Welcome to The Medical Files!
This thread is a general reference to Dr. Mario’s moveset and a list of notable ATs (as well as sources when applicable).
All moves are tested against Bowser on [3DS] Battlefield Final Destination.
Feel free to discuss Doc's Moveset and potential ATs to include in the OP!
Alternate Colors:
White- Dr. Mario's appearance post Dr. Mario 64, with black jeans like his Melee incarnation.
Red- Resembles scrubs that nurses wear.
Blue- Resembles scrubs that doctors wear.
Green- Resembles scrubs that surgeons wear.
Black- Melee's "Unlicensed Doctor" outfit.
Yellow- Yellow suit.
Purple- Purple suit.
Pink- Resembles Nurse Toadstool's color scheme.
Dr. Mario's 1.0.4 Patch Changes
Taunts:
Up Taunt: Dr. Mario grinds his shoe into the ground, adjusting to make sure it is secure.
Side Taunt: Dr. Mario throws a Megavitamin into the air and catches it, identical to Melee.
Down Taunt: Doc pats his shoulder with his hand.
Weight: 98
# of Jumps: 2
Ability to Crawl: No
Wall (Cling/Wall Jump/None): Dr. Mario can wall jump.
How To Unlock: 3DS- Play 60 Matches in Smash, or clear Classic as Mario on 4.0 Intensity or Higher. (Fought in Mushroomy Kingdom)
How To Unlock: Wii U- Play 50 Matches in Smash, or clear Master Orders on Hard. (Fought in Delfino Plaza)
Neutral Attack, Dash Attack, Ground Tilts, Getup & Edge Attack:
1st jab, followed by finisher.
Neutral Attack: Jab Combo
Damage: 2.75 (1st), 1.5 (2nd), 4.25 (finisher), 8% total.
A basic 3 hit jab combo shared with Mario.
Dash Attack: Slide
Damage: 8.75% (sweetspot), 6.66% (sourspot)
A long slide kick with a sweetspot at the startup.
Forward Tilt: Kick
Damage: 7.75%
A basic forwards kick.
Up Tilt: Uppercut
Damage: 7%
A basic uppercut that can be repeated at early %s.
Down Tilt: Low kick
Damage: 5.5%
A low kick with vertical launch.
Getup Attack
Damage: 6%
A fast roundabout kick returns Doc to neutral.
Edge Attack
Damage: 7.75%
A basic kick from the edge.
Smash Attacks:
Forward Smash: Electrical Hand
Damage: Upper (17.85% Sweetspot, 14.7% Sourspot- 27% Sweetspot, 23% Sourspot)
Middle (17% Sweetspot, 14% Sourspot- 26% Sweetspot, 21% Sourspot)
Lower (17.5% Sweetspot, 14.5% Sourspot- 27% Sweetspot, 22% Sourspot)
Dr. Mario's side Smash has a huge amount of variance on how it will end up! It's a strong attack that can be aimed. Sweetspot is next to his arm, the sourspot is the electric blast itself.
Up Smash: Head Smash
Damage: 16%- 21.75%
A powerful head smash. It can KO rather early.
Down Smash: Roundhouse
Damage: 11.5%- 15.5%
A roundhouse that hits on both sides. It's a lingering move.
Aerial Tilts:
Neutral Aerial: Air Kick
Damage: 5.5%-8.75%
A kick that get stronger the later the attack connects.
Forward Aerial: Super Punch
Damage: 11% (Sourspot 1), 15.5 (Clean hit), 9% (Sourspot 2)
A heavy sweep attack that sends the opponent at an upwards angle, whereas Mario's has a meteor effect.
Back Aerial: Back Kick
Damage: 13.33%
A backwards kick that is generally very good at offstage KOs.
Up Aerial: Somersault
Damage: 7.75%
A somersault that launches opponents forwards. If the opponent is behind you when they are hit, they'll be launched backwards.
Down Aerial: Spinning Kick
Damage: 1.7% per loop hit, 3% for the final hit, 2% if Doc lands while using the move.
A multi-hit aerial attack that can end on the ground.
Pummel & Throws:
Pummel: Headbutt
Damage: 3.5%
Doc headbutts the opponent.
Forward Throw: Single Swing
Damage: 8.75%
Doc swings the opponent once and launches them forwards.
Back Throw: Multi-Swing
Damage: 12%
A multi-swinging reverse version of the Forward Throw.
Up Throw: Hand Launch
Damage: 7.75%
Doc uses both hands to lift the opponent.
Down Throw: Slam
Damage: 5.5%
Doc slams the opponent onto the ground, bouncing them.
Special Moves & Final Smash
Advanced Techniques
1st jab, followed by finisher.
Neutral Attack: Jab Combo
Damage: 2.75 (1st), 1.5 (2nd), 4.25 (finisher), 8% total.
A basic 3 hit jab combo shared with Mario.
Dash Attack: Slide
Damage: 8.75% (sweetspot), 6.66% (sourspot)
A long slide kick with a sweetspot at the startup.
Forward Tilt: Kick
Damage: 7.75%
A basic forwards kick.
Up Tilt: Uppercut
Damage: 7%
A basic uppercut that can be repeated at early %s.
Down Tilt: Low kick
Damage: 5.5%
A low kick with vertical launch.
Getup Attack
Damage: 6%
A fast roundabout kick returns Doc to neutral.
Edge Attack
Damage: 7.75%
A basic kick from the edge.
Forward Smash: Electrical Hand
Damage: Upper (17.85% Sweetspot, 14.7% Sourspot- 27% Sweetspot, 23% Sourspot)
Middle (17% Sweetspot, 14% Sourspot- 26% Sweetspot, 21% Sourspot)
Lower (17.5% Sweetspot, 14.5% Sourspot- 27% Sweetspot, 22% Sourspot)
Dr. Mario's side Smash has a huge amount of variance on how it will end up! It's a strong attack that can be aimed. Sweetspot is next to his arm, the sourspot is the electric blast itself.
Up Smash: Head Smash
Damage: 16%- 21.75%
A powerful head smash. It can KO rather early.
Down Smash: Roundhouse
Damage: 11.5%- 15.5%
A roundhouse that hits on both sides. It's a lingering move.
Neutral Aerial: Air Kick
Damage: 5.5%-8.75%
A kick that get stronger the later the attack connects.
Forward Aerial: Super Punch
Damage: 11% (Sourspot 1), 15.5 (Clean hit), 9% (Sourspot 2)
A heavy sweep attack that sends the opponent at an upwards angle, whereas Mario's has a meteor effect.
Back Aerial: Back Kick
Damage: 13.33%
A backwards kick that is generally very good at offstage KOs.
Up Aerial: Somersault
Damage: 7.75%
A somersault that launches opponents forwards. If the opponent is behind you when they are hit, they'll be launched backwards.
Down Aerial: Spinning Kick
Damage: 1.7% per loop hit, 3% for the final hit, 2% if Doc lands while using the move.
A multi-hit aerial attack that can end on the ground.
Pummel: Headbutt
Damage: 3.5%
Doc headbutts the opponent.
Forward Throw: Single Swing
Damage: 8.75%
Doc swings the opponent once and launches them forwards.
Back Throw: Multi-Swing
Damage: 12%
A multi-swinging reverse version of the Forward Throw.
Up Throw: Hand Launch
Damage: 7.75%
Doc uses both hands to lift the opponent.
Down Throw: Slam
Damage: 5.5%
Doc slams the opponent onto the ground, bouncing them.
Special Moves & Final Smash
Custom Specials: Set 1/Default
Neutral Special: Megavitamins
Damage: 5.5%- 4.5%
Doc fires off a megavitamin, and it gets weaker the longer it travels.
Side Special: Super Sheet
Damage: 7.75%
Properties: No Flinch, Reflects Characters and Projectiles.
Up Special: Super Jump Punch
Damage: 13.33% (Sweetspot), 6.5% (Sourspot)
A powerful punch that is stronger at the beginning.
Down Special: Dr. Tornado
Damage: 1.25 for the first 4 hits, 3% (finisher)
Doc uses his classic Tornado, unlike Mario. This move has a lot of priority, but a good amount of end lag. In addition, tapping Special will result in your ascending, and Doc can move on the ground and air in the middle of the move.
NOTE: At this update, I was unable to find images for Doc's custom specials. However, I have this video as a placeholder to see his moves. (1.03)
Custom Specials: Set 2
Custom Specials: Set 3
Final Smash: Doctor Finale
Footage of the Doctor Finale, 3DS Version.
Damage: 3% for large pills, 2% for a smaller pill.
Doc's Final Smash is a medical version of Mario's, traveling far and being able to KO opponents by pushback.
Neutral Special: Megavitamins
Damage: 5.5%- 4.5%
Doc fires off a megavitamin, and it gets weaker the longer it travels.
Side Special: Super Sheet
Damage: 7.75%
Properties: No Flinch, Reflects Characters and Projectiles.
Up Special: Super Jump Punch
Damage: 13.33% (Sweetspot), 6.5% (Sourspot)
A powerful punch that is stronger at the beginning.
Down Special: Dr. Tornado
Damage: 1.25 for the first 4 hits, 3% (finisher)
Doc uses his classic Tornado, unlike Mario. This move has a lot of priority, but a good amount of end lag. In addition, tapping Special will result in your ascending, and Doc can move on the ground and air in the middle of the move.
Custom Specials: Set 2
Neutral 2: Fast Capsule
Damage: 3%-2.5%
Quick capsules that cause flinching and decrease in damage the longer they linger.
Side 2: Shocking Sheet
Damage: 11%
Electrifies the opponent and knocks them away. It does not reflect.
Up 2: Super Jump
Damage: 0%
A recovery version of the Super Jump Punch that does no damage.
Down 2: Soaring Tornado
Damage: 6% (End)
A unique tornado that does no damage until the end and pushes him into the air. The gust of wind pushes opponents.
Damage: 3%-2.5%
Quick capsules that cause flinching and decrease in damage the longer they linger.
Side 2: Shocking Sheet
Damage: 11%
Electrifies the opponent and knocks them away. It does not reflect.
Up 2: Super Jump
Damage: 0%
A recovery version of the Super Jump Punch that does no damage.
Down 2: Soaring Tornado
Damage: 6% (End)
A unique tornado that does no damage until the end and pushes him into the air. The gust of wind pushes opponents.
Neutral 3: Mega Capsule
Damage: 1.5% per hit
A gigantic pill is summoned. It damages opponents on repeat until it vanishes in it's slow path.
Side 3: Breezy Sheet
Damage: 5%
Damages the opponent, and pushes them back in addition to turning them.
Up 3: Ol' One-Two
Damage: 8% (startup), 13% (Finisher)
A two hit punch that explodes! Unfortunately, it is terrible at recovery.
Down 3: Clothesline Tornado
Damage: 8% per hit (first and ender)
A slower and much stronger Tornado.
Damage: 1.5% per hit
A gigantic pill is summoned. It damages opponents on repeat until it vanishes in it's slow path.
Side 3: Breezy Sheet
Damage: 5%
Damages the opponent, and pushes them back in addition to turning them.
Up 3: Ol' One-Two
Damage: 8% (startup), 13% (Finisher)
A two hit punch that explodes! Unfortunately, it is terrible at recovery.
Down 3: Clothesline Tornado
Damage: 8% per hit (first and ender)
A slower and much stronger Tornado.
Footage of the Doctor Finale, 3DS Version.
Damage: 3% for large pills, 2% for a smaller pill.
Doc's Final Smash is a medical version of Mario's, traveling far and being able to KO opponents by pushback.
Reverse Ledge Cape- Using a cape off the ledge allows you to reverse it to grab the ledge. This can be used to stop recovering opponents. Click here for a gif demonstrating the move.
SHFF Bair- Bair can go into Bair at mid-range %s on some characters; however, it should be noted that this is a risky move if unspaced.
Double Uppercut- Mario, Doc, and Little Mac can turn their uppercut in the ground or air once started up. This turning can heavily increase the defensive and offensive abilities of the move. Here's TheReflexWonder's video on this technique.
SHFF Bair- Bair can go into Bair at mid-range %s on some characters; however, it should be noted that this is a risky move if unspaced.
Double Uppercut- Mario, Doc, and Little Mac can turn their uppercut in the ground or air once started up. This turning can heavily increase the defensive and offensive abilities of the move. Here's TheReflexWonder's video on this technique.
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