Case study #18: Dr . Mario
The Complete Ultimate Dr. Mario Guide
The Complete Ultimate Dr. Mario Guide
For your information
Tilt stick is turned on
Tap jump is turned on
R is mapped to jump
Introduction
Doc is a medium weight projectile brawler which means that he combo's off his neutral B projectile, the Megavitamin. Unfortunately, this is also Doc's biggest downfall because he has to use it to force his opponent to approach and because of that he is counter-balanced with poor recovery. Therefore, his neutral has to be very technical and consistent with spacing b-reverses and b-turnarounds. However, if one can master his pill game he becomes very rewarding. Doc is balanced in that way where if you are patient, safe, and reactive he will feast before his recovery creates famine.
In order to play Doc consistently, I would recommend jump being mapped to R. This ensures that you can do frame perfect wave-bounces with pills and cape. Most of his bread and butter combos start with pill so it's very important that any doc players can be consistent with using them.
Knowledge is half the battle for Doc, but once you get down the matchup, Doc isn't bad until he is. If Doc gets put off stage then he is in a very bad position due to his recovery. To avoid this you really have to play a poke game with Doc and make sure you keep your distance until they mess up. Therefore positioning is also key for Doc. You will have to run away many times so you can space out your pills. Then once he gets in, he has awesome combos to follow up with:
Combo's
Bread and Butter (Optimal/large % window/easy)
-Pill > RaR b-air (0%>)
-Pill > up-b (0%>)
-Pill > up-air (0%>)
-Fh Pill up-air > up-air (0%>)
-Fh Pill > Pivot up-smash (0-106%)
-Falling back-air > f-tilt (5-49%)
Intermediate (Tight % window/requires tech skill/requires spacing/Di dependent)
-Sh Pill > dash attack > up-air (0-14%)
-Sh Pill > up-air > up-air (29-36%)
-Fh Pill > up-air > up-b (0-20%)
-Falling bair > up-b (0-47%)
-Falling bair > rising bair (22-30%)
-Falling up-air > up-b (0-39%)
-Reverse falling up-air > b-reversed up-b (0-33%)
-Rising up-air > FF f-tilt (31-43%)
-Rising up-air > up-air (40-52%)
-Strong nair > d-tilt > up-b (10-17%)
-Fh Pill > rising back-air FF > back-air (24%)
-Sh Pill > Pivot up-smash (16-67%)
Technical combo's (Long inputs/requires tech skill/Di dependent/maximum damage output)
-Fh Pill > Dj pill > up-air > up-b (0%-11%)
-Fh pill > falling nair > dash grab > down-throw > up-b (0%)
-Fh pill > falling up-air > up-tilt > up-tilt (0%)
-Fh pill > dj pill > falling up-air > dash grab > down-throw > up-air > ff up-b (0%)
-Fh pill > falling up-air > dash grab > up-throw > dash idj up-air > b-reverse up-b (0%)
KO combo's
B&B
-Pill > RaR (0%>)
-Down tilt > up-b (23%>)
-Down throw > up-b (0-100%)
Intermediate
-Weak nair > jab reset (64%-81%)
-Weak nair > forward tilt (82-87%)
-Dair > up-b (23-81%)
-Dair > down-b (29-61%)
-Dair > up-smash (35-59%)
-Dair > dj b-air (60-70%)
-Down throw > down-b (40-70%)
-Pill > down-air (85-95%)
-Pill > forward air (57-109%)
-Sweet spot jab > up-b (93-130%)
Note: These combo’s were tested in the training room using two controllers with frame by frame analysis against Bayonetta.
-Pill > RaR b-air (0%>)
-Pill > up-b (0%>)
-Pill > up-air (0%>)
-Fh Pill up-air > up-air (0%>)
-Fh Pill > Pivot up-smash (0-106%)
-Falling back-air > f-tilt (5-49%)
Intermediate (Tight % window/requires tech skill/requires spacing/Di dependent)
-Sh Pill > dash attack > up-air (0-14%)
-Sh Pill > up-air > up-air (29-36%)
-Fh Pill > up-air > up-b (0-20%)
-Falling bair > up-b (0-47%)
-Falling bair > rising bair (22-30%)
-Falling up-air > up-b (0-39%)
-Reverse falling up-air > b-reversed up-b (0-33%)
-Rising up-air > FF f-tilt (31-43%)
-Rising up-air > up-air (40-52%)
-Strong nair > d-tilt > up-b (10-17%)
-Fh Pill > rising back-air FF > back-air (24%)
-Sh Pill > Pivot up-smash (16-67%)
Technical combo's (Long inputs/requires tech skill/Di dependent/maximum damage output)
-Fh Pill > Dj pill > up-air > up-b (0%-11%)
-Fh pill > falling nair > dash grab > down-throw > up-b (0%)
-Fh pill > falling up-air > up-tilt > up-tilt (0%)
-Fh pill > dj pill > falling up-air > dash grab > down-throw > up-air > ff up-b (0%)
-Fh pill > falling up-air > dash grab > up-throw > dash idj up-air > b-reverse up-b (0%)
KO combo's
B&B
-Pill > RaR (0%>)
-Down tilt > up-b (23%>)
-Down throw > up-b (0-100%)
Intermediate
-Weak nair > jab reset (64%-81%)
-Weak nair > forward tilt (82-87%)
-Dair > up-b (23-81%)
-Dair > down-b (29-61%)
-Dair > up-smash (35-59%)
-Dair > dj b-air (60-70%)
-Down throw > down-b (40-70%)
-Pill > down-air (85-95%)
-Pill > forward air (57-109%)
-Sweet spot jab > up-b (93-130%)
Note: These combo’s were tested in the training room using two controllers with frame by frame analysis against Bayonetta.