Their down airs are different, Mario does a multi-hit spin called the Mario Tornado while Dr. Mario does a stomp with a spike hitbox which is called Bone Drill in the tips. Reaches out. In addition, Goblin views him as a high tier and says that Doc is underrated after 7.0.0 because of his improved combo game and out of shield options. Unlockable Dr. Mario remains relatively unchanged, with the exception of a few moveset tweaks. https://www.ssbwiki.com/index.php?title=Dr._Mario_(SSBU)&oldid=1507131. He was confirmed at E3 2018. The fastest way to unlock Dr. Mario in Super Smash Bros. A Picture Tutorial to explain the basic process of porting the models over Mario, can be used for new characters as long as file size isn't an issue. One of his biggest buffs were to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and previously inconsistent KO ability. Dr. Mario as he appears in the Super Smash Bros. series. Dr. Mario is the only Super Smash Bros. Melee character to not return as a downloadable character in Super Smash Bros. for Nintendo 3DS and Wii U. It is also slightly stronger than Mario's forward throw as it can KO middleweights at around 178% at the edge of Final Destination, which is about 10% earlier. Mario is a middleweight with relatively balanced attributes, possessing average walking, dashing and falling speeds, air acceleration, gravity and weight. Marth - 3.2 Vote for tiers. Despite these buffs in patch 7.0.0, patch 8.0.0 and 9.0.0 made players say that Dr. Mario is back in low-tier now. Dr. Mario's sluggish mobility compounds another notorious weakness—his recovery. Can Wall Cling Ultimate, first playable in Super Smash Bros. Melee. Dr. Mario's opponents are all trios of the same character in red, blue, and yellow costumes, referencing the three viruses: Fever, Chill, and Weird. Compared to his appearance in SSB4, his damage-racking potential has increased and his recovery is safer and better overall (though it is still considered among the worst in the game, along with Little Mac and Ganondorf). Its sweetspot is located on Dr. Mario's arm. Forward throw is useful for initiating edgeguards; back throw is one of the strongest back throws in the game; up throw is a decent combo starter that can combo into up tilt (certain characters only), up aerial, neutral aerial, back aerial and Super Jump Punch; and down throw is his most effective combo throw, being able to combo into up tilt (certain characters only), up smash (certain characters only) neutral aerial, up aerial, back aerial, Super Jump Punch and Dr. Tornado depending on the opponent's percentage. However, Dr. Tornado's much shorter range makes it much riskier to use for edgeguarding compared to F.L.U.D.D. Steps back, then does a palm thrust that produces electricity. Aside from having an updated idle animation, slightly higher traction compared to Mario, an altered animation for his side special, as well as receiving a new back throw and down aerial, he has not been further decloned. Although Dr. Mario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Furthermore, his already sub-par mobility is slower, especially in comparison to the rest of the cast, given the nerfs to his air speed and jump height. Brain Age: Train Your Brain in Minutes a Day! As a clone of Mario, Dr. Mario is a middleweight that can wall jump. Identical to Mario's. Availability Dr. Mario's opponents are all trios of the same character in red, blue, and yellow costumes, referencing the three viruses: Fever, Chill, and Weird. Credits roll after completing Classic Mode. 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 Ryu's Shoryuken or Marth's Dolphin Slash instead. It can also semi-spike with above-average knockback, making it a great edgeguarding tool. However, up aerial's launch angle also makes it much less effective at starting combos when SHFFed or juggling compared to Mario's. However, this renders it unusable for juggling and lengthy combos past low percentages. Like his normal self, Dr. Mario's air game is above-average. To unlock Dr. Mario, players need to complete either Classic or Adventure Mode as Mario without using any continues. Tiers > SSBU > Dr. Mario Dr. Mario's Super Smash Bros. 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. 3.1% (front Megavitamin), 2.3% (back Megavitamin), •The enemy is healed when the enemy's at high damage, •The stage is covered in a poisonous cloud, •The enemy's explosion and fire attacks have increased power, •The enemy has increased defense after a little while, Have Dr. Mario join the player's party in. 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. Ultimate] [Skin Mods] [] Signup Login One of his biggest buffs were to his already above-average damage output; all of his moves deal much more damage (excluding his pummel and get-up attacks), which further supplements his damage-racking game and previously inconsistent KO ability. Sweepkicks, then gets up. Dr. Mario is classified as fighter #18. Has average range and above average speed. The most prominent one is his lackluster 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 Ganondorf and 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. Dr. Mario counterpicks and tips. Dr. Mario is a veteran fighter in Super Smash Bros. It gains good vertical and horizontal distance if mashed fast enough. It also deals damage. SSBU Stage Guides isn't endorsed by Nintendo and doesn't reflect the views or opinions of Nintendo or anyone officially involved in … This is further joked with in Dr. Mario's highlight video, in which he fights, Once again, this is referenced once more in. As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Thanks to it hitting on frame 3 and having low landing lag, its clean hitbox is ideal for set-ups. Tot. Despite not being an Echo Fighter of Mario, Dr. Mario is still very much a full clone of Mario. By extension, his sub-par recovery makes him a less capable edgeguarder compared to his normal self, and he retains his normal self's lack of range as well. Also appears in A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms. The first and second hits can jab lock. Performing Doctor Finale on Wii Fit Studio. Super Smash Bros. Ultimate tiers, match-up votes and discussion from Eventhubs.com ... SSBU match-up numbers for Bayonetta vs. Dr. Mario. Doctor Finale Up tilt is a decent anti-air and juggling tool that can KO at very high percentages, and it can also combo into itself, neutral aerial, up aerial, back aerial and Super Jump Punch, but is not as effective as a combo starter as his down tilt; however, the move's horizontal range is shorter than in SSB4, and its hitboxes start from a higher position, allowing shorter, crouching or prone characters to potentially low-profile the move. His fast frame data enables him to pressure, combo and/or punish the opponent effectively at close range, while his above-average damage output makes him capable of KOing easily. Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Dr. Mario's official art resembles one of his victory poses. While Lui$, Stroder, and Locus achieved decent success very early on, his recurring flaws from Smash 4 would still remain prominent, as his sluggish speed, atrocious recovery, and mediocre range would only highlight his still poor approach options. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery. Can hit up to seven times, with the final hit sending opponents diagonally. Mario in most ways except for damage per hit and Fireball being worse than Pills. However, he is not classified as an Echo Fighter. Ultimate. When unlocked, he is fought at New Donk City Hall. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Character Statistics Has a Tether 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. Can combo into up aerial and Dr. Tornado at low percentages. Deals immense damage and knockback, giving it great KO potential. The mantle has its own physics. Even with players such as Oryon, Fons, and Tsumusuto achieving notable success with the character, top players such as Mr.R, Samsora, and Dark Wizzy continue to see him as a low tier character, with some like ESAM and Maister viewing him as one of the worst characters in the game. Other noticeable differences between Dr. Mario and Mario are seen in their movesets and, by extension, their playstyles. Steps back, then does a palm thrust that produces electricity. That said, he uses external modifiers to most of his stats rather than directly modifying them, so he sports subpar mobility compared to Mario. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. Melee SSBWU/3DS However, Dr. Mario has received a few nerfs. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options. Universe Best Match. Match avg. In 1.1.0, Super Sheet was buffed, as reflected projectiles are now somewhat stronger. 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. Additionally, Dr. Mario has a new down aerial which can meteor smash opponents much like Mario's forward aerial, which when combined with the changes to Dr. Tornado give him an improved edgeguarding game. Alternatively, players can play 100 VS. matches. Mario's model is updated to include Cappy, which reflects his adventures in Super Mario Odyssey. ESAM and MkLeo also believed Dr. Mario's buffs helped him in certain character matchups he struggled with prior, such as their mains Pikachu and Joker, respectively. He was confirmed in the game's first teaser trailer in March of 2018. Identical to Mario's. Neutral Aerial is reliable sex kick that is great for starting combos and breaking off enemies combos. A series of clothesline spins. Using his down aerial on Wario on Skyworld. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. Completing it as Dr. Mario has Fever accompany the credits. It can KO at percentages as low as 60% if followed up with Dr. Tornado at the sides of the stage, though this is also reliant on reads. Overall, though, Dr. Mario’s tournament results and representation have been great! Up smash functions more similarly to Luigi's version than to Mario's version, as it launches the opponent diagonally instead of vertically, and will launch them in the opposite direction of where Dr. Mario is facing as long as they are in front of him; compared to Luigi's, however, it launches at a lower angle, and it has lower base knockback than both Mario and Luigi's up smashes. Ranting about every single SSBU character - Day 18 : Dr. Mario Ultimate SSBU is agreed to be the most balanced of all the smash games, so naturally all the characters are broken beyond comprehension and I … A different down-special, Mario's is F.L.U.D.D. Can put the opponent into a juggling situation. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly. In the early metagame, he has seen results in the competitive scene, achieving some representation from players like Locus and Lui$. Dr. Mario was a solid character in Smash 4. Struggles against characters that can outrange him. Dr. Mario also wears brown work shoes like his normal self, but he dons a doctor's regular form of attire: white pants, a white collared shirt, a red tie, and a white coat, as well as a stethoscope. Has problems with approaches, as he relies mainly on Megavitamins, which are not spamable. Sunshine Outfit for Dr. Mario... A Super Smash Bros. Pro tip: You can repeatedly press the B button when using his down special, Dr. Tornado, to float a bit! Due to his overall recovery granting noticeably less vertical distance compared to Mario's, Dr. Mario is very vulnerable to gimping and edgeguards. Ultimate tier match ups. His overall grab range is average, but each of his grabs have minimal start-up and ending lag. As a result, Dr. Mario is both difficult to punish and very effective at punishing. Renders Dr. Mario's head intangible for a short time. been quite awhile eh? His recovery, while still poor, has nevertheless improved slightly; his Dr. Tornado has increased distance, and the readdition of directional air dodges gives him another option to possibly extend and mix up his recovery. The game made an appearance as a minigame in both WarioWare Inc.: Mega Microgame$ ("Dr. Wario", which is pretty much a sprite swap of the NES version) and Brain Age ("Virus Buster", which introduced touch controls to the series). When KOed by reaching 0 HP during his final stock in, Prior to version 2.0.0, Dr. Mario's down aerial was named. Can Wall Jump with a strong moveset. Lui$ is thinking of picking him back up as a co-main with Fox due to these buffs. Throws the opponent down to the ground. Dr. Mario's fighter spirit can be obtained by completing Classic Mode. Punches on both sides, then gets up. Compared to Mario, Dr. Mario is still a slower and stronger clone of him. Dr. Mario 5 / Jigglypuff 5: 25% of the votes. However, his viability continues to remain questionable. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Ultimate, first playable in Super Smash Bros. Melee. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. Ultimate, List of Super Smash Bros. series characters. Down tilt is one of Dr. Mario's best combo starters; although it is short-ranged, it is very reliable at a wide range of percentages, with its lower knockback scaling compared to Mario's even allowing it to combo at percentages where Mario's would not work, and depending on the percentage, it can lead into neutral attack, forward tilt, up tilt (only on certain characters), itself, up smash (only on certain characters), down smash, neutral aerial, up aerial, back aerial and Super Jump Punch. Aside from that, Dr. Mario also has other differences in his moveset. Nevertheless, the buffs he’s received have prevented him from dropping further. Note: Every stage plays a track from the Mario or Tetris universe, no matter what universe the stage originates from. Overall, these changes had little to no effect whatsoever on Dr. Mario's competitive viability. SSBU match-up numbers for Dr. Mario vs. Jigglypuff. 3.0.0 nerfed the shield damage of Megavitamins like with most other projectiles, but it also slightly improved Dr. Mario's Final Smash as well. 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. Starts behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Stage rankings and advice for Dr. Mario. Dr. Mario is rigged and works somewhat with MMD motion and pose data. Although his power, out-of-shield options, and damage-racking capabilities were improved in the transition to Ultimate, Dr. Mario has been consistently perceived as an inferior version of Mario. 2 A spinning uppercut. Dr. Mario has been buffed in the transition from SSB4 to Ultimate.