- This article is about Dr. Mario's appearance in Super Smash Bros. Melee. For the character in other contexts, see Dr. Mario; for information on the character of whom Dr. Mario is a clone, see Mario.
Dr. Mario (Dr. マリオ, Dr. Mario) is an unlockable character in Super Smash Bros. Melee, and is a clone of Mario, meaning almost all of their moves are exactly alike, though Dr. Mario and Mario do have some differences in their attack physics.
Dr. Mario currently ranks 11th on Melee's tier list for his great combos and overall uniqueness as a fighter, and is, of course, a "clone" of Mario.
How to unlock
- Clear either Classic Mode or Adventure Mode as Mario without using any continues.
- Playing 100 Vs. Mode matches.
Dr. Mario is fought on Princess Peach's Castle, with the track Dr. Mario playing.
Attributes
Dr. Mario is essentially a stronger version of Mario (that despite claims from his Smash trophies within the game, is not slower in any form except for his neutral ground attack). Both have the same dashing speed and falling speed, yet most of Dr. Mario's attacks deal greater damage and knockback than Mario's. Dr. Mario has a slightly faster air speed, rendering his combo potential and aerial approach superior. True to having relatively low traction and a slightly above average falling speed, Dr. Mario has a rather long wavedash. A low short hop, above-average falling speed, and low lag aerials give Dr. Mario a good SHFFL, improving his air game. In addition, Dr. Mario has a good number of reliable finishers: a fast forward smash with no sourspots that can KO opponents under 100%, an up smash that is faster than Mario's and has low knockback to set up more combos, and forward aerial, sometimes referred to as "The Fist", which is a very powerful aerial with a large, lasting hitbox, that can KO opponents under 120%, and is relatively easy to combo into.
Dr. Mario also has a great projectile, Megavitamins. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's approach. Although designed to be like Mario's Fireballs, which are fast moving and weak, Megavitamins deal surprisingly high damage (8% each) and high hitstun, opening up far more opportunities for combos if Dr. Mario is quick to capitalize on them. Dr. Mario can strategically manipulate his jumping prowess while shooting Megavitamins to perform the Pill Rush technique, maintaining at least two Megavitamins on the stage for stage control and defensive purposes.
Dr. Mario also has some properties unique to him that make him a more capable fighter. His neutral aerial attack is a sex kick, but is the only one that increases in damage and knockback the longer it is held out, making it a good SHFFL and edge-guarding option, as well as a reliable horizontal finisher at high percentages. Dr. Mario's up tilt is a good juggling option, dealing decent damage and low knockback. His back aerial is one of Dr. Mario's best edge-guarding and approach options, semi-spiking with high base knockback and low ending lag. His down tilt sends opponents behind him and has more hitstun than Mario's, making it a moderately useful combo starter. Super Sheet, like Mario's Cape, turns enemies around without dealing knockback, limiting the effectiveness of their recoveries and allowing for possible gimps and quick KO's.
Like Mario, Dr. Mario has a good grab game; his up and forward throws can set up combos and chain throws, while the latter can also act as a potential KO move at very high percentages. Dr. Mario's back throw, like Mario and Luigi's, is a very powerful throw (being the most powerful out of the three), being effective for setting up edge-guards at high percentages, and acting as a reliable KO move at very high percentages.
Dr. Mario also has his flaws. While powerful, the majority of the sweetspots in Dr. Mario's attacks are short-ranged. His forward smash is a notable example, where its reach is among the worst for a forward smash attack, requiring Dr. Mario to be right next to an opponent to land it. Similarly, his up smash is also rather close-ranged.
Yet his greatest weakness is his abysmal recovery. A combination of predictability, poor distance covered, and few options to extend it makes it one of the worst in Melee. Although he has above average air speed, he also has above average falling speed, lowering his horizontal air movement. Super Jump Punch grants below average vertical distance and poor horizontal distance. Button mashing Dr. Tornado is a decent stalling tactic and can mindgame edge-guarding opponents, but grants negligible net vertical and horizontal distance. His Super Sheet, being not as effective as Mario's cape, only grants minor vertical distance once in the air.
Overall, Dr. Mario is a solid character with fast, relatively powerful attacks with great edgeguarding ability and good approaching options. As long as players can stay on the stage during the battle and keep their opponents within arm's reach, there is little an opponent can do against him.
Differences with Mario
Since Dr. Mario is ranked higher than Mario, he performs better overall, as his attacks are noticeably more powerful. He can also spike foes with his up smash, albeit only if they are on the ground. He can KO earlier than Mario, especially due to his throws being much stronger, with his back throw being among the strongest throws in the game.
However, Dr. Mario's recovery is worse since he cannot wall jump, his Super Sheet (side special) only lifting him up once and gains minimal height on usage, and both his Super Jump Punch and Dr. Tornado specials don't gain as much distance in the air in comparison to Mario's up and down specials. Furthermore, even though Dr. Mario boasts more damage and KO potential than Mario, his forward smash's hitbox has less horizontal reach, requiring him to be closer to his opponents to make efficient usage of it.
Despite this, the numerous advantages that he has over Mario makes him a solid choice in Melee, placing in the upper middle tier.
Aesthetics
- Dr. Mario has a different taunt.
- Dr. Mario's idle pose is different from Mario's.
Attributes
- Dr. Mario is overall stronger than Mario in terms of damage and knockback.
- Dr. Mario's air speed is slightly faster, meaning that he combos more efficiently than Mario.
- Dr. Mario cannot wall jump, making his recovery worse than Mario's.
Ground attacks
- All tilts and dash attack are stronger.
- Neutral attack: Slower than Mario's and has more ending lag.
- Down tilt: Sends opponents behind him, making it more useful to setup opponents for edge-guarding.
- Forward smash: Deals more damage and has a stronger knockback. Additionally, it has an electric effect and lacks a sourspot. However, the range is shorter than Mario's
- Up smash: Deals more damage. It also deals less knockback, but this makes it more useful in setting up combos. It also has spike trajectories on grounded opponents.
- Down smash: Is much stronger than Mario's and deals more damage.
Aerial attacks
- Forward aerial: Sends opponents at a different angle that can reliably KO at 120%. Although it doesn't possess meteor smash capabilities, it's less risky to use than Mario's since Dr. Mario does not need to knock opponents off-stage.
- Neutral aerial: Deals more damage and knockback the longer it's out.
- Back aerial: Can semi spike in which Mario cannot.
- Down aerial: Maximum damage output is slightly higher than Mario's.
Grab and throws
- Forward throw: Deals more damage.
- Back throw: Deals more damage and knockback than Mario's.
Special moves
- Megavitamins: Deals a little more damage and has a slightly longer range than Mario's Fireball. However, they travel slower. When hitting an enemy, the normal and virus line clear sound effects from the NES release of Dr. Mario is used.
- Super Sheet: Deals more damage and has a longer range than Mario's Cape, but only stalls once in the air and it does not lift Dr. Mario up, making it less useful for recovering.
- Super Jump Punch: Is more powerful and can be cancelled, which can be use to setup combo moves. Additionally, it does not make a coin sound effect when hitting an enemy.
- Dr. Tornado: Deals more damage than the Mario Tornado, but only hits 5 times instead of 7, with the last hit launching enemies in a random direction rather than straight up. Dr. Mario also lacks a voiceclip when performing the move, unlike Mario.
Moveset
Image | Name | Damage | Description | ||
---|---|---|---|---|---|
Neutral attack | 4% | Dr. Mario punches twice then kicks the opponent away. | |||
3% | |||||
6% | |||||
Forward tilt | ↗ | 9% | Dr. Mario performs a horizontal kick forward with his right leg. This attack can be angled up or down. | ||
→ | 8% | ||||
↘ | 7% | ||||
Up tilt | 10% (clean), 8% (late) | Performs a jumping spinning uppercut. Deals slightly more knockback than Mario's with a different trajectory based on where it hits. If the attack connects from the front, the opponent will be launched diagonally forward; and if hit from above, the opponent will be launched upwards. | |||
Down tilt | 9% | Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's. | |||
Dash attack | 9% (clean), 8% (late) | Dr. Mario slides on the ground, feet-first, to launch opponents vertically. | |||
Forward smash | ↗ | 20% | Launches a somewhat short-ranged electrical shock from his palm. In comparison with Mario's, it has no sourspot and is quite stronger in both power and knockback. This attack can be aimed up or down. | ||
→ | 19% | ||||
↘ | 18% | ||||
Up smash | 16% (clean), 13% (late) | Headbutts upwards. Unusually, the hitboxes has spike properties, though it only work on grounded opponents. Just like Mario, Dr. Mario's head is invincible during the attack. | |||
Down smash | 18%/17% (front), 15%/13% (back) | Does a break-dancing sweep kick. Deals more damage if the opponents hits Dr. Mario's feet. Considered to be his best KO move. | |||
Neutral aerial | 10% (clean), 14% (late) | Mario sticks one foot out in midair. It is a sex kick, but unlike most sex kicks, its power increases the longer its out. | |||
Forward aerial | 17% (sweetspot), 16% (sourspot) | Winds up and delivers a punch in a downward angle. Unlike Mario's, it does not have a meteor smash hitbox; instead, it has high vertical knockback being a decent finishing move when used off-stage. | |||
Back aerial | 8% (clean), 7% (late) | Performs a reverse dropkick in midair that is a good edge-guarding tool. | |||
Up aerial | 10% | Performs a flip kick in midair. A good move for juggling fast-fallers. | |||
Down aerial | 3% (hits 1-7) | Performs a downwards drill kick. The attack has set knockback and does not contain a landing hitbox, unlike Mario's. All hits can deal up to ≈19.38% when used fresh. | |||
Grab | — | ||||
Pummel | 3% | Headbutts opponent. Relatively slow. | |||
Forward throw | 9% | Dr. Mario spins the opponent once, and tosses them forward with decent knockback. A good move for an edge-guarding follow-up attack. | |||
Back throw | 12% (throw), 8% (collateral) | Dr. Mario swings the opponent around three times before tossing them behind him. Second strongest back throw in the game, only behind Ness's back throw. | |||
Up throw | 8% | Heaves the opponent upwards. Can lead into a combo against fast-fallers. | |||
Down throw | 6% | Slams the opponent onto the ground, causing them to bounce upwards. | |||
Floor attack (front) | 6% | Gets up and punches behind him, then in front. | |||
Floor attack (back) | 6% | Attacks with a sweepkick that hits on both sides. | |||
Edge attack (fast) | 6% (body), 8% (legs) | Quickly climbs onto the stage and performs a dropkick attack aimed upwards. | |||
Edge attack (slow) | 10% | Slowly climbs up and performs a decent-ranged kick attack at the opponent's feet. | |||
Neutral special | Megavitamins | 8% | Dr. Mario shoots a vitamin capsule which acts as a projectile. Compared to Mario's Fireballs, the capsules bounce higher and deals more damage when it hits a foe. | ||
Side special | Super Sheet | 10%/12% | Dr. Mario swings a white sheet forward that turns enemies around and can reflect incoming projectiles. | ||
Up special | Super Jump Punch | 5% (hit 1), 2% (hits 2-4), 3% (hit 5) | Dr. Mario performs a leaping uppercut diagonally upward. Compared to Mario's version, Dr. Mario's uppercut deals less damage and has fewer hits. Also, the sound effect is different than the usual sound made when Mario grabs a coin. Just like Mario's, this move has invincibility frames upon startup. | ||
Down special | Dr. Tornado | 3% (hit 1), 2% (hits 2-3), 3% (hit 4 ground), 1% (hit 4 air), 4% (hit 5) | Dr. Mario spins like a tornado with both arms outstretched. Functions similarly to Mario's, but is a little stronger and deals less hits. Dr. Mario can hover in the air using this move by repeatedly pressing the B button while using it, but it only works once without landing. |
Taunt
- Pulls out a randomly-colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it.
Idle pose
- Exercises his neck by moving his head in circles.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Gooooooo Doc! | Doc-tor! *claps three times* |
Voices | Male | Male |
Victory poses
Template:Victory/SSBM
Matchups
Avg. | |||||||||||||||||||||||||||
Techniques
General gameplay
- 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 so the player make Dr. Mario move in the backward direction of where he's facing 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. Another way the player can do it is to use Super Jump Punch so Doc would jump backwards and then press the control stick downward during the first few frames of the animation. This can be used to shield cancel and punish the opponent for approaching or for trying to break the player's shield.
- Taunt Cancel: To taunt cancel, the player has to run towards an edge and right before they reach the edge and do the edge animation, taunt and Dr. Mario will just about to throw his pill but he will have it canceled and he would do the edge animation so Dr. Mario can still move after he taunted. This doesn't really help, but the player can use it to show skill.
Throw Combos
Down Throw
- Down Throw + Dr. Tornado - A reliable and basic combo. The Dr. Tornado will send the foe at a random trajectory, making it hard for the foe to counter it.
- Down Throw + Up Tilt + Up Tilt - A basic Up Tilt and Up Tilt, where the first usually doesn't launch the foe in a random trajectory due to close range, but the second one does.
- Down Throw + Up Smash - Reliable against fast fallers between low to mid-high percents, good for leading into aerial follow ups.
- Down Throw + Super Jump Punch - A near-useless combo, but doable nonetheless, where Dr. Mario can use his Up B after his Down Throw, though usually only hits once or twice, and sends him and the foe in opposite directions.
- Down Throw + Neutral Combo - A situational combo where Dr. Mario can just barely connect his Neutral Attacks with a fallen foe.
- Down Throw + Super Sheet - Another situational combo where Dr. Mario can assume the foe will try to dodge roll away from him when they try to fastfall and land, only to have them rolling the other way into a combo.
- Down Throw + Down Smash - This combo usually works at low percents. The foe is almost always hit before they can escape due to the Down Smash's speed.
Up Throw
- Up Throw + Up Tilt - A basic combo, where the foe is sent at a random trajectory due to his Up Tilt physics.
- Up Throw + Up B - If the foe DIs slightly just right immediately after, his Up B can be used for good damage.
- Up Throw + Down B - A DI-able combo, similar to one of his Down Throw combos.
- Up Throw + Up Smash - A basic combo, good for setups and low to mid-low %s
- Up Throw + any aerial - A multi-purpose setup for aerials.
Target Test by DRIN
Many techniques will need to be abused for this, so practice is recommended.
First, as soon as movement is allowed, run to the right. Start moving before the timer begins running. Cape the target below the start, 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 Dr. Mario inside, but use the 2nd jump if needed. Double jump back to the start.
Next, jump on to the 2nd platform above. 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 F-Air also works for this.
Move to the topmost left platform. Dash Jump, and cape the top left target. On the way down, Cape to hit the other targets. Land on the moving platform. 2 should remain. Move to the rightmost top platform. Dash Jump, use the second jump and at the tip, 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.
In 1-P Mode
Classic Mode
Upon being unlocked, Dr. Mario can appear as an ally in team and giant fights, a solo, team, giant, and metal opponent. As an opponent in team battles, he will be paired up with Luigi. In all of Dr. Mario's appearances, he will be fought on Mushroom Kingdom.
In Adventure Mode
Adventure Mode makes no concessions to Dr. Mario when he is unlocked. Unlike some other characters, the track Dr. Mario does not play on any stages.
In All-Star Mode
In All-Star Mode, Dr. Mario and his allies are fought on Mushroom Kingdom II. In this cases, the track Dr. Mario plays.
In Event Matches
Dr. Mario appears in the following event matches:
- Event 35: Time for a Checkup: As Luigi, the player must fight against a CPU team consisting of Dr. Mario and Peach, the latter in her white costume, on Yoshi's Story. All characters have one life each, and the event must be completed in three minutes.
- Event 49: All-Star Match Deluxe: Dr. Mario is the first opponent fought in this series of staged battles. The selected character battles him on the Mushroom Kingdom stage with a stock of two while Dr. Mario has one. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: Falco, Pichu, Young Link, Roy and Ganondorf.
Trophy descriptions
In addition to the normal trophy about Dr. Mario as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Dr. Mario on any difficulty.
- Dr. Mario
- Immaculate in his medical garb, Dr. Mario destroys killer viruses with his amazing vitamin capsules. With his dedicated nurse, Princess Peach, at his side, Dr. Mario spends day and night in his laboratory working on new miracle cures. Somehow he's managed to keep up with all the new viruses that have arisen over the years.
- Dr. Mario
- 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
Alternate Costumes
Trivia
- Dr. Mario is the only character in the series to have a sex kick that gets stronger the longer it's out.
- Dr. Mario and Young Link are currently the only clones in Melee who are ranked higher than their original counterparts. They are also the only two characters in the game that can taunt cancel.
- Dr. Mario is actually not slower than Mario in any terms of mobility, making the trophy's description in Melee misleading.
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