Kisatamura
Prescriber of Manami.
(WIP, will add more later) He ain't no plumber, but we take what we get.
This is thread for posting Doc combos. Generally speaking, most of these combos will be similar to Mario's due to their shared attacks with the exception of combos involving Doc's Tornado or his UpB. That being said, some of these combos are not true combos: Somebody like Luigi can nair out of these, but somebody like Bowser can't. And also, I'll also include setups for landing attacks such as fair. So without further ado.. (I'll post gifs for some of these combos in the mean time..) Here are some to start. Feel free to post more if you can find some.
Low percent combos (These are done from zero percent if not noted. If done at higher percents like 14, you may need to adjust your utilt string)
This section for utilts is basically like this flowchart here;
Utilts
|
More utilts
|
|---> Tornado
|
|----> UpB
|
|----> Uair ---> Fastfalled nair for reset
|
|----> Cape (This is a mixup option)
A note on utilt: Depending on your opponent's weight, floatiness and current damage you may be only able to get in at least two utilts. My knowledge is that versus Jigglypuff you can only get two utilts from 0 percent, while ZSS can get at least four utilts before any other utilt whiffs.
From Utilt -> Utilts (see below): 14 percent from two utilts, 21 percent from three utilts on characters with tall/wide hitboxes (Tested on Pit), 28 percent from four utilts
Bread and butter setup here. Some characters can escape from it, so I usually limit it to an extra utilt for a respectable 14 percent (We're still not done here though). Adding in more can get risky, but against big or characters with tall hitboxes such as ZSS or Bowser, you can get away with it. Fun fact: if you're caught in this by another Mario or Doc, you can UpB. Be wary of characters with invincible startup moves such as Luigi or Meta Knight.
From Utilts above -> Tornado: 22 percent from two utilts, 29 from three utilts, 36 from four utilts
Dr. Tornado is fast enough to combo into. So, you can use this as a combo finisher. However it's not dealing as much damage as UpB and isn't giving you the mixup pressure like the Uair. At least you can mash B to read your opponent's DI. Still, it sends the opponent reeling away, so it gives you some good advantage.
From Utilts above -> UpB: 27 percent from two utilts, 34 from three utilts
This option is for pure damage. UpB starts quick enough, and gives you the sweetspot. It gives you more damage than the Tornado, but if you connect with the sourspot then you'll get the same damage as if you did the Tornado followup, which is respectable. If you've done too many utilts than this will combo when Tornado won't.
From Utilts above -> Uair: 21 percent from two utilts, 29 from three
I'm not keen on this setup, since your opponent can jump away from this after the uair. Still, if your opponent isn't DIing, you can go into a nair to reset the opponent.
From Utilts above -> Cape: 21 percent from two utilts
This isn't a true combo, but I find it a really funny mixup. It's risky, since you're dropping the combo but if your opponent does a move that doesn't hit both sides, then you can do something else. Cool.
From Down Throw -> Tornado: 12 percent
Respectable, but you have better stuff from Dthrow. You can mash the B to read the DI if needed. At higher percents you can actually jump into Tornado, giving you a good kill option.
From Down Throw -> UpB: 19 percent if sweetspotted, 12 if sourspotted
This is one of my favorite combos (And primarily the reason why I main Doc). This serves as a nice way to deal damage and send the opponent away. While it's mostly character dependent, this also serves as a great move in mid percents (Will need more testing on this for floaties). There is some timing required here: You'll have to jump immediately after the Dthrow ends, and you have to hit UpB before your opponent recovers. Try doing this on the CPU, since they'll immediately airdodge anyway. The sourspot deals respectable damage, but isn't great compared to the sweetspot. The good thing about this move is on certain characters like Little Mac at high percents, it'll still connect.
From Down Throw -> Utilt: 12 percent
Don't get funny, you're not Mario >
Doc's copy of Mario's main setup for combos is different: First, this is character dependent, so sometimes your Utilt won't even connect. But on heavies or tall characters, you can get it. At least you can jump into a uair and go from there.
From Down Throw -> Uair: 13 percent
See above. At least this'll connect guaranteed, since it's a true combo
From Down Throw -> Fastfalled Uair -> Dthrow/anything else
Somewhat like the Utilt string, not a true combo but something that can be hard for certain characters to get out of. To my knowledge this is somewhat like a Mario combo, so when you after the fastfalled Uair you can go into a throw or something quick like UpB.
From Down Throw -> USmash: 21 percent
Character dependent, and usually it'll only work before you hit 20 percent. It'll connect on characters that have tall hitboxes and/or fast falling speeds usually.
From Nair -> Jab combo: 14 percent on a early nair, 17-18 on late nairs
Quite wonky to get this to work, but it's decent damage. At high percents, it's easier to land the jabs afterwards though on the late nair you'll have to be quick. Just make sure this connects or else you'll get thrown.
Dash Attack into Uair: 16 percent if the dash attack doesn't hit late, 14 percent if the dash attack is late
This combo has been around since Melee. Either way, it's easier to hit the Uair on a late slide attack though at higher percents you can easily hit the initial hitboxes and combo from there (As shown in the gif). Since you're ending the string with a Uair, you can fast fall into a Nair mixup or do something else. Mario can also do this, though the timing is different since his dash attack doesn't send the opponent straight up and he can go into a Mario Tornado string.
Dash Attack into Dair: 17 percent on a late dash attack
Amusingly, both Marios can go into dair after a slide attack though for Doc, it'll need to be a late dash attack. I'm pretty sure he can get this off a clean hit on his Dash attack, though you'll just need to be at a high percent.
Dash Attack into Tornado: Depends (See note)
This is a stylish combo, but the amount of hits depends on how much you mash during the Tornado. Essentially, you hit the dash attack (Any part is fine, though the late one is much easier to time) and jump, then perform the Tornado as you jump. If you mash correctly, you should be able to get 5-6 hits (If you get 5, the initial hitbox of the Tornado missed but still comboed). Usually, it's around 15 percent to 17 percent.
Dash Attack into UpB: 20 percent on the late dash attack with sweetspot
Like the above, you'll need to jump and hit UpB as soon as you get near your opponent. The sourspot will connect if you miss the sweetspot, but you've essentially given up damage then.
Midpercent to Highpercent Combos (From around 20 percent onwards)
Some of the combos from low percents (Such as the various Dthrow followups) can be done at midpercents as well, like the Dthrow to UpB. Just experiment and see what connects or fails to connect.
A word on Bair
When you land bair at mid percents near the ground, you can get either a USmash, a reversed UpB, a jab combo, etc.. Timing is somewhat required since not getting the autocancel frames on bair will result in a somewhat slower endlag for Doc, while getting the autocancel requires you hit your bair high instead of meaty. (Basically, close to the ground)
Dtilt into UpB: 21 percent at midpercents
Dtilt will pop the opponent into the air with enough hitstun to hit with the sweetspot of UpB. However, if your opponent is too floaty or too damaged enough you'll just end up comboing with the sourspot of UpB. It's a good setup for mindgames or techchases. (Or what I would call it, Okizeme)
Bair into Bair: 26 percent at midpercents
At relatively high percents like 35 percent, bair can Wall of Pain into itself. Sometimes you'll need to double jump the 2nd bair. Useful offstage.
Dthrow to Bair: 19 percent at midpercents
A weird thing about dthrow is if your opponent DIs opposite from you (So towards you), you can go into a bair. Good for people trying to avoid UpBs or or any other combo you have from Dthrow.
Dthrow to Fair: 21 percent at high percents
Doc's main kill option (Barring Uairs into UpB near the edge). There is some timing required here to get the combo, because if you're too late your opponent can airdodge. This is also somewhat character dependent, but the general rule of thumb is that around 70-ish, you can get a single full jump into fair. Near 100 you might want to double jump and fair as soon as you double jump if your opponent is either damaged at near 100 or is floaty. You can use a full single jump if your opponent is heavy or falls fast. Hitting too early with the fair will result in getting the sourspot. You can check Dobbston's posts on fair percentages on what optimal damage range you should be in before you Dthrow them.
Either way, if you anticipate your opponent airdodging and your timing isn't up to speed, you can read their airdodge and Dunk em either way.
MISC notes:
Megavitamins if used on an opponent that's missed their tech will force them into a standard getup. This can be used after certain moves like bair or DSmash to follow into a different combo, most preferably FSmash for killing/damage, another DSmash for the horizontal angle, USmash for the kill, Sweetspotted UpB for damage/kill, another DThrow to start ANOTHER combo, basically anything if you want to style or kill the opponent.
This is thread for posting Doc combos. Generally speaking, most of these combos will be similar to Mario's due to their shared attacks with the exception of combos involving Doc's Tornado or his UpB. That being said, some of these combos are not true combos: Somebody like Luigi can nair out of these, but somebody like Bowser can't. And also, I'll also include setups for landing attacks such as fair. So without further ado.. (I'll post gifs for some of these combos in the mean time..) Here are some to start. Feel free to post more if you can find some.
Low percent combos (These are done from zero percent if not noted. If done at higher percents like 14, you may need to adjust your utilt string)
This section for utilts is basically like this flowchart here;
Utilts
|
More utilts
|
|---> Tornado
|
|----> UpB
|
|----> Uair ---> Fastfalled nair for reset
|
|----> Cape (This is a mixup option)
A note on utilt: Depending on your opponent's weight, floatiness and current damage you may be only able to get in at least two utilts. My knowledge is that versus Jigglypuff you can only get two utilts from 0 percent, while ZSS can get at least four utilts before any other utilt whiffs.
From Utilt -> Utilts (see below): 14 percent from two utilts, 21 percent from three utilts on characters with tall/wide hitboxes (Tested on Pit), 28 percent from four utilts
Bread and butter setup here. Some characters can escape from it, so I usually limit it to an extra utilt for a respectable 14 percent (We're still not done here though). Adding in more can get risky, but against big or characters with tall hitboxes such as ZSS or Bowser, you can get away with it. Fun fact: if you're caught in this by another Mario or Doc, you can UpB. Be wary of characters with invincible startup moves such as Luigi or Meta Knight.
From Utilts above -> Tornado: 22 percent from two utilts, 29 from three utilts, 36 from four utilts
Dr. Tornado is fast enough to combo into. So, you can use this as a combo finisher. However it's not dealing as much damage as UpB and isn't giving you the mixup pressure like the Uair. At least you can mash B to read your opponent's DI. Still, it sends the opponent reeling away, so it gives you some good advantage.
From Utilts above -> UpB: 27 percent from two utilts, 34 from three utilts
This option is for pure damage. UpB starts quick enough, and gives you the sweetspot. It gives you more damage than the Tornado, but if you connect with the sourspot then you'll get the same damage as if you did the Tornado followup, which is respectable. If you've done too many utilts than this will combo when Tornado won't.
From Utilts above -> Uair: 21 percent from two utilts, 29 from three
I'm not keen on this setup, since your opponent can jump away from this after the uair. Still, if your opponent isn't DIing, you can go into a nair to reset the opponent.
From Utilts above -> Cape: 21 percent from two utilts
This isn't a true combo, but I find it a really funny mixup. It's risky, since you're dropping the combo but if your opponent does a move that doesn't hit both sides, then you can do something else. Cool.
From Down Throw -> Tornado: 12 percent
Respectable, but you have better stuff from Dthrow. You can mash the B to read the DI if needed. At higher percents you can actually jump into Tornado, giving you a good kill option.
From Down Throw -> UpB: 19 percent if sweetspotted, 12 if sourspotted
This is one of my favorite combos (And primarily the reason why I main Doc). This serves as a nice way to deal damage and send the opponent away. While it's mostly character dependent, this also serves as a great move in mid percents (Will need more testing on this for floaties). There is some timing required here: You'll have to jump immediately after the Dthrow ends, and you have to hit UpB before your opponent recovers. Try doing this on the CPU, since they'll immediately airdodge anyway. The sourspot deals respectable damage, but isn't great compared to the sweetspot. The good thing about this move is on certain characters like Little Mac at high percents, it'll still connect.
From Down Throw -> Utilt: 12 percent
Don't get funny, you're not Mario >
Doc's copy of Mario's main setup for combos is different: First, this is character dependent, so sometimes your Utilt won't even connect. But on heavies or tall characters, you can get it. At least you can jump into a uair and go from there.
From Down Throw -> Uair: 13 percent
See above. At least this'll connect guaranteed, since it's a true combo
From Down Throw -> Fastfalled Uair -> Dthrow/anything else
Somewhat like the Utilt string, not a true combo but something that can be hard for certain characters to get out of. To my knowledge this is somewhat like a Mario combo, so when you after the fastfalled Uair you can go into a throw or something quick like UpB.
From Down Throw -> USmash: 21 percent
Character dependent, and usually it'll only work before you hit 20 percent. It'll connect on characters that have tall hitboxes and/or fast falling speeds usually.
From Nair -> Jab combo: 14 percent on a early nair, 17-18 on late nairs
Quite wonky to get this to work, but it's decent damage. At high percents, it's easier to land the jabs afterwards though on the late nair you'll have to be quick. Just make sure this connects or else you'll get thrown.
Dash Attack into Uair: 16 percent if the dash attack doesn't hit late, 14 percent if the dash attack is late
This combo has been around since Melee. Either way, it's easier to hit the Uair on a late slide attack though at higher percents you can easily hit the initial hitboxes and combo from there (As shown in the gif). Since you're ending the string with a Uair, you can fast fall into a Nair mixup or do something else. Mario can also do this, though the timing is different since his dash attack doesn't send the opponent straight up and he can go into a Mario Tornado string.
Dash Attack into Dair: 17 percent on a late dash attack
Amusingly, both Marios can go into dair after a slide attack though for Doc, it'll need to be a late dash attack. I'm pretty sure he can get this off a clean hit on his Dash attack, though you'll just need to be at a high percent.
Dash Attack into Tornado: Depends (See note)
This is a stylish combo, but the amount of hits depends on how much you mash during the Tornado. Essentially, you hit the dash attack (Any part is fine, though the late one is much easier to time) and jump, then perform the Tornado as you jump. If you mash correctly, you should be able to get 5-6 hits (If you get 5, the initial hitbox of the Tornado missed but still comboed). Usually, it's around 15 percent to 17 percent.
Dash Attack into UpB: 20 percent on the late dash attack with sweetspot
Like the above, you'll need to jump and hit UpB as soon as you get near your opponent. The sourspot will connect if you miss the sweetspot, but you've essentially given up damage then.
Midpercent to Highpercent Combos (From around 20 percent onwards)
Some of the combos from low percents (Such as the various Dthrow followups) can be done at midpercents as well, like the Dthrow to UpB. Just experiment and see what connects or fails to connect.
A word on Bair
When you land bair at mid percents near the ground, you can get either a USmash, a reversed UpB, a jab combo, etc.. Timing is somewhat required since not getting the autocancel frames on bair will result in a somewhat slower endlag for Doc, while getting the autocancel requires you hit your bair high instead of meaty. (Basically, close to the ground)
Dtilt into UpB: 21 percent at midpercents
Dtilt will pop the opponent into the air with enough hitstun to hit with the sweetspot of UpB. However, if your opponent is too floaty or too damaged enough you'll just end up comboing with the sourspot of UpB. It's a good setup for mindgames or techchases. (Or what I would call it, Okizeme)
Bair into Bair: 26 percent at midpercents
At relatively high percents like 35 percent, bair can Wall of Pain into itself. Sometimes you'll need to double jump the 2nd bair. Useful offstage.
Dthrow to Bair: 19 percent at midpercents
A weird thing about dthrow is if your opponent DIs opposite from you (So towards you), you can go into a bair. Good for people trying to avoid UpBs or or any other combo you have from Dthrow.
Dthrow to Fair: 21 percent at high percents
Doc's main kill option (Barring Uairs into UpB near the edge). There is some timing required here to get the combo, because if you're too late your opponent can airdodge. This is also somewhat character dependent, but the general rule of thumb is that around 70-ish, you can get a single full jump into fair. Near 100 you might want to double jump and fair as soon as you double jump if your opponent is either damaged at near 100 or is floaty. You can use a full single jump if your opponent is heavy or falls fast. Hitting too early with the fair will result in getting the sourspot. You can check Dobbston's posts on fair percentages on what optimal damage range you should be in before you Dthrow them.
Either way, if you anticipate your opponent airdodging and your timing isn't up to speed, you can read their airdodge and Dunk em either way.
MISC notes:
Megavitamins if used on an opponent that's missed their tech will force them into a standard getup. This can be used after certain moves like bair or DSmash to follow into a different combo, most preferably FSmash for killing/damage, another DSmash for the horizontal angle, USmash for the kill, Sweetspotted UpB for damage/kill, another DThrow to start ANOTHER combo, basically anything if you want to style or kill the opponent.
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