BoxedOccaBerrys
Smash Journeyman
What is the best secondary for Doc? my friends to lazy to ask this, so im looking for some help for him... i was thinking a character with good range or something... but there is something better i bet...
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ZSS, Sheik, and Diddy in no order of preference.What is the best secondary for Doc? my friends to lazy to ask this, so im looking for some help for him... i was thinking a character with good range or something... but there is something better i bet...
yeah I have diddy kong and Link actually.What is the best secondary for Doc? my friends to lazy to ask this, so im looking for some help for him... i was thinking a character with good range or something... but there is something better i bet...
If you already have soaring tornado (Which should be in every doc mains custom set) then there is practically no reason for any other up b other than the default.Care to explain why it isn't viable? (Up B)
I'd recommend Ness and Kirby.What is the best secondary for Doc? my friends to lazy to ask this, so im looking for some help for him... i was thinking a character with good range or something... but there is something better i bet...
I'd recommend Ness and Kirby.What is the best secondary for Doc? my friends to lazy to ask this, so im looking for some help for him... i was thinking a character with good range or something... but there is something better i bet...
Eh, Default Tornado is way more versatile. Soaring Tornado sends you straight up without the ability to move left or right, has one hitbox at the end of the move, and is more unsafe than the regular version. It's a powerful but highly overrated custom.If you already have soaring tornado (Which should be in every doc mains custom set) .
Well it sends you really high, which is great for recovery, which the doc needs, and while it only has one hit box, that hitbox is very powerful, and it pushes away fighters. Granted, I'm not trying to say default is worse, I'm just saying If you have soaring tornado, don't use Super Jump punch. Also I see the two as sidegrades of eachother.
??If you already have soaring tornado (Which should be in every doc mains custom set) then there is practically no reason for any other up b other than the default.
I know I should've clarified. Every doc main should have a few custom sets (Not all of them) with soaring tornado.??
I used to think that the two were sidegrades, but I'm not really convinced anymore. The default just does so much more for the character, both onstage and offstage.
Not much to say here unfortunately. Just practice, practice, practice. You can do Up-B multiple times in training to get a slightly better understanding of how to flick the stick upwards.Hey guys I'm a Mario main learning doc as a secondary and the more I play him the more fun I have and the more I consider just to main him lol. My question is does anyone have any advice/techniques on how to reverse up-B more consistently. Doc's up-B is a great OOS option and I love using it for that and edge-guarding as well as a combo finisher. The problem is in a lot of these situations I'm facing the wrong direction and I need to reverse the up-B and for whatever reason I try to do it and half the time I either get a cape or I just up-B the direction I'm facing (in edge-guard situation this usually leads to my death lol).
I use a gamecube controller with standard grip and standard control scheme.
Thanks Doc Friends!
I would use tornado more. If you are far off, use it before your double jump as a mix up. If you are closer and they come out with a nair the tornado will usually beat it out because it's a multi hit move.Hello Doc Mains! Im working on my secondary, Dr Mario. Im pretty tight with his combo game, but I have a problem with his recovery. When Im recovering with the Doc and im facing a lasting nair Character (fox, for example) all they have to do is drop down between the ledge and my UpB. We'll trade, which ends up in Doc getting gimped. I cant wait it out because his verticle recovery is too short too wait. Any of you have any tips aginast lasting Nair edguarding?
Very matchup dependent.What do you guys think is better at low percents, up-throw or down-throw? I used to always do down throw but recently I've been using more up-throws since it allows you to juggle your opponent easier, and you can still usually hit them with some up-airs (plus the actual throw does slightly more damage). I find it especially useful for characters with bad air game such as Little Mac.
Could say the same for Mario, except Doc's has much more base knockback but less knockback growth. At low percentages, I agree with A2ZOMG that it's character dependent just like with Mario.What do you guys think is better at low percents, up-throw or down-throw? I used to always do down throw but recently I've been using more up-throws since it allows you to juggle your opponent easier, and you can still usually hit them with some up-airs (plus the actual throw does slightly more damage). I find it especially useful for characters with bad air game such as Little Mac.
Horizontally. I don't think I've ever killed with it at the top of the screen, though I've come close. Damn, this move is too good.Out of curiosity, does Doc's Up Smash kill more vertically or horizontally?
Isn't Mario's still better (matchup dependent)?Horizontally. I don't think I've ever killed with it at the top of the screen, though I've come close. Damn, this move is too good.
Not really. Doc's kills much earlier, even from center stage, and the extra active frame helps a bit at covering the area in front of him. I guess landing Mario's Up Smash might technically be more useful against floaty characters, but the move itself isn't better than Doc's anymore.Isn't Mario's still better (matchup dependent)?
How much earlier? Plus I'm pretty sure Mario's mobility and extra range make his own up smash better for hitting opponents.Not really. Doc's kills much earlier, even from center stage, and the extra active frame helps a bit at covering the area in front of him. I guess landing Mario's Up Smash might technically be more useful against floaty characters, but the move itself isn't better than Doc's anymore.
1. What extra range? On Mario's Up Smash? Because if anything, Doc's has 'better range' due to the extra frame.How much earlier? Plus I'm pretty sure Mario's mobility and extra range make his own up smash better for hitting opponents.
You use it to challenge moves, and counter spotdodges and rolls. Not much to say about dair. On some characters, you can get dthrow to full hop dair.Wondering how I can use D-air, is it like Kirby's?
I don't think so.Ryu's light up-tilt to shoryuken is almost always guaranteed: can Doc's up-B hit Ryu between said attacks?
I can say that is definitely not a kill setup. fair takes too long to come out.Is dthrow->fair a guaranteed kill setup?
Is dthrow->fair a guaranteed kill setup? Also how many button presses does it take for maximum downB height?
Ah, misread that. I've edited my response.Eight_SixtyFour he didn't say Dair, he said Dthrow
I think bair can trade with Ness' fair. Bair is really Doc's only walling tool. I'm more confident in Doc's bair beating Ness' nair if it is spaced well.Hi, Docs!
I secondary Dr. Mario (I main Dark Pit) and want to look at some tough, character specific scenarios.
Versus Ness, can Nair or UpB escape Ness' DThrow to Fair string combo? Also, sometimes Ness players will do a full or double jump forwards and retreat fall (landing where they initially started) while using Fair or Nair. This makes a potent offensive and defensive wall. Will Dr. Mario's Bair outrange or trade with Ness' Fair or Nair?
For ROB, does Dr. Mario have any ways of escaping Uair after a Dthrow, specifically at lower percents?
No. But B-reverse/wavebounce Megavitamin in the air can help Doc space more safely.So, does the megavitamin have more endlag when used on the ground? And does anyone have matchup experience against Rosa?
Down-B is good for a lot of things.I recently switched from Luigi to Mario/Dr. Mario. What are the uses of Doc's Down-B, is it just good for edgeguards or can you use it out of dthrow too, similar to Luigi's?
I actually had a question regarding secondaries as well:
I have been pretty much maining Doc since the game was released, but I have been having the hardest time deciding on secondaries. I am looking for a mobile/rushdown character as well as a zoning character to combat some of Doc's bad MUs. I have a list of the characters that I was considering here and I have decent experience with using all of these:
Mobile/Rushdown:
-Yoshi
-Pikachu - Good mobility, good recovery, combos, tilts. Really light, aerials are somewhat lacking.
-Capt. Falcon - Has the weight, range and KO potential. Gets comboed harder.
-Greninja
-Meta Knight - Dash attack, up air x3/4, up - b. Gets comboed harder, dies earlier.
-Roy
-Sonic
-ZSS - Your best choice. Mid-range confirms, reliable kill setups, good mobility and recovery, but gets comboed harder and has a bad grab.
Zoning:
-Villager - Not as mobile, but good keepaway, decent close quarters game, and great recovery.
-Pac-Man
-Mega Man
-Link/Toon Link
-R.O.B
Any suggestions appreciated.
Okay, so this Is possible? Because if so, there should be a way to optimize the usage of the edgeguard by B reversing into what whatever direction will send them into a stage spike.Additionally, B-Reverse Tornado is nice for landing mixups if you use it right as it completely shifts your horizontal momentum moreso than a standard Tornado. It takes a bit of practice but once you get it, you can do some very interesting things with it.