Spottel
Smash Rookie
- Joined
- Jul 2, 2015
- Messages
- 17
- NNID
- Spottel123
- 3DS FC
- 0989-2633-1325
(Lab Team Project)
We made a "guide" for every move in Doc's kit (except throws). I hope you like it!
(Note: We don't have the frame data for ending lag yet unfortunately!)
We made a "guide" for every move in Doc's kit (except throws). I hope you like it!
(Note: We don't have the frame data for ending lag yet unfortunately!)
Jab:
Usage: Close Combat
Frames:
Startup: 2
Ending Lag: /
FAF: 19
Rating: Frequent
Description: Description: A PPK combo. Comes out on frame 3, which is fast; and it can be used as a get off me option.
Dash Attack:
Usage: Punish Move, Combo Starter
Frames:
Startup: 6
Ending Lag: /
FAF: 37
Rating: Very Situational
Description: Doc slides on the floor. Sends opponents at a vertical angle, which makes it much more viable for combos compared to Mario’s, who’s now consistently launching opponents away from him even with the sourspot. It can also be used to 2-frame recoveries that lack hitboxes like Falcon Dive and combo into moves like Up-Air and Super Jump Punch.
U-Tilt:
Usage: Close Combat, Combo Starter
Frames:
Startup: 5
Ending Lag: /
FAF: 29
Rating: Situational
Description: A spinning uppercut. Comes out decently fast, but has little to no horizontal range. This can be used as a shield poking tool against opponent directly above you on a Battlefield platform or as a kill move at very high percents.
D-Tilt:
Usage: Close Combat, Combo Starter
Frames:
Startup: 5
Ending Lag: /
FAF: 27
Rating: Situational
Description: A sweep kick.Can combo into moves like up air, but it’s more horizontal angle can make connecting moves more difficult unless they DI in. It is also one of Doc’s primary tools for 2-framing recoveries; chaining into moves like up air and Super Jump Punch (Up-B), killing at more realistic percentages. Up air is preferred if you want to go for a more safer kill.
F-Tilt:
Usage: Close Combat, Keep-Away-Move
Frames:
Startup: 5
Ending Lag: /
FAF: 25
Rating: Very Situational
Description: Doc kicks forward. Can be angled. It also can be Slide Cancelled to extend its range. Useful as a poking tool against enemies as well as tech chasing if Doc isn’t capable of catching them regularly.
U-air:
Usage: Combo Move, String Starter, Kill Move
Frames:
Startup: 4
Ending Lag: /
Landing Lag: 8
FAF: 30
Rating: Frequent
Description: A spinning kick. Comes out on frame 4, which makes it relatively quick. It also deals noticeably more KB in Ultimate than it did in Smash 4, to the point where it becomes a viable kill option near the ledge. It can also be used as a kill confirm from down throw or down tilt - the latter requiring DI-ing in due to Doc’s low speed and jumping prowess.
D-air:
Usage: Spike, Edgeguard Tool, Combo Starter
Frames:
Startup: 16
Ending Lag: /
Landing Lag: 13
FAF: 44
Rating: Situational
Description: A stomp, similarly to Captain Falcon’s or Ganondorf’s. It can be followed up by moves like up air, F-air (albeit quite difficult due to how short hop and buffering works in Ultimate. It’s also dependent on the opponent’s DI) B-Air, Dr. Tornado, Super Jump Punch, etc. It can also 2-frame recoveries, which its use for such is even better against Up-B recoveries that lack hitboxes, like King Dedede’s Super Dedede Jump.
F-air:
Usage: Kill Move, Follow-Up-Move
Frames:
Startup: 16
Ending Lag: /
Landing Lag: 17
FAF: 59
Rating: Situational
Description: A downwards punch. Doc’s strongest aerial. Unlike Mario’s F-air, this does not Meteor Smash, but it deals very powerful diagonal knockback. One of the strongest F-Airs in the game.
B-air:
Usage: Safe Spacing Tool, Keep-Away-Move, Neutral Opening
Frames:
Startup: 6
Ending Lag: /
Landing Lag: 10
FAF: 33
Rating: Very Frequent
Description: Doc kicks behind himself. One of Doc’s overall best tools in his kit. Due to Doc’s shorter short hop and superior power, it is more difficult to punish than Mario’s, while also retaining his counterpart’s frame data except for landing lag.
N-air:
Usage: Landing Tool, Combo Breaker, Neutral Opening
Frames:
Startup: 3
Ending Lag: /
Landing Lag: 7
FAF: 45
Rating: Frequent
Description: A sex kick. This is the only sex kick N-air in the Smash series where it’s weak at the start and strong on the later hits. It can be used as a combo breaker as well due to how fast it comes out (frame 3) as well as an edgeguarding tool because of the sweetspot.
U-Smash:
Usage: Kill Move, Covering Ledge Options, Landing Catcher
Frames:
Startup: 9
Ending Lag: /
FAF: 39
Rating: Very frequent
Description: A headbutt. Has invincibility when the hitbox is out, making it useful for catching landings. More powerful than Mario’s, but is more easily DI’d due to its more horizontal angle.
D-Smash:
Usage: Quick Kill Move, Covering Ledge Options
Frames:
Startup: 5
Ending Lag: /
FAF: 43
Rating: Situational
Description: A breakdance kick. Doc’s weakest and least viable Smash attack, but it is the fastest of the 3, coming out as quick as frame 5. It sends at a semi-spike angle, which makes it viable against characters like Ganondorf who have lackluster horizontal recovery potential. It is stronger and safer when hitting with the hitbox behind him.
F-Smash:
Usage: Strong Kill Move, Hard Punish Move
Frames:
Startup: 15
Ending Lag: /
FAF: 47
Rating: Situational/Niche
Description: An electrifying palm thrust. Much more powerful than Mario’s in exchange for less range and the sweetspot being located on Doc’s body.
Up-B:
Usage: Fast Punish Move, Kill Move
Frames:
Startup: 3
Ending Lag: /
Landing Lag: 30
FAF: /
Rating: Very Frequent
Description: A rising uppercut. Comes out on frame 3, which is quite fast for a move of its power! It doesn’t travel very far, but it can be angled forwards for slightly more horizontal distance at the cost of vertical distance and vise versa for angling backwards. But be careful not to B-Reverse while attempting to do so! It is also probably Doc’s most reliable OoS option due to its fast speed and powerful knockback, but is punishable if whiffed.
Down-B:
Usage: Edgeguard Tool, Covering Ledge Options, Kill Move
Frames:
Startup: 10
Ending Lag: /
FAF: 74
Rating: Very Frequent
Description: Doc spins and spreads his arms out at the end. Compared to Smash 4, it is easier to get to maximum height, as well as lower ending lag, improving its recovery potential. It is also a very powerful edgeguarding tool, KO-ing very early near the edge of the screen; and it only gets better with Rage! The endlag sustained, however, is still long enough to get you punished offstage or by whiffing. It can be used as a way of landing.
Side-B:
Usage: Reflector, Edgeguard Tool
Frames:
Startup: 12
Ending Lag: /
FAF: 35
Rating: Situational/Frequent
Description: Doc picks up a white sheet on the floor and flips it up. Has less horizontal range than Mario’s, but has more vertical range. It also deals more damage upon contact and can reflect projectiles back at opponents. It can also be used for B-Reverses &/or Wavebounces to help mix up Doc’s landing because it doesn’t halt horizontal momentum, unlike Mario’s Cape.
Neutral-B:
Usage: Neutral Opening, Zoning Tool, Edgeguard Tool, Combo Starter
Frames:
Startup: 17
Ending Lag: /
FAF: 49
Rating: Very Frequent
Description: Doc throws a Megavitamin of a random color variation in front of him. It now deals vertically diagonal KB, which gives it potential as a combo starter or a kill confirm for moves like Super Jump Punch. Recommend using it for zoning purposes since it’s unsafe up close.
Usage: Close Combat
Frames:
Startup: 2
Ending Lag: /
FAF: 19
Rating: Frequent
Description: Description: A PPK combo. Comes out on frame 3, which is fast; and it can be used as a get off me option.
Dash Attack:
Usage: Punish Move, Combo Starter
Frames:
Startup: 6
Ending Lag: /
FAF: 37
Rating: Very Situational
Description: Doc slides on the floor. Sends opponents at a vertical angle, which makes it much more viable for combos compared to Mario’s, who’s now consistently launching opponents away from him even with the sourspot. It can also be used to 2-frame recoveries that lack hitboxes like Falcon Dive and combo into moves like Up-Air and Super Jump Punch.
U-Tilt:
Usage: Close Combat, Combo Starter
Frames:
Startup: 5
Ending Lag: /
FAF: 29
Rating: Situational
Description: A spinning uppercut. Comes out decently fast, but has little to no horizontal range. This can be used as a shield poking tool against opponent directly above you on a Battlefield platform or as a kill move at very high percents.
D-Tilt:
Usage: Close Combat, Combo Starter
Frames:
Startup: 5
Ending Lag: /
FAF: 27
Rating: Situational
Description: A sweep kick.Can combo into moves like up air, but it’s more horizontal angle can make connecting moves more difficult unless they DI in. It is also one of Doc’s primary tools for 2-framing recoveries; chaining into moves like up air and Super Jump Punch (Up-B), killing at more realistic percentages. Up air is preferred if you want to go for a more safer kill.
F-Tilt:
Usage: Close Combat, Keep-Away-Move
Frames:
Startup: 5
Ending Lag: /
FAF: 25
Rating: Very Situational
Description: Doc kicks forward. Can be angled. It also can be Slide Cancelled to extend its range. Useful as a poking tool against enemies as well as tech chasing if Doc isn’t capable of catching them regularly.
U-air:
Usage: Combo Move, String Starter, Kill Move
Frames:
Startup: 4
Ending Lag: /
Landing Lag: 8
FAF: 30
Rating: Frequent
Description: A spinning kick. Comes out on frame 4, which makes it relatively quick. It also deals noticeably more KB in Ultimate than it did in Smash 4, to the point where it becomes a viable kill option near the ledge. It can also be used as a kill confirm from down throw or down tilt - the latter requiring DI-ing in due to Doc’s low speed and jumping prowess.
D-air:
Usage: Spike, Edgeguard Tool, Combo Starter
Frames:
Startup: 16
Ending Lag: /
Landing Lag: 13
FAF: 44
Rating: Situational
Description: A stomp, similarly to Captain Falcon’s or Ganondorf’s. It can be followed up by moves like up air, F-air (albeit quite difficult due to how short hop and buffering works in Ultimate. It’s also dependent on the opponent’s DI) B-Air, Dr. Tornado, Super Jump Punch, etc. It can also 2-frame recoveries, which its use for such is even better against Up-B recoveries that lack hitboxes, like King Dedede’s Super Dedede Jump.
F-air:
Usage: Kill Move, Follow-Up-Move
Frames:
Startup: 16
Ending Lag: /
Landing Lag: 17
FAF: 59
Rating: Situational
Description: A downwards punch. Doc’s strongest aerial. Unlike Mario’s F-air, this does not Meteor Smash, but it deals very powerful diagonal knockback. One of the strongest F-Airs in the game.
B-air:
Usage: Safe Spacing Tool, Keep-Away-Move, Neutral Opening
Frames:
Startup: 6
Ending Lag: /
Landing Lag: 10
FAF: 33
Rating: Very Frequent
Description: Doc kicks behind himself. One of Doc’s overall best tools in his kit. Due to Doc’s shorter short hop and superior power, it is more difficult to punish than Mario’s, while also retaining his counterpart’s frame data except for landing lag.
N-air:
Usage: Landing Tool, Combo Breaker, Neutral Opening
Frames:
Startup: 3
Ending Lag: /
Landing Lag: 7
FAF: 45
Rating: Frequent
Description: A sex kick. This is the only sex kick N-air in the Smash series where it’s weak at the start and strong on the later hits. It can be used as a combo breaker as well due to how fast it comes out (frame 3) as well as an edgeguarding tool because of the sweetspot.
U-Smash:
Usage: Kill Move, Covering Ledge Options, Landing Catcher
Frames:
Startup: 9
Ending Lag: /
FAF: 39
Rating: Very frequent
Description: A headbutt. Has invincibility when the hitbox is out, making it useful for catching landings. More powerful than Mario’s, but is more easily DI’d due to its more horizontal angle.
D-Smash:
Usage: Quick Kill Move, Covering Ledge Options
Frames:
Startup: 5
Ending Lag: /
FAF: 43
Rating: Situational
Description: A breakdance kick. Doc’s weakest and least viable Smash attack, but it is the fastest of the 3, coming out as quick as frame 5. It sends at a semi-spike angle, which makes it viable against characters like Ganondorf who have lackluster horizontal recovery potential. It is stronger and safer when hitting with the hitbox behind him.
F-Smash:
Usage: Strong Kill Move, Hard Punish Move
Frames:
Startup: 15
Ending Lag: /
FAF: 47
Rating: Situational/Niche
Description: An electrifying palm thrust. Much more powerful than Mario’s in exchange for less range and the sweetspot being located on Doc’s body.
Up-B:
Usage: Fast Punish Move, Kill Move
Frames:
Startup: 3
Ending Lag: /
Landing Lag: 30
FAF: /
Rating: Very Frequent
Description: A rising uppercut. Comes out on frame 3, which is quite fast for a move of its power! It doesn’t travel very far, but it can be angled forwards for slightly more horizontal distance at the cost of vertical distance and vise versa for angling backwards. But be careful not to B-Reverse while attempting to do so! It is also probably Doc’s most reliable OoS option due to its fast speed and powerful knockback, but is punishable if whiffed.
Down-B:
Usage: Edgeguard Tool, Covering Ledge Options, Kill Move
Frames:
Startup: 10
Ending Lag: /
FAF: 74
Rating: Very Frequent
Description: Doc spins and spreads his arms out at the end. Compared to Smash 4, it is easier to get to maximum height, as well as lower ending lag, improving its recovery potential. It is also a very powerful edgeguarding tool, KO-ing very early near the edge of the screen; and it only gets better with Rage! The endlag sustained, however, is still long enough to get you punished offstage or by whiffing. It can be used as a way of landing.
Side-B:
Usage: Reflector, Edgeguard Tool
Frames:
Startup: 12
Ending Lag: /
FAF: 35
Rating: Situational/Frequent
Description: Doc picks up a white sheet on the floor and flips it up. Has less horizontal range than Mario’s, but has more vertical range. It also deals more damage upon contact and can reflect projectiles back at opponents. It can also be used for B-Reverses &/or Wavebounces to help mix up Doc’s landing because it doesn’t halt horizontal momentum, unlike Mario’s Cape.
Neutral-B:
Usage: Neutral Opening, Zoning Tool, Edgeguard Tool, Combo Starter
Frames:
Startup: 17
Ending Lag: /
FAF: 49
Rating: Very Frequent
Description: Doc throws a Megavitamin of a random color variation in front of him. It now deals vertically diagonal KB, which gives it potential as a combo starter or a kill confirm for moves like Super Jump Punch. Recommend using it for zoning purposes since it’s unsafe up close.