- Game Versions
- Smash 3DS, Smash Wii U
Hello! Welcome to my guide of Dr. Mario! The Doc is my secondary, and I figured that he needs more use, because he is regarded as a weaker clone of Mario. However, if you check their playstyles, they are actually pretty different. If you have thoughts about maining/secondary Doctor, this guide is for you. So do you think you're up for it? Then let's-a-go!
OVERVIEW
Origins:
Dr. Mario originates from the game of the same name, Dr. Mario. Basically, it was sorta like Tetris. You'd match pill colors to kill viruses. Dr. Mario was never heard of again, until the game Super Smash Bros. Melee came out, where Dr. Mario was available as an unlockable character. He later came back for Super Smash Bros 4, where he was, yet again, available as an unlockable character.
Playstyle:
Dr. Mario plays very differently then Mario. Mario, having great recovery, can just go in and gimp someone. Dr. Mario however, needs to stay on stage. To this, you could say that Doc plays more defensively then Mario. He is slower on ground, and his cape does not stall him in mid-air like Mario's. Overall, Dr. Mario is a high-risk, high-reward character that can be played effectively when used correctly.
PROS/CONS
PROS:
+ Cape has great vertical range, reflecting most projectiles above it.
+ Dr. Mario's Up + B has two hitboxes, and does more damage at the start of the attack.
+ Dr. Mario can wall jump, which aids his recovery.
+ Down + B can help recover horizontally.
CONS:
- Poor Up + B Recovery
- Easy to gimp and be edgeguarded
- Cape has less horizontal range
- Really slow on the ground.
MOVES
Specials:
Megavitamins (Neutral B) - Shoots pills. Does 4-6% (depending on distance). One of Dr. Mario's most useful moves, and one of the moves that makes him different then Mario.
Super Sheet (Side B) - Reflects projectiles, and deals some damage when used on opponents. Does 7-8% when used on opponents. The Cape has really good vertical range for reflecting items, although it lacks on the horizontal side.
Doctor Tornado (Down B) - Dr. Mario spins around dealing consecutive hits. Does 1% per hit, and the last hit deals 3%. This is a decent move for attacking, but it does have some utility, which i'll get to in the Advanced Techniques section.
Super Jump Punch (Up B) - Dr. Mario uppercuts the air, hitting anyone who touches his fist. Does 6-7% damage if you don't catch the opponent at the start of the attack, and 13-14% damage if you do. In terms of recovery, Sakurai wasn't forgiving to Dr. Mario, as his Up + B is as good as Luigi's... which sucks. Still, you kind of HAVE to use it by default to get on the ledge anyways. However, there is a way for Doc to still recover, which, yet again, I will get to in the Advanced Techniques section.
Basic Attacks:
Doctor's Jab (Neutral A) - Dr. Mario punches forward 2 times, and finishes off with a kick. First hit does 2-3%, second hit does 1-2% and last hit does 4-5%. Pretty decent jab attack, nothing to say here.
Doctor's Slide (Dash Attack) - Dr. Mario slides on the ground and kicks the opponent. Does 8-9% if hit at the start of the attack, and 6-7% if not. This thing, along with Down Throw is the best combo starter for Dr. Mario. Just a great attack overall.
Doctor's Kick (Side Tilt) - Dr. Mario kicks in front of him multiple times. Does 7-8%. Great for spacing out opponents, and perhaps get a grab out of it.
Doctor's Punch (Up Tilt) - Dr. Mario punches the air. Does 7-8%. This move is great for juggling airborne opponents.
Doctor's Sweep (Down Tilt) - Dr. Mario kicks on the ground, knocking the opponent into the air. Does 5-6% if they touch your foot, and 7-8% if they touch your body. Great to launch your opponents in the air to start juggling with Up Tilt.
Grabs/Pummel
Down Throw - Dr. Mario slams the opponent on the ground, launching them in the air. Does 5-6% damage. This is an awesome combo starter to start a string with either Up Aerial or Back Aerial.
OVERVIEW
Origins:
Dr. Mario originates from the game of the same name, Dr. Mario. Basically, it was sorta like Tetris. You'd match pill colors to kill viruses. Dr. Mario was never heard of again, until the game Super Smash Bros. Melee came out, where Dr. Mario was available as an unlockable character. He later came back for Super Smash Bros 4, where he was, yet again, available as an unlockable character.
Playstyle:
Dr. Mario plays very differently then Mario. Mario, having great recovery, can just go in and gimp someone. Dr. Mario however, needs to stay on stage. To this, you could say that Doc plays more defensively then Mario. He is slower on ground, and his cape does not stall him in mid-air like Mario's. Overall, Dr. Mario is a high-risk, high-reward character that can be played effectively when used correctly.
PROS/CONS
PROS:
+ Cape has great vertical range, reflecting most projectiles above it.
+ Dr. Mario's Up + B has two hitboxes, and does more damage at the start of the attack.
+ Dr. Mario can wall jump, which aids his recovery.
+ Down + B can help recover horizontally.
CONS:
- Poor Up + B Recovery
- Easy to gimp and be edgeguarded
- Cape has less horizontal range
- Really slow on the ground.
MOVES
Specials:
Megavitamins (Neutral B) - Shoots pills. Does 4-6% (depending on distance). One of Dr. Mario's most useful moves, and one of the moves that makes him different then Mario.
Super Sheet (Side B) - Reflects projectiles, and deals some damage when used on opponents. Does 7-8% when used on opponents. The Cape has really good vertical range for reflecting items, although it lacks on the horizontal side.
Doctor Tornado (Down B) - Dr. Mario spins around dealing consecutive hits. Does 1% per hit, and the last hit deals 3%. This is a decent move for attacking, but it does have some utility, which i'll get to in the Advanced Techniques section.
Super Jump Punch (Up B) - Dr. Mario uppercuts the air, hitting anyone who touches his fist. Does 6-7% damage if you don't catch the opponent at the start of the attack, and 13-14% damage if you do. In terms of recovery, Sakurai wasn't forgiving to Dr. Mario, as his Up + B is as good as Luigi's... which sucks. Still, you kind of HAVE to use it by default to get on the ledge anyways. However, there is a way for Doc to still recover, which, yet again, I will get to in the Advanced Techniques section.
Basic Attacks:
Doctor's Jab (Neutral A) - Dr. Mario punches forward 2 times, and finishes off with a kick. First hit does 2-3%, second hit does 1-2% and last hit does 4-5%. Pretty decent jab attack, nothing to say here.
Doctor's Slide (Dash Attack) - Dr. Mario slides on the ground and kicks the opponent. Does 8-9% if hit at the start of the attack, and 6-7% if not. This thing, along with Down Throw is the best combo starter for Dr. Mario. Just a great attack overall.
Doctor's Kick (Side Tilt) - Dr. Mario kicks in front of him multiple times. Does 7-8%. Great for spacing out opponents, and perhaps get a grab out of it.
Doctor's Punch (Up Tilt) - Dr. Mario punches the air. Does 7-8%. This move is great for juggling airborne opponents.
Doctor's Sweep (Down Tilt) - Dr. Mario kicks on the ground, knocking the opponent into the air. Does 5-6% if they touch your foot, and 7-8% if they touch your body. Great to launch your opponents in the air to start juggling with Up Tilt.
Grabs/Pummel
Down Throw - Dr. Mario slams the opponent on the ground, launching them in the air. Does 5-6% damage. This is an awesome combo starter to start a string with either Up Aerial or Back Aerial.