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|universe = {{uv|Mario}}
 
|universe = {{uv|Mario}}
 
|firstgame = ''[[Dr. Mario (game)|Dr. Mario]]'' (1990)
 
|firstgame = ''[[Dr. Mario (game)|Dr. Mario]]'' (1990)
|games = ''[[Dr. Mario (SSBWU/3DS)|SSBWU/3DS]]''
+
|games = ''[[Dr. Mario (SSBWU/3DS)|SSBWU/3DS]]''<br/>''[[Dr. Mario (SSBU)|Ultimate]]''
 
|availability = [[Unlockable]]
 
|availability = [[Unlockable]]
 
|tier = D
 
|tier = D
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==How to unlock==
 
==How to unlock==
 
*Clear either [[Classic Mode]] or [[Adventure Mode]] as {{SSBM|Mario}} without using any continues.
 
*Clear either [[Classic Mode]] or [[Adventure Mode]] as {{SSBM|Mario}} without using any continues.
*Playing 100 [[Vs. Mode]] matches.
+
*Play 100 [[Vs. Mode]] matches.
 
Dr. Mario is fought on [[Mushroom Kingdom: Princess Peach's Castle|Princess Peach's Castle]], with the track ''Dr. Mario'' playing.
 
   
 
==Attributes==
 
==Attributes==
 
[[Image:Dr. Mario SSBM.png|right|150px]]
 
[[Image:Dr. Mario SSBM.png|right|150px]]
  +
Dr. Mario is very similar to [[Mario (SSBM)|his original]], but there are differences between them. Overall, Dr. Mario is slightly stronger than his counterpart. Dr. Mario's projectile, [[Megavitamins]], can help control approaches, but it moves rather slowly when compared to other projectiles. Dr. Mario is a good edgeguarder due to his Back Aerial, [[Cape#Super Sheet|Super Sheet]], and the aforementioned Megavitamins. He also has a good aerial game, [[wavedash]], and [[SHFFL]].
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 [[dash|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 [[sourspot]]s 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 [[Fireball]]s, 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 throw]]s, 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 {{SSBM|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.
 
   
  +
He can chain grab some characters and Down Throw to Forward Aerial as a staple [[KO]]. Dr. Mario's biggest weakness is his very short recovery. His [[Super Jump Punch]] is a predictable recovery move that can be caped and edgeguarded fairly easily, although having a misleadingly large sweetspot range helps this problem. Dr. Mario's [[Back Throw]] is ideal for [[gimp kill]]s when accompanied by edgehogging, since it has powerful knockback.
====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====
+
==Differences with Mario==
  +
*The Super Sheet is longer than the cape and has more lag, making it not as useful as Mario's Cape for recovery.
*'''Forward throw:''' Deals more damage.
 
*'''Back throw:''' Deals more damage and knockback than Mario's.
+
*His pills do more damage than Mario's [[Fireballs]].
  +
*His Down Tilt sends opponents behind him.
  +
*His F-air is not a [[Meteor Smash]] like Mario's. It is, however, a strong fist move, similar to [[Ganondorf (SSBM)|Ganondorf`s]], except slightly stronger.
  +
*It is harder to break out of his Down B attack.
 
*He is slightly stronger in terms of damage and knockback.
  +
*His Down B attack sends opponents in a random direction, while Mario's sends upwards.
  +
*Dr. Mario's Forward Smash is stronger if the opponent is closer, which is the opposite of Mario. It also has less range than Mario's.
  +
*Slightly faster air speed.
  +
*Forward smash deals [[electric]] Damage rather than [[flame]].
  +
*Mario can wall jump. Dr. Mario cannot.
   
====Special moves====
+
====Recovery Improvement====
  +
*[[Super Sheet]] - 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 (Probably because his lift isn't as large as Mario's).
*'''[[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.
 
  +
*[[Dr. Tornado]] - If one mashes B rapidly while Dr. Mario 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.
*'''[[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==
 
==Moveset==
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|usmashname=&nbsp;
 
|usmashname=&nbsp;
 
|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
 
|usmashdmg={{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|usmashdesc=Headbutts upwards. Unusually, the hitboxes has [[spike]] properties, though it only work on grounded opponents. Just like Mario, Dr. Mario's head is intangible while the hitboxes are out.
+
|usmashdesc=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.
 
|dsmashimage=Dr. Mario Down smash SSBM.png
 
|dsmashimage=Dr. Mario Down smash SSBM.png
 
|dsmashname=&nbsp;
 
|dsmashname=&nbsp;
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|ssname=Super Sheet
 
|ssname=Super Sheet
 
|ssdmg=10%/12%
 
|ssdmg=10%/12%
|ssdesc=Dr. Mario swings a white sheet forward that turns enemies around and can reflect incoming projectiles.
+
|ssdesc=Dr. Mario swings a white sheet forward that turns enemies around and [[reflect]]s incoming projectiles.
 
|usimage=Super Jump Punch Dr. Mario (SSBM).png
 
|usimage=Super Jump Punch Dr. Mario (SSBM).png
 
|usname=Super Jump Punch
 
|usname=Super Jump Punch
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}}
 
}}
   
===[[Taunt]]===
+
===Other animations===
 
====[[Taunt]]====
 
*Pulls out a randomly-colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, then catches it.
 
*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===
+
====[[List of idle poses (SSBM)|Idle pose]]====
 
*Exercises his neck by moving his head in circles.
 
*Exercises his neck by moving his head in circles.
 
===[[Crowd|Crowd cheer]]===
 
{{Crowd
 
|char=Dr. Mario
 
|game=SSBM
 
|desc-us=Gooooooo Doc!
 
|desc-jp=Doc-tor! *claps three times*
 
|pitch-us=Male
 
|pitch-jp=Male}}
 
 
===[[List of victory poses (SSBM)|Victory poses]]===
 
{{Victory/SSBM
 
|victory-theme=Mario
 
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''
 
|desc-1=Holds out his stethoscope and points it to his right, to his left, and finally towards the screen.
 
|desc-2=Does a short spin-jump and lands in a strong-man pose, shouting "Here we go!" This victory pose is shared with Mario.
 
|desc-3=Throws two pills, dusts his hands off, and then pulls out the same pills he already threw while laughing triumphantly.
 
|char=Dr.Mario}}
 
   
 
==Matchups==
 
==Matchups==
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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.
 
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 {{SSBM|Luigi}}. In all of Dr. Mario's appearances, he will be fought on [[Mushroom: Kingdom|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|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 {{SSBM|Luigi}}, the player must fight against a CPU team consisting of Dr. Mario and {{SSBM|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|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: {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.
 
   
 
==Trophy descriptions==
 
==Trophy descriptions==
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<center>
 
<center>
 
<gallery captionalign="center" bordercolor="accent" orientation="none">
 
<gallery captionalign="center" bordercolor="accent" orientation="none">
Dr.MarioTrophySSBM1.png|Classic
+
Dr.MarioTrophySSBM1.png|Character Trophy
 
Trophy62.PNG|Smash Red
 
Trophy62.PNG|Smash Red
 
Trophy63.PNG|Smash Blue
 
Trophy63.PNG|Smash Blue
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{{SSBMCharacters}}
 
{{SSBMCharacters}}
 
{{Mario universe}}
 
{{Mario universe}}
[[Category:Trophies (SSBM)]]<noinclude>
+
[[Category:Unlockables (SSBM)]]
[[Category:Characters (SSBM)]]</noinclude>
 
[[Category:Unlockables (SSBM)]]<noinclude>
 
[[Category:Mario universe]]</noinclude>
 
[[Category:Playable Characters]]
 
 
[[Category:Newcomers (SSBM)]]
 
[[Category:Newcomers (SSBM)]]
 
[[Category:Clones]]
 
[[Category:Clones]]
  +
[[Category:Super Smash Bros. Melee]]

Revision as of 16:18, 8 March 2019

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

Attributes

Dr. Mario SSBM

Dr. Mario is very similar to his original, but there are differences between them. Overall, Dr. Mario is slightly stronger than his counterpart. Dr. Mario's projectile, Megavitamins, can help control approaches, but it moves rather slowly when compared to other projectiles. Dr. Mario is a good edgeguarder due to his Back Aerial, Super Sheet, and the aforementioned Megavitamins. He also has a good aerial game, wavedash, and SHFFL.

He can chain grab some characters and Down Throw to Forward Aerial as a staple KO. Dr. Mario's biggest weakness is his very short recovery. His Super Jump Punch is a predictable recovery move that can be caped and edgeguarded fairly easily, although having a misleadingly large sweetspot range helps this problem. Dr. Mario's Back Throw is ideal for gimp kills when accompanied by edgehogging, since it has powerful knockback.

Differences with Mario

  • The Super Sheet is longer than the cape and has more lag, making it not as useful as Mario's Cape for recovery.
  • His pills do more damage than Mario's Fireballs.
  • His Down Tilt sends opponents behind him.
  • His F-air is not a Meteor Smash like Mario's. It is, however, a strong fist move, similar to Ganondorf`s, except slightly stronger.
  • It is harder to break out of his Down B attack.
  • He is slightly stronger in terms of damage and knockback.
  • His Down B attack sends opponents in a random direction, while Mario's sends upwards.
  • Dr. Mario's Forward Smash is stronger if the opponent is closer, which is the opposite of Mario. It also has less range than Mario's.
  • Slightly faster air speed.
  • Forward smash deals electric Damage rather than flame.
  • Mario can wall jump. Dr. Mario cannot.

Recovery Improvement

  • Super Sheet - 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 (Probably because his lift isn't as large as Mario's).
  • Dr. Tornado - If one mashes B rapidly while Dr. Mario 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.

Moveset

  Image Name Damage Description
Neutral attack Dr. Mario Neutral attack SSBM   4% Dr. Mario punches twice then kicks the opponent away.
3%
6%
Forward tilt Dr. Mario Forward tilt SSBM   9% Dr. Mario performs a horizontal kick forward with his right leg. This attack can be angled up or down.
8%
7%
Up tilt Dr. Mario Up tilt SSBM   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 Dr. Mario Down tilt SSBM   9% Kneels down and sweeps his leg low to the ground. Sends foes behind him, unlike Mario's.
Dash attack Dr. Mario Dash attack SSBM   9% (clean), 8% (late) Dr. Mario slides on the ground, feet-first, to launch opponents vertically.
Forward smash Dr. Mario Forward smash SSBM   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 Dr. Mario Up smash SSBM   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 Dr. Mario Down smash SSBM   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 Dr. Mario Neutral aerial SSBM   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 Dr. Mario Forward aerial SSBM   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 Dr. Mario Back aerial SSBM   8% (clean), 7% (late) Performs a reverse dropkick in midair that is a good edge-guarding tool.
Up aerial Dr. Mario Up aerial SSBM   10% Performs a flip kick in midair. A good move for juggling fast-fallers.
Down aerial Dr. Mario Down aerial SSBM   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 Dr. Mario Grab SSBM    
Pummel Dr. Mario Pummel SSBM   3% Headbutts opponent. Relatively slow.
Forward throw Dr. Mario Forward throw SSBM   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 Dr. Mario Back throw SSBM   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 Dr. Mario Up throw SSBM   8% Heaves the opponent upwards. Can lead into a combo against fast-fallers.
Down throw Dr. Mario Down throw SSBM   6% Slams the opponent onto the ground, causing them to bounce upwards.
Floor attack (front) Dr. Mario Floor attack (front) SSBM   6% Gets up and punches behind him, then in front.
Floor attack (back) Dr. Mario Floor attack (back) SSBM   6% Attacks with a sweepkick that hits on both sides.
Edge attack (fast) Dr. Mario Edge attack (fast) SSBM   6% (body), 8% (legs) Quickly climbs onto the stage and performs a dropkick attack aimed upwards.
Edge attack (slow) Dr. Mario Edge attack (slow) SSBM   10% Slowly climbs up and performs a decent-ranged kick attack at the opponent's feet.
Neutral special Megavitamins (SSBM) 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 (SSBM) Super Sheet 10%/12% Dr. Mario swings a white sheet forward that turns enemies around and reflects incoming projectiles.
Up special Super Jump Punch Dr. Mario (SSBM) 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 (SSBM) 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.

Other animations

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.

Matchups

Super Smash Bros. Melee Character Matchups
  Fox Head 01 (SSBM) Falco Head 01 (SSBM) Marth Head 01 (SSBM) Sheik Head 01 (SSBM) Jigglypuff Head 01 (SSBM) Peach Head 01 (SSBM) Ice Climbers Head 01 (SSBM) Captain Falcon Head 01 (SSBM) Pikachu Head 01 (SSBM) Samus Head 01 (SSBM) Dr. Mario Head 01 (SSBM) Yoshi Head 01 (SSBM) Luigi Head 01 (SSBM) Ganondorf Head 01 (SSBM) Mario Head 01 (SSBM) Young Link Head 01 (SSBM) Donkey Kong Head 01 (SSBM) Link Head 01 (SSBM) Mr. Game & Watch Head 01 (SSBM) Roy Head 01 (SSBM) Mewtwo Head 01 (SSBM) Zelda Head 01 (SSBM) Ness Head 01 (SSBM) Pichu Head 01 (SSBM) Bowser Head 01 (SSBM) Kirby Head 01 (SSBM) Avg.
DrMarioHead -1 -1 -2 -1 ±0 -1 ±0 -1 +1 ±0 Mirror match +2 ±0 -1 ±0 +1 ±0 +1 +1 +2 +1 ±0 +1 +3 +2 +3 ±0

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.

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.
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.

Alternate Costumes

DrMarioColors

Dr. Mario's alternate costumes in Super Smash Bros. Melee.

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.
MarioSymbol Super Mario universe
Characters Mario (64  · Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Luigi (64  · Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Princess Peach (Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Bowser (Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Dr. Mario (Melee  · 3DS/Wii U  · Ultimate)
Rosalina & Luma (3DS/Wii U  · Ultimate)
Bowser Jr. / Koopalings (3DS/Wii U  · Ultimate)
Daisy (Ultimate)
Piranha Plant (Ultimate)
Side Characters Bosses Metal Mario  · Metal Bros.  · Petey Piranha
Assist Trophies Waluigi  · Hammer Bro  · Lakitu and Spinies  · Chain Chomp  · Thwomp  · Flies & Hand
Mii Fighter Costumes Mario  · Luigi  · Princess Peach  · Daisy  · Wario  · Waluigi  · Chain Chomp  · Spiny  · Shy Guy  · Super Mushroom  · Toad  · Geno  · Builder Mario  · Cappy
Background characters Koopa Troopa  · Banzai Bill  · Goomba  · Pidgit  · Toad  · Boo  · Toad Brigade  · Chain Chomp  · Luma  · Pauline
Stage Hazards Piranha Plant  · Banzai Bill  · Birdo  · Shy Guy  · Shellcreeper and Sidestepper  · Kamek  · Nabbit
Enemies Goomba / Giant Goomba  · Koopa Troopa / Koopa Paratroopa  · Bullet Bill  · Banzai Bill  · Bill Blaster  · Chain Chomp  · Flame Chomp  · Hammer Bro.  · Lakitu and Spinies  · Magikoopa  · Shy Guy  · Spike Top
Stages Peach's Castle  · Mushroom Kingdom (Super Smash Bros.)  · Princess Peach's Castle  · Rainbow Cruise  · Mushroom Kingdom (Super Smash Bros. Melee)  · Mushroom Kingdom II  · Delfino Plaza  · Mushroomy Kingdom  · Figure-8 Circuit · Luigi's Mansion · Mario Bros.  · 3D Land  · Golden Plains  · Paper Mario  · Rainbow Road  · Mushroom Kingdom U  · Mario Galaxy  · Mario Circuit  · Super Mario Maker  · New Donk City Hall
Mushroom Kingdom (Adventure)
Items Banana Peel  · Bob-omb  · Boomerang  · Bullet Bill  · Fire Bar  · Fire Flower  · Freezie  · Golden Hammer  · Grass  · Green Shell  · Hothead  · Lightning Bolt  · Metal Box  · Poison Mushroom  · POW Block  · Red Shell  · Soccer Ball  · Spiny Shell  · Super Leaf  · Super Launch Star  · Super Mushroom  · Super Star
Music Lists List of Music (Mario series)  · List of Music (Mario Kart series)
Songs "Main Theme (Super Mario 64)"  · "Paper Mario Medley"  · "Rainbow Road Medley"  · "Jump Up, Super Star!"
Collectibles Trophies Melee Trophies  · Brawl Trophies  · 3DS Trophies  · Wii U Trophies
Stickers List of Stickers (Super Mario series)
Spirits List of spirits (Mario series)
Masterpieces Super Mario Bros.  · Super Mario Bros. 2  · Super Mario Bros.: The Lost Levels  · Super Mario World  · Super Mario Kart  · Dr. Mario
Related universes Donkey Kong · Yoshi · Wario · Wrecking Crew