UberMadman
Smash Lord
Actually, I believe I saw him do it on a stream, maybe ZeRo's. Don't quote me on it, but I believe he can Wall-Jump now.He couldn't in Melee but I've not heard anything about this version.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Actually, I believe I saw him do it on a stream, maybe ZeRo's. Don't quote me on it, but I believe he can Wall-Jump now.He couldn't in Melee but I've not heard anything about this version.
Dr. Mario's Down-B can be used as a recovery option. If you repeatedly press B, his tornado lifts him up.SH Back Air is nice, yes. It's better than Mario's as it has more knockback scaling. As for what I do with Doc....
Usually I like to throw pills to keep the space controlled, and then I go forward with a Nair or a grounded approach option. Granted this is all online so results may vary, but a lot of the times people like to leave their shields and try to attack after I space decently, and that's when I grab and the fun begins. D-Throw to Uair, while a short combo, lets you follow up with a mixup. While there's no TRUE combos after the UAir, if you read your opponent you can keep them guessing and hit them with more aerials. Another thing you'll need to learn is how to punish with FSmash, as it's super strong in this game. Fair is also good if you can land it but FSmash is important. Use Doc's cape physics to your advantage, Doc falls rather than stalling with his cape in the air, so short hop cape can be handy for projectiles so you can run and followup right away.
Overall he's really fun, probably a bit worse than Mario due to recovery issues and being a bit less well rounded, but definitely usable.