- 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 (Dr. マリオ 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.
Dr. Mario is very similar to his clone, 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 edge-guarder due to his back aerial, cape, and the aforementioned megavitamins. He also has a good aerial game, wavedash, and SHFFL. Dr. Mario is the only character to have a sex kick which gets stronger after activation as opposed to weaker. 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 edge-guarded 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 Edge-hogging since it has powerful knockback.
- Neutral Attack- Dr. Mario does a weak punch forward, followed by a second weak punch before a stronger kick forward. Similar to Mario's from Super Mario 64.
- Dash Attack- He slides on the ground feet first, has slightly more range than Mario's. Launches foes in a random trajectory.
- Strong Side- A kick forward, stronger than Mario's.
- Strong Up- Dr. Mario punches upwards. Slightly more knockback and a random trajectory than Mario's make it an almost impossible juggling move.
- Strong Down- While crouching, does a quick sweeper kick in front of him. Sends foes behind him, unlike his clone counterpart.
- Side Smash- Launches a somewhat short ranged electrical shock from his palm, in a very similar fashion to his clone.
- Up Smash- Dr. Mario headbutts upwards. Slightly more powerful and a little slower than Mario's
- Down Smash- A very sudden break-dance like sweep, which is very fast and powerful.
- Ledge Attack - Does a somersault and then kicks upwards.
- 100% Ledge Attack - Gets up then does an attack similar to his forward tilt.
- Floor Attack -Gets up then punches behind him, then in front of him.
- Neutral Aerial-Does a Sex Kick. Oddly, the move's power increases the more it's out, unlike other sex kicks.
- Forward Aerial- Winds up and punches in a downwards angle, though cannot spike.
- Back Aerial- Mario kicks backwards. Good for edgeguarding.
- Up Aerial- Flip kicks upwards, which is good for juggling fast fallers.
- Down Aerial- Does a drilling kick.
- Pummel- Headbutts opponent.
- Forward Throw- spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding follow up.
- Back Throw- Spins around three times and tosses the foe behind him, with impressive knockback.
- Up Throw-Dr. Mario heaves his opponent upwards.
- Down Throw- Slams opponent to ground, good for a short-hopped N-air follow up.
|Dr. Mario's Special Moves|
|Standard Special Move:||Megavitamins|
|Side Special Move:||Super Sheet|
|Up Special Move:||Super Jump Punch|
|Down Special Move:||Dr. Tornado|
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 Down Tilt 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 slightly 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. It also has less range than Mario's side smash.
- His sex kick gets stronger the longer it sticks out, which is also the opposite of Mario.
- Special Moves have different sound effects.
- Doesn't yell while he charges up his Forward aerial.
- Slightly faster air speed.
- Slightly slower on ground.
- 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(Probably because his lift isn't as large as Mario's).
- Down-B (Dr. Tornado): If one mashes 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.
- 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 F-air 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.
- 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.