SSBM/Dr. Mario: Difference between revisions

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m (→‎Aerial attacks: fixed incorrect on shield data on fair)
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Tag: Manual revert
 
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|name=Dr. Mario
|name=Dr. Mario
|discord=0w4Z5Y1vxgiJt6sd
|discord=0w4Z5Y1vxgiJt6sd
|vods=https://vods.co/melee/character/Dr%252E%20Mario
|vods=https://vods.co/melee?selection2=55
|image=SSBM_Dr. Mario_Portrait.png
|image=SSBM_Dr. Mario_Portrait.png
|weight=100 [[Super Smash Bros. Melee/Attributes#Weight|(8th)]]
|weight=100 [[Super Smash Bros. Melee/Attributes#Weight|(8th)]]
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}}
}}


=Frame Data=
== Grounded Moves ==
== Grounded Attacks ==
===== <span class="invisible-header">Jab</span> =====
=====Jabs and tilts=====
{{MoveData
{{MoveData
|name=Left Jab (Jab 1)
|name=Left Jab (Jab)
|input=A
|input=Jab (5AAA)
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|version=Jab 1
|factive=2
|factive=2
|active=2-3
|active=2-3
|recovery=12
|recovery=12
|onshield=-10
|onshield=-10
|damage=4%
|damage=4
|bkb=30
|bkb=30
|kbg=N/A
|kbg=N/A
|angle=83
|angle=83
|effect=Normal
|effect=Normal
|description=One of Docs most useful neutral mixup tools, it can set up for things like downsmash and grab for example, but theres many more things its capable of, and can even be used in combos.
|description=One of Docs most useful neutral mixup tools, it can set up for things like downsmash and grab for example, but theres many more things its capable of, and can even be used in combos. </br>}}
}}
}}


{{MoveData
|name=Right Cross (Jab 2)
|input=A (After Jab 1)
|image=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|version=Jab 2
|factive=3
|factive=3
|active=3-4
|active=3-4
|recovery=14
|recovery=14
|onshield=-12
|onshield=-12
|damage=3%
|damage=3
|bkb=30
|bkb=30
|kbg=N/A
|kbg=N/A
|angle=83
|angle=83
|effect=Normal
|effect=Normal
|description=Not often utilized and for good reason, its basically just jab 1 but you have to do jab 1 to set it up, which means that it can be used as an additional mixup out of Jab 1, but not much else.
|description= Not often utilized and for good reason, its basically just jab 1 but you have to do jab 1 to set it up, which means that it can be used as an additional mixup out of Jab 1, but not much else.</br>}}


}}
}}
{{MoveData
|name=Toe Kick (Jab 3)
|input=A (after Jab 2)
|image=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|version=Jab 3
|factive=5
|factive=5
|active=5-9
|active=5-9
|recovery=14
|recovery=14
|onshield=-13/12
|onshield=-13/12
|damage=6%
|damage=6
|bkb=18
|bkb=18
|kbg=100
|kbg=100
|angle=361
|angle=361
|effect=Normal
|effect=Normal
|description=The same as jab 2 except has some knockback to it so it can be a get off me tool at times and it can work on shield some what well, also has one of the lowest reaches of any of his moves at ledge.
|description= The same as jab 2 except has some knockback to it. Can be used as a get off me tool at times and it can work on shield some what well, also has one of the lowest reaches of any of his moves at ledge. </br>
 
}}
}}
}}
}}


===== <span class="invisible-header">Dash Attack</span> =====
{{MoveData
{{MoveData
|name=Slide
|name=Slide
|input=A (while running)
|input=d.A
|image=
|image=
|data=
|data=
Line 90: Line 77:
|recovery=18
|recovery=18
|iasa=38
|iasa=38
|onshield=-6 to -25
|onshield=Clean: -25 / Late -26
|damage= Clean: 9% / Late: 8%
|damage= Clean: 9 / Late: 8
|bkb= Clean: 70 / Late: 60
|bkb= Clean: 70 / Late: 60
|kbg= Clean: 30 / Late: 50
|kbg= Clean: 30 / Late: 50
|angle= Clean: 80 / Late: 85
|angle= Clean: 80 / Late: 85
|effect=Normal
|effect=Normal
|description=Situational combo tool
|description=Situational combo tool.
Decent burst option. Sends opponents straight up and, if done late enough in the animation, can set up for jab, grab, ftilt, uptilt, dsmash, or dtilt though these are heavily character and di dependant. Can cause doc to “low profile” certain moves. Can also cause a tech trap in certain scenarios.
Decent burst option. Sends opponents straight up and, if done late enough in the animation, can set up for jab, grab, ftilt, uptilt, dsmash, or dtilt though these are heavily character and DI dependant. Can cause doc to “low profile” certain moves. Can also cause a tech trap in certain scenarios.
}}
}}
}}
}}


===== <span class="invisible-header">fTilt</span> =====
{{MoveData
{{MoveData
|name=Dr. Kick (fTilt)
|name=Dr. Kick
|input=Forward+A
|input=fTilt (t.6A)
|image=
|subtitle=
|image=  
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|version=Side Angle
|factive=4
|factive=4
|active=4-8
|active=4-8
|recovery=21
|recovery=21
|onshield=-18 to -20
|onshield=-18 to -20
|damage=8% / UAFT: 9% / DAFT: 7%
|damage=8
|bkb=10
|bkb=10
|kbg=100
|kbg=100
|angle=361
|angle=361
|effect=Normal
|effect=Normal
|description=Docs best poke tool, if its spaced well it cant be punished on whiff by some characters and cant be punished on shield. Its also useful for edgeguarding on stage as well, as it can sometimes set up for a techchase situation at higher %.
|description=</br>
}}
{{AttackData-SSBM
|version=Up Angle
|factive=4
|active=4-8
|recovery=21
|onshield=-18 to -20
|damage=9
|bkb=11
|kbg=100
|angle=361
|effect=Normal
|description=</br>
}}
{{AttackData-SSBM
|version=Down Angle
|factive=4
|active=4-8
|recovery=21
|onshield=-18 to -20
|damage=7
|bkb=9
|kbg=100
|angle=361
|effect=Normal
|description=Regardless of the angle, this is Doc's best poke tool. If spaced well enough, it can't be punished on whiff by some characters, even on shield. Its also useful for edgeguarding on stage as well, as it can sometimes set up for a techchase situation at higher %.</br>
}}
}}
}}
}}


===== <span class="invisible-header">uTilt</span> =====
{{MoveData
{{MoveData
|name=Uppercut (uTilt)
|name=Uppercut
|input=Up+A
|input=uTilt (t.8A)
|subtitle="YOINK!"
|image=
|image=
|data=
|data=
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|iasa=30
|iasa=30
|onshield=-11 to -19
|onshield=-11 to -19
|damage= Clean: 10% / Late: 8%
|damage= Clean: 10 / Late: 8
|bkb= Clean: 20/ Late: 30
|bkb= Clean: 20/ Late: 30
|kbg= Clean: 95/ Late: 122
|kbg= Clean: 95/ Late: 122
|angle= Clean: 361 / Late: 100
|angle= Clean: 361 / Late: 100
|effect=Normal
|effect=Normal
|description=A pretty good combo tool, and docs best anti air. Hitbox on frame 4 sends opponent away and doesn’t do much else. However Hitbox on frame 5 and onwards pops opponents up for an easy follow up. Its hitbox lingers and it doesnt have much lag either, best used with dthrow, uthrow, landing uair, and dash attack.
|description=A pretty good combo tool, and Doc's best anti air. Hitbox on frame 4 sends opponent away and doesn’t do much else. However Hitbox on frame 5 and onwards pops opponents up for an easy follow up. Its hitbox lingers and it doesnt have much lag either, best used with dthrow, uthrow, landing uair, and dash attack.
 
}}
}}
}}
}}


===== <span class="invisible-header">dTilt</span> =====
{{MoveData
{{MoveData
|name=Reflex Test (''yoink'') (dTilt)
|name=Reflex Test
|input=Down+A
|input=dTilt (t.2A)
|subtitle=
|image=
|image=
|data=
|data=
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|factive=5
|factive=5
|active=5-8
|active=5-8
|recovery=27
|recovery=29
|onshield=-23
|iasa=34
|damage=9%
|onshield=-22
|damage=9
|bkb=20
|bkb=20
|kbg=82
|kbg=82
|angle=150
|angle=150
|effect=Normal
|effect=Normal
|description=Very situational, sends your opponent behind you at a semi spike angle. Can be used to set up edgeguards at around mid-high%, however can be amsah teched. Can combo'd into, but not out of.
|description=Very situational, sends your opponent behind you at a semi spike angle. Can be used to set up edgeguards at around mid-high%, however can be Amsah teched. Can combo'd into, but not out of.
}}
}}
}}
}}


=====[[Smash attack]]s=====
===== <span class="invisible-header">fSmash</span> =====
{{MoveData
{{MoveData
|name=Defibrilator (fSmash)
|name=Defibrillator
|input=Smash Forward+A/Cstick Forward
|input=fSmash (s.6A)
|subtitle=CLEAAAR!
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|version=Side Angle
|factive=12
|factive=12
|active=12-16
|active=12-16
|recovery=25
|recovery=25
|onshield=-19
|iasa=41
|damage=19% / uafs: 20% / dafs: 18%
|onshield=-18
|damage=19%
|bkb=30
|bkb=30
|kbg=97
|kbg=97
|angle=361
|angle=361
|effect=Electric
|effect=<span style="color:Cyan;">Electric</span>
|description=Docs Best kill move but poor range. Extremely good reward off of techchases and reads and can also be used as a finisher, its most useful against characters with predictable or linear recoveries.
|description=Docs Best kill move but poor range. Extremely good reward off of techchases and reads and can also be used as a finisher, its most useful against characters with predictable or linear recoveries.
 
}}
{{AttackData-SSBM
|version=Up Angle
|factive=12
|active=12-16
|recovery=25
|iasa=41
|onshield=-18
|damage=20
|bkb=25
|kbg=97
|angle=361
|effect=<span style="color:Cyan;">Electric</span>
|description=</br>
}}
{{AttackData-SSBM
|version=Down Angle
|factive=12
|active=12-16
|recovery=25
|iasa=41
|onshield=-18
|damage=18
|bkb=25
|kbg=95
|angle=361
|effect=<span style="color:Cyan;">Electric</span>
|description=</br>
}}
}}
}}
}}


===== <span class="invisible-header">uSmash</span> =====
{{MoveData
{{MoveData
|name=Ear, Nose, and Throat (uSmash)
|name=Ear, Nose, and Throat  
|input=Smash Up+A/Cstick Up
|input=uSmash (s.8A)
|subtitle=
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=9
|factive=9
|active=9-11 (head invincible 9-11)
|active=9-11
|recovery=28
|recovery=28
|onshield=-21
|onshield=-21
|damage=Clean: 16% / Late: 13%
|damage=Clean: 16%/Late: 13%
|bkb=35
|bkb=35
|kbg=95
|kbg=95
|angle=Grounded: 259 / In the air: 83
|angle=Grounded: 259/Aerial: 83
|effect=Normal
|effect=Normal
|description=Doc's smash attack with the most combo potential due to its spike on grounded opponents, allowing for kill confirms and even as a combo extender in certain scenarios. Great for techcases or out of a chaingrab, as well as with floatier characters.
|description=Doc's smash attack with the most combo potential due to its spike on grounded opponents, allowing for kill confirms and even as a combo extender in certain scenarios. Great for techcases or out of a chaingrab, as well as with floatier characters. </br>
}}
}}
}}
}}


===== <span class="invisible-header">dSmash</span> =====
{{MoveData
{{MoveData
|name=Surgical Sweep (dSmash)
|name=Surgical Sweep (dSmash)
|input=Smash Down+A/Cstick Down
|input=dSmash (s.2A)
|subtitle=
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=5/14
|factive=5
|active=5-6/14-15
|active=Hit 1: 5-6 / Hit 2: 14-15
|recovery=22
|recovery=22
|onshield=-22/15
|iasa= 37
|damage=Front Hit Clean: 18% / Front Hit Late: 17% / Back Hit Clean: 15% / Back Hit Late: 13%
|onshield=-21/-23
|bkb=Front Hit: 45 / Back Hit: 40
|damage=Hit 1: 18%, 17% </br>Hit 2: 15%, 13%
|bkb= Hit 1: 45 / Hit 2: 40
|kbg=75
|kbg=75
|angle=361
|angle=361
|effect=Normal
|effect=Normal
|description=Easily Doc's best smash attack, amazing kill move and counter move. Can set up for techchases and can be used in techchases. Has a back hit that can cover rolls can be hard to punish on shield if spaced well it really does just about everything a move can do.
|description=Easily Doc's best smash attack, amazing kill move and counter move. Can set up for techchases and can be used in techchases. Has a back hit that can cover rolls can be hard to punish on shield if spaced well it really does just about everything a move can do. </br>
 
}}
}}
=====Throws=====
{{MoveData
|name=Eye Exam (Pummel)
|input=A/Z (while holding opponent)
|image=
|data=
{{AttackData-SSBM
|factive=17
|active=17
|recovery=9
|onshield=
|damage=3%
|bkb=30
|kbg=100
|angle=80
|effect=Normal
|description=
}}
}}
}}
}}


== Aerial Moves ==
===== <span class="invisible-header">nAir</span> =====
{{MoveData
{{MoveData
|name=Routine Physical (fThrow)
|name=Dr. Kick
|input=Forward (While holding opponent)
|input=nAir (j.5A)
|image=
|subtitle=This move does WHAT?
|data=
{{AttackData-SSBM
|factive=
|active=
|recovery=
|onshield=
|damage=9%
|bkb=60
|kbg=72
|angle=45
|effect=Normal
|description=
}}
}}
 
{{MoveData
|name=Traction (bThrow)
|input=Back (While holding opponent)
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|recovery=
|onshield=
|damage=12%
|bkb=80
|kbg=72
|angle=135
|effect=Normal
|description=
}}
}}
 
{{MoveData
|name=Check Up (uThrow)
|input=Up (While holding opponent)
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|recovery=
|onshield=
|damage=8
|bkb=70
|kbg=80
|angle=90
|effect=Normal
|description=
}}
}}
 
{{MoveData
|name=Hospital Bed (dThrow)
|input=Down (While holding opponent)
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|recovery=
|onshield=
|damage=6%
|bkb=75
|kbg=40
|angle=90
|effect=Normal
|description=
}}
}}
 
=====Other attacks=====
*[[Ledge attack]] - Does a somersault and then kicks upwards. 8% damage.
*100% ledge attack - Gets up then does an attack similar to his forward tilt. 10% damage
*[[Floor attack]] -Gets up then punches behind him, then in front of him. 6%.
 
==[[Aerial attack]]s==
 
Disclaimer: The shield advantage listed is the best possible advantage for each move, hitting earlier before hitting the ground will give worse advantage.
{{MoveData
|name=Dr. Kick (nAir)
|input=A (in the air)
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=3
|factive=3
|active=3-32 (Strong 20-32)
|active=3-31 (Strong 20-31)
|recovery=14
|recovery=14
|onshield=Early: -3 / Late: -1 / Autocancel: 0
|iasa=45
|onshield=Clean: -3 / Late: -1 / Autocancel: 0
|landlag=9
|landlag=9
|autocancel=<2-36>
|autocancel=<3, >35
|damage=Early: 10% / Late: 14%
|damage=Clean: 10% / Late: 14%
|bkb=20
|bkb=20
|kbg=100
|kbg=100
|angle=Early: 50 / Late: 361
|angle=Clean: 50 / Late: 361
|effect=Normal
|effect=Normal
|description=Did you know Doc's nAir gets stronger the longer it's out? The only reverse [[sex kick]] of the cast. Great burst option or use as a "get off me" tool in disadvantage. Can lead into combos on early hit and can kill or set up for edgeguards with the late hit.
|description=Did you know Doc's nAir gets stronger the longer it's out? The only reverse [[sex kick]] of the cast. Great burst option or use as a "get off me" tool in disadvantage. Can lead into combos on early hit and can kill or set up for edgeguards with the late hit.
Line 344: Line 299:
}}
}}


===== <span class="invisible-header">fAir</span> =====
{{MoveData
{{MoveData
|name=Dr. Punch (fAir)
|name=Dr. Punch
|input=Forward+A / Csitck Forward (in the air)
|input=fAir (j.6A)
|image=
|image=
|data=
|data=
Line 352: Line 308:
|factive=18
|factive=18
|active=18-22
|active=18-22
|recovery=52
|recovery=38
|iasa=60
|iasa=60
|onshield=-3
|onshield=-3
|landlag=12
|landlag=25
|autocancel=<2-44>
L-cancelled= 9
|damage=Strong: 17% / Weak: 16%
|autocancel=<3 ,>35
|bkb=Strong: 50 / Weak: 40
|damage=Clean: 17% / Weak: 16%
|bkb=Clean: 50 / Weak: 40
|kbg=100
|kbg=100
|angle=60
|angle=60
Line 366: Line 323:
}}
}}


===== <span class="invisible-header">bAir</span> =====
{{MoveData
{{MoveData
|name=Drop Kick M.D. (bAir)
|name=Drop Kick M.D.
|input=Back+A / Cstick Back (in the air)
|input=bAir (j.4A)
|image=
|image=
|data=
|data=
Line 375: Line 333:
|active=6-16 (Strong 6-8)
|active=6-16 (Strong 6-8)
|recovery=12
|recovery=12
|iasa=28
|onshield=-4 / Autocancel: -1
|onshield=-4 / Autocancel: -1
|landlag=9
|landlag=18
|autocancel=<5-19>
L-cancelled: 9
|damage=Early: 8% / Late: 7%
|autocancel=<6, >18
|bkb=Early: 43 / Late: 20
|damage=Clean: 8% / Late: 7%
|kbg=Early: 65 / Late: 100
|bkb=Clean: 43 / Late: 20
|angle=Early: 28 / Late: 361
|kbg=Clean: 65 / Late: 100
|angle=Clean: 28 / Late: 361
|effect=Normal
|effect=Normal
|description=An incredible edeguarding and gimping tool. Not very much combo potential, however it does have its links. Great for walling out other opponents or as a retreating approach option. Its low endlag means that Doc can act out of short hope if he bAirs early enough.
|description=An incredible edeguarding and gimping tool. Not very much combo potential, however it does have its links. Great for walling out other opponents or as a retreating approach option. Its low end-lag means that Doc can act out of short hope if he bAirs early enough.
}}
}}
}}
}}


===== <span class="invisible-header">uAir</span> =====
{{MoveData
{{MoveData
|name=Bicycle Kick (uAir)
|name=Bicycle Kick
|input=Up+A / Cstick Up (in the air)
|input=uAir (j.8A)
|subtitle=
|image=
|image=
|data=
|data=
Line 409: Line 371:
}}
}}


===== <span class="invisible-header">dAir</span> =====
{{MoveData
{{MoveData
|name=Bone Drill (dAir)
|name=Bone Drill
|input=Down+A /Cstick Down (in the air)
|input=dAir (j.2A)
|subtitle=
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=10/13/16/19/22/25/28
|factive=10
|active=10-11/13-14/16-17/19-20/22-23/25-26/28-29
|active=10-11/13-14/16-17/19-20</br>
/22-23/25-26/28-29
|recovery=9
|recovery=9
|iasa=38
|iasa=38
|onshield=-9 / Autocancel: -4/-5
|onshield=-9 / Autocancel: -4/-5
|landlag=12
|landlag=12
|autocancel=<5-34>
|autocancel=<6, >35
|damage=Hits 1,3,4,6,7: 3% /Hits 2,5: 2%
|damage=Hits 1,3,4,6,7: 3% /Hits 2,5: 2%
|bkb=30
|bkb=30
Line 432: Line 397:


==Special Moves==
==Special Moves==
 
===== <span class="invisible-header">Megavitamins</span> =====
{{MoveData
{{MoveData
|name=Megavitamins (Pill) (NeutralB)
|name=Megavitamins
|input=B
|input=nB (5B) (Air OK)
|subtitle=
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=14
|factive=14  
|active=14-87
|active=14-89
|recovery=30
|recovery=29
|onshield= +10
|onshield=-23
|damage=Clean: 8%
|damage=Clean: 8%
|bkb=5
|bkb=5
|kbg=25
|kbg=0
|angle=361
|angle=361
|effect=Normal
|effect=Normal
Line 452: Line 418:
}}
}}


===== <span class="invisible-header">Super Sheet</span> =====
{{MoveData
{{MoveData
|name=Super Sheet (Cape) (sideB)
|name=Super Sheet
|input=Forward+B
|input=sideB (4/6B) (Air OK)
|subtitle=
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=12
|factive=Reflect: 6 </br>
|active=12-14 (reflects 6-33)
Hitbox: 12
|recovery=21
|active=Reflect: 6-33 </br>
|onshield=-13 to -15
Hitbox: 12-14  
|damage=Strong: 12% / Weak 10%
|recovery=Reflect: 29 </br>
Hitbox: 23
|onshield=Reflect: -16 </br> Htibox: -15
|damage=Hitbox: 10% </br> Reflect: 12%
|bkb=30
|bkb=30
|kbg=80
|kbg=80
Line 471: Line 442:
}}
}}


===== <span class="invisible-header">Super Jump Punch</span> =====
{{MoveData
{{MoveData
|name=Super Jump Punch (upB)
|name=Super Jump Punch
|input=Up+B
|input=upB (8B) Air OK
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=3
|factive=3
|active=3-21 (Angle decided 2-3) (Direction decided 4)
|active=3-21
|recovery=Whenever you land + 30
|recovery=30
|onshield=-21
|onshield=-21
|landlag=30
|landlag=30
Line 491: Line 463:
}}
}}


===== <span class="invisible-header">Down+B</span> =====
{{MoveData
{{MoveData
|name=Dr. Tornado (The DoctorCopter) (DownB)
|name=Dr. Tornado
|input=Down+B
|input=downB (2B) (Air OK)
|subtitle=
|image=
|image=
|data=
|data=
{{AttackData-SSBM
{{AttackData-SSBM
|factive=8/14/21/28/38
|factive=8
|active=8/14/21/28-29/38-39 (Mashing window 1-38)
|active=8-39 (Mashing window 1-38)
|recovery=40
|recovery=40
|onshield=-38
|onshield=-38
|damage=Hit 1,4: 3% / 2-3: 2% / Hit 4 Air: 1% / Hit 5: 4%
|damage=Hits 1-4: 3% / 2-3: 2% / Hit 4 Air: 1% / Hit 5: 4%
|bkb=Hit 1-4: 40 / Hit 5 Grounded: 75 / Hit 5 Air: 80
|bkb=Hits 1-4: 40 / Hit 5 Grounded: 75 / Hit 5 Air: 80
|kbg=Hit 1: 0 / Hit 2-4 Grounded: 5 / Hit 2-4 Air: 1 / Hit 5: 120
|kbg=Hit 1: 0 / Hit 2-4 Grounded: 5 / Hit 2-4 Air: 1 / Hit 5: 120
|angle=Grounded:Hit 1: 140 / Hit 2-3: 160/ Hit 4: 100/ Hit 5: 361
|angle=Grounded:Hit 1: 140 / Hit 2-3: 160/ Hit 4: 100/ Hit 5: 361
|effect=Normal
|effect=Normal
|description=Great move for recovery, terrible for everything else. However there is a niche use in edgeguarding (though there are almost always better moves to use) and height is decided how quickly and steadily you mash until frame 38.
|description=Great move for recovery, terrible for everything else. However there is a niche use in edgeguarding (though there are almost always better moves to use) and height is decided how quickly and steadily you mash until frame 38.
}}
}}
== Grabs & Throws ==
===== <span class="invisible-header">Grab</span> =====
{{MoveData
|name=Grab
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=7
|active=7-8
|recovery=22
|iasa=0
|onshield=0
|damage=
|bkb=
|kbg=
|angle=
|effect=
|description=
}}
}}
===== <span class="invisible-header">Dash Grab</span> =====
{{MoveData
|name=Dash Grab
|input=d.Grab (d.Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=11
|active=11-12
|recovery=29
|iasa=0
|onshield=0
|damage=
|bkb=
|kbg=
|angle=
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">Pummel</span> =====
{{MoveData
|name=Eye Exam (Pummel)
|input=A/Z (while holding opponent)
|image=
|data=
{{AttackData-SSBM
|factive=17
|active=17
|damage=3%
|bkb=30
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">fThrow</span> =====
{{MoveData
|name=Routine Physical
|input=fThrow (g.6)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|damage=9%
|bkb=60
|kbg=65
|angle=45
|effect=Normal
|description= The speed of this throw depends on the opponent's weight.
}}
}}
===== <span class="invisible-header">bThrow</span> =====
{{MoveData
|name=Traction
|input=bThrow (g.4)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|damage=12%
|bkb=80
|kbg=72
|angle=45
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">uThrow</span> =====
{{MoveData
|name=Check Up
|input=uThrow (g.8)
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|damage=8
|bkb=70
|kbg=80
|angle=90
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">dThrow</span> =====
{{MoveData
|name=Hospital Bed
|input=dThrow (g.2)
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|damage=6%
|bkb=75
|kbg=40
|angle=90
|effect=Normal
|description=
}}
}}
}}
}}

Latest revision as of 18:15, 29 February 2024


Introduction

Dr. Mario (or Doc) is a clone character of Mario. Outside of SSBM, Dr. Mario originates from the Dr. Mario series of puzzle video games made by Nintendo, beginning with "Dr. Mario" that first appeared on the NES. He ranks 9th on Melee’s tier list, higher than the original character of Mario. His tier placement is for his great combos and overall uniqueness as a fighter, such as an unusual sex kick. His approach options are also very good, with a long wavedash and a good air game, as well as a very good SHFFL. Dr. Mario also has a good projectile, which itself can be used to aid his approach. However, Dr. Mario's primary weakness is his abysmal recovery, which is one of the worst in the game, due to its predictability and few methods of increasing its distance.

Strengths Weaknesses
  • Edgeguarding - Doc's edgeguarding is very strong with tools such as his cape which can reverse the direction of characters, and his bAir which sends opponents at a very shallow angle.
  • Fast moves - While Doc may not be the fastest in terms of movement, his frame data is very good. With pokes such as fTilt coming out very quickly allowing him to interrupt his opponent or stuff approaches.
  • Punish game & kill power - Doc is a character who can get huge milage off a grab or sometimes even a stray hit in neutral, leading to huge punishes. Furthermore, Doc has kill confirms on almost every member of the cast.
  • One too many meatballs - Doc's combination of weight and fall speed means that he can get out of a lot of combos that other characters wouldn't be able to avoid. His weight also means he can survive hits much longer than other characters.
  • Defense - Doc has a lot of tools to hold his ground and keep opponents out. He can use pill to control space, or full hop dAir/upTilt to cover approaches, and his crouch cancel is very strong.
  • Range - Doc is a very stubby character, which means he has trouble contesting large, lingering hitboxes and can get his approaches stuffed out if the player isn't careful.
  • Recovery - Doc's recovery is very slow and doesn't take him very far. While he does have some mixups with tornado and cape, the landing lag on his up special means he can be a punished very easily for landing on stage.
  • Juggling - While Doc's floatiness helps him when he's being combo'd, it also means that he's going to have a very hard time coming back down to the stage if he is above the opponent.
  • Marthritis - While Doc's kill confirms and kill power are very strong, his lack of fast kill options in the air mean that if you don't take your opponents stock from an edgeguard or confirm, it's not uncommon for them to stay alive until above 150%.
  • Approaching - Doc doesn't have any 'real' approaching options. While an overshoot fAir/nAir might work every once in a while, you'll be punished for it a lot more than you'll be rewarded.
SSBM Dr. Mario Portrait.png
Physics
Weight 100 (8th)
Fall Speed 1.7/Fast 2.3 (10th/12th)
Gravity 0.095 (15th)
Ground Movement
Walk Speed 1.1 (12th)
Initial Dash Speed 1.5 (10th)
Initial Dash Length 10f (21st)
Run Speed 1.5 (11th)
Traction 0.06 (16th)
Jumping
Jumpsquat 4f (8th)
Jump Height Full 29/Short 11.025/Air 26.7 (21st/17th/11th)
Air Speed 0.9 (12th)
Air Acceleration 0.024 (23rd)

Grounded Moves

Jab
Left Jab (Jab)
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 12 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
4 30 N/A 83 Normal -10

One of Docs most useful neutral mixup tools, it can set up for things like downsmash and grab for example, but theres many more things its capable of, and can even be used in combos.

Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
3 3-4 14 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 30 N/A 83 Normal -12

Not often utilized and for good reason, its basically just jab 1 but you have to do jab 1 to set it up, which means that it can be used as an additional mixup out of Jab 1, but not much else.

Jab 3 First Active Active Recovery IASA Landing Lag Autocancel
5 5-9 14 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
6 18 100 361 Normal -13/12

The same as jab 2 except has some knockback to it. Can be used as a get off me tool at times and it can work on shield some what well, also has one of the lowest reaches of any of his moves at ledge.

Dash Attack
Slide
d.A
First Active Active Recovery IASA Landing Lag Autocancel
6 6-25 (Strong 6-9) 18 38 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 9 / Late: 8 Clean: 70 / Late: 60 Clean: 30 / Late: 50 Clean: 80 / Late: 85 Normal Clean: -25 / Late -26

Situational combo tool. Decent burst option. Sends opponents straight up and, if done late enough in the animation, can set up for jab, grab, ftilt, uptilt, dsmash, or dtilt though these are heavily character and DI dependant. Can cause doc to “low profile” certain moves. Can also cause a tech trap in certain scenarios.

fTilt
Dr. Kick
fTilt (t.6A)
Side Angle First Active Active Recovery IASA Landing Lag Autocancel
4 4-8 21 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 10 100 361 Normal -18 to -20


Up Angle First Active Active Recovery IASA Landing Lag Autocancel
4 4-8 21 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9 11 100 361 Normal -18 to -20


Down Angle First Active Active Recovery IASA Landing Lag Autocancel
4 4-8 21 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
7 9 100 361 Normal -18 to -20

Regardless of the angle, this is Doc's best poke tool. If spaced well enough, it can't be punished on whiff by some characters, even on shield. Its also useful for edgeguarding on stage as well, as it can sometimes set up for a techchase situation at higher %.

uTilt
Uppercut
"YOINK!"
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
4 4-13 (Strong 4) 17 30 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 10 / Late: 8 Clean: 20/ Late: 30 Clean: 95/ Late: 122 Clean: 361 / Late: 100 Normal -11 to -19

A pretty good combo tool, and Doc's best anti air. Hitbox on frame 4 sends opponent away and doesn’t do much else. However Hitbox on frame 5 and onwards pops opponents up for an easy follow up. Its hitbox lingers and it doesnt have much lag either, best used with dthrow, uthrow, landing uair, and dash attack.

dTilt
Reflex Test
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-8 29 34 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9 20 82 150 Normal -22

Very situational, sends your opponent behind you at a semi spike angle. Can be used to set up edgeguards at around mid-high%, however can be Amsah teched. Can combo'd into, but not out of.

fSmash
Defibrillator
CLEAAAR!
fSmash (s.6A)
Side Angle First Active Active Recovery IASA Landing Lag Autocancel
12 12-16 25 41 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
19% 30 97 361 Electric -18

Docs Best kill move but poor range. Extremely good reward off of techchases and reads and can also be used as a finisher, its most useful against characters with predictable or linear recoveries.

Up Angle First Active Active Recovery IASA Landing Lag Autocancel
12 12-16 25 41 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
20 25 97 361 Electric -18


Down Angle First Active Active Recovery IASA Landing Lag Autocancel
12 12-16 25 41 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
18 25 95 361 Electric -18


uSmash
Ear, Nose, and Throat
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
9 9-11 28 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 16%/Late: 13% 35 95 Grounded: 259/Aerial: 83 Normal -21

Doc's smash attack with the most combo potential due to its spike on grounded opponents, allowing for kill confirms and even as a combo extender in certain scenarios. Great for techcases or out of a chaingrab, as well as with floatier characters.

dSmash
Surgical Sweep (dSmash)
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 Hit 1: 5-6 / Hit 2: 14-15 22 37 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit 1: 18%, 17%
Hit 2: 15%, 13%
Hit 1: 45 / Hit 2: 40 75 361 Normal -21/-23

Easily Doc's best smash attack, amazing kill move and counter move. Can set up for techchases and can be used in techchases. Has a back hit that can cover rolls can be hard to punish on shield if spaced well it really does just about everything a move can do.

Aerial Moves

nAir
Dr. Kick
This move does WHAT?
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
3 3-31 (Strong 20-31) 14 45 9 <3, >35
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 10% / Late: 14% 20 100 Clean: 50 / Late: 361 Normal Clean: -3 / Late: -1 / Autocancel: 0

Did you know Doc's nAir gets stronger the longer it's out? The only reverse sex kick of the cast. Great burst option or use as a "get off me" tool in disadvantage. Can lead into combos on early hit and can kill or set up for edgeguards with the late hit.

fAir
Dr. Punch
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
18 18-22 38 60 25

L-cancelled= 9

<3 ,>35
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 17% / Weak: 16% Clean: 50 / Weak: 40 100 60 Normal -3

One of Doc's most important kill moves. A great finisher for combos, or to punish a laggy option. Slow start-up but great reward. Used in Doc's most important kill confirm Up/DownThrow > Fair.

bAir
Drop Kick M.D.
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-16 (Strong 6-8) 12 28 18

L-cancelled: 9

<6, >18
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 8% / Late: 7% Clean: 43 / Late: 20 Clean: 65 / Late: 100 Clean: 28 / Late: 361 Normal -4 / Autocancel: -1

An incredible edeguarding and gimping tool. Not very much combo potential, however it does have its links. Great for walling out other opponents or as a retreating approach option. Its low end-lag means that Doc can act out of short hope if he bAirs early enough.

uAir
Bicycle Kick
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
4 4-9 (Strong 20-32) 24 30 9 <1-16>
Damage Base Knockback Knockback Growth Angle Effect On Shield
10% 0 100 55 Normal -3

An amazing combo tool. Can extend strings or confirm into kill moves like fAir or fSmash. Allows for sharking under plats or catching landings and some approaches.

dAir
Bone Drill
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
10 10-11/13-14/16-17/19-20

/22-23/25-26/28-29

9 38 12 <6, >35
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hits 1,3,4,6,7: 3% /Hits 2,5: 2% 30 N/A 80 Normal -9 / Autocancel: -4/-5

Good for reading sh and fh can combo into a landing aerial or a dj aerial, can be good to come down with too. Auto cancels out of a full hop. Can combo on autocancel much more easily.

Special Moves

Megavitamins
Megavitamins
nB (5B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
14 14-89 29 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 8% 5 0 361 Normal -23

Doc's projectile. Pills have a lot of uses in neutral as well as advantage and even disadvantage. Can control space to stop approaches, or can set up for moves like uAir or grab.

Super Sheet
Super Sheet
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
Reflect: 6

Hitbox: 12

Reflect: 6-33

Hitbox: 12-14

Reflect: 29

Hitbox: 23

- - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hitbox: 10%
Reflect: 12%
30 80 110 Reverse Reflect: -16
Htibox: -15

Doc's other amazing edeguarding move. Turns the opponent around (even on shield) and sometimes sends them into tumble depending on their animation.

Super Jump Punch
Super Jump Punch
upB (8B) Air OK
First Active Active Recovery IASA Landing Lag Autocancel
3 3-21 30 - 30 -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit 1: 5 / Hit 2-3: 2 / Hit 4-5: 2 / Hit 6: 3 Hit 1: 150 / Hit 2-3: 140 / Hit 4-5: 90 / Hit 6: 40 Hit 1: 0 / Hit 6: 160 Hit 1: 70 / Hit 2-3: 74 / Hit 4-5: 72 / Hit 6: 80 Coin -21

Here it is folks, the move that makes Doc unique. Not only is this just s decent get off me tool at mid-high %, but the UpB can be cancelled right after the first hit. Furthermore, the first hit has set knockback, which can set up for combos, edgeguards or even just give more stage control. Makes his out of shield game much better in the process.

Down+B
Dr. Tornado
downB (2B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
8 8-39 (Mashing window 1-38) 40 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hits 1-4: 3% / 2-3: 2% / Hit 4 Air: 1% / Hit 5: 4% Hits 1-4: 40 / Hit 5 Grounded: 75 / Hit 5 Air: 80 Hit 1: 0 / Hit 2-4 Grounded: 5 / Hit 2-4 Air: 1 / Hit 5: 120 Grounded:Hit 1: 140 / Hit 2-3: 160/ Hit 4: 100/ Hit 5: 361 Normal -38

Great move for recovery, terrible for everything else. However there is a niche use in edgeguarding (though there are almost always better moves to use) and height is decided how quickly and steadily you mash until frame 38.

Grabs & Throws

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-8 22 0 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - - 0
Dash Grab
Dash Grab
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
11 11-12 29 0 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - Normal 0
Pummel
Eye Exam (Pummel)
A/Z (while holding opponent)
First Active Active Recovery IASA Landing Lag Autocancel
17 17 - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3% 30 0 0 Normal -
fThrow
Routine Physical
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9% 60 65 45 Normal -

The speed of this throw depends on the opponent's weight.

bThrow
Traction
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12% 80 72 45 Normal -
uThrow
Check Up
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
8 70 80 90 Normal -
dThrow
Hospital Bed
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
6% 75 40 90 Normal -

Advanced Frame Data

This table shows the frame data for all of Dr Mario's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
dtilt 5 8 N\A N\A N\A N\A 34 9 6 -20 N\A N\A N\A N\A N\A N\A -23 -20
dtilt 5 8 N\A N\A N\A N\A 34 9 6 -20 N\A N\A N\A N\A N\A N\A -23 -20
dtilt 5 8 N\A N\A N\A N\A 34 9 6 -20 N\A N\A N\A N\A N\A N\A -23 -20
uair 4 9 9 15 30 18 33 10 6 -3 -3 -12 -9 -4 -19 -14 -23 -18
uair 4 9 9 15 30 18 33 10 6 -3 -3 -12 -9 -4 -19 -14 -23 -18
fsmash_h 12 16 N\A N\A N\A N\A 41 20 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_h 12 16 N\A N\A N\A N\A 41 20 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_h 12 16 N\A N\A N\A N\A 41 20 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_l 12 16 N\A N\A N\A N\A 41 18 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_l 12 16 N\A N\A N\A N\A 41 18 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_l 12 16 N\A N\A N\A N\A 41 18 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
jab3 4 8 N\A N\A N\A N\A 21 6 4 -9 N\A N\A N\A N\A N\A N\A -13 -9
jab3 4 8 N\A N\A N\A N\A 21 6 4 -9 N\A N\A N\A N\A N\A N\A -13 -9
ftilt_l 4 8 N\A N\A N\A N\A 29 7 5 -16 N\A N\A N\A N\A N\A N\A -20 -16
ftilt_l 4 8 N\A N\A N\A N\A 29 7 5 -16 N\A N\A N\A N\A N\A N\A -20 -16
ftilt_l 4 8 N\A N\A N\A N\A 29 7 5 -16 N\A N\A N\A N\A N\A N\A -20 -16
ftilt_h 4 8 N\A N\A N\A N\A 29 9 6 -15 N\A N\A N\A N\A N\A N\A -19 -15
ftilt_h 4 8 N\A N\A N\A N\A 29 9 6 -15 N\A N\A N\A N\A N\A N\A -19 -15
ftilt_h 4 8 N\A N\A N\A N\A 29 9 6 -15 N\A N\A N\A N\A N\A N\A -19 -15
dashattack 6 9 N\A N\A 38 N\A 43 9 6 -22 N\A N\A N\A N\A -25 -22 -31 -28
dashattack 6 9 N\A N\A 38 N\A 43 9 6 -22 N\A N\A N\A N\A -25 -22 -31 -28
dashattack 10 25 N\A N\A 38 N\A 43 8 5 -7 N\A N\A N\A N\A -22 -7 -28 -13
dashattack 10 25 N\A N\A 38 N\A 43 9 6 -6 N\A N\A N\A N\A -21 -6 -27 -12
dair 10 11 12 35 38 24 38 3 3 -9 -9 -21 -26 -25 -24 -23 -25 -24
dair 10 11 12 35 38 24 38 3 3 -9 -9 -21 -26 -25 -24 -23 -25 -24
dair 10 11 12 35 38 24 38 3 3 -9 -9 -21 -26 -25 -24 -23 -25 -24
dair 13 14 12 35 38 24 38 3 3 -9 -9 -21 -23 -22 -21 -20 -22 -21
dair 13 14 12 35 38 24 38 3 3 -9 -9 -21 -23 -22 -21 -20 -22 -21
dair 13 14 12 35 38 24 38 3 3 -9 -9 -21 -23 -22 -21 -20 -22 -21
dair 16 17 12 35 38 24 38 3 3 -9 -9 -21 -20 -19 -18 -17 -19 -18
dair 16 17 12 35 38 24 38 3 3 -9 -9 -21 -20 -19 -18 -17 -19 -18
dair 16 17 12 35 38 24 38 3 3 -9 -9 -21 -20 -19 -18 -17 -19 -18
dair 19 20 12 35 38 24 38 3 3 -9 -9 -21 -17 -16 -15 -14 -16 -15
dair 19 20 12 35 38 24 38 3 3 -9 -9 -21 -17 -16 -15 -14 -16 -15
dair 19 20 12 35 38 24 38 3 3 -9 -9 -21 -17 -16 -15 -14 -16 -15
dair 22 23 12 35 38 24 38 3 3 -9 -9 -21 -14 -13 -12 -11 -13 -12
dair 22 23 12 35 38 24 38 3 3 -9 -9 -21 -14 -13 -12 -11 -13 -12
dair 22 23 12 35 38 24 38 3 3 -9 -9 -21 -14 -13 -12 -11 -13 -12
dair 25 26 12 35 38 24 38 3 3 -8 -9 -21 -11 -10 -9 -8 -10 -9
dair 25 26 12 35 38 24 38 3 3 -8 -9 -21 -11 -10 -9 -8 -10 -9
dair 25 26 12 35 38 24 38 3 3 -8 -9 -21 -11 -10 -9 -8 -10 -9
dair 28 29 12 35 38 24 38 3 3 -5 -9 -21 -8 -7 -6 -5 -7 -6
dair 28 29 12 35 38 24 38 3 3 -5 -9 -21 -8 -7 -6 -5 -7 -6
dair 28 29 12 35 38 24 38 3 3 -5 -9 -21 -8 -7 -6 -5 -7 -6
dair 31 32 12 35 38 24 38 3 3 -2 -9 -21 -5 -4 -3 -2 -4 -3
dair 31 32 12 35 38 24 38 3 3 -2 -9 -21 -5 -4 -3 -2 -4 -3
dair 31 32 12 35 38 24 38 3 3 -2 -9 -21 -5 -4 -3 -2 -4 -3
bair 6 8 9 18 N\A 18 28 8 5 -4 -4 -13 -11 -9 N\A N\A -17 -15
bair 6 8 9 18 N\A 18 28 8 5 -4 -4 -13 -11 -9 N\A N\A -17 -15
bair 9 16 9 18 N\A 18 28 7 5 -1 -4 -13 -8 -1 N\A N\A -14 -7
bair 9 16 9 18 N\A 18 28 7 5 -1 -4 -13 -8 -1 N\A N\A -14 -7
usmash 9 10 N\A N\A N\A N\A 39 16 9 -20 N\A N\A N\A N\A N\A N\A -21 -20
usmash 9 10 N\A N\A N\A N\A 39 16 9 -20 N\A N\A N\A N\A N\A N\A -21 -20
usmash 11 11 N\A N\A N\A N\A 39 13 7 -21 N\A N\A N\A N\A N\A N\A -21 -21
usmash 11 11 N\A N\A N\A N\A 39 13 7 -21 N\A N\A N\A N\A N\A N\A -21 -21
jab2 2 3 N\A N\A N\A N\A 17 3 3 -11 N\A N\A N\A N\A N\A N\A -12 -11
jab2 2 3 N\A N\A N\A N\A 17 3 3 -11 N\A N\A N\A N\A N\A N\A -12 -11
jab2 2 3 N\A N\A N\A N\A 17 3 3 -11 N\A N\A N\A N\A N\A N\A -12 -11
jab1 2 3 N\A N\A N\A N\A 15 4 3 -9 N\A N\A N\A N\A N\A N\A -10 -9
jab1 2 3 N\A N\A N\A N\A 15 4 3 -9 N\A N\A N\A N\A N\A N\A -10 -9
jab1 2 3 N\A N\A N\A N\A 15 4 3 -9 N\A N\A N\A N\A N\A N\A -10 -9
ftilt_m 4 8 N\A N\A N\A N\A 29 8 5 -16 N\A N\A N\A N\A N\A N\A -20 -16
ftilt_m 4 8 N\A N\A N\A N\A 29 8 5 -16 N\A N\A N\A N\A N\A N\A -20 -16
ftilt_m 4 8 N\A N\A N\A N\A 29 8 5 -16 N\A N\A N\A N\A N\A N\A -20 -16
nair 3 19 9 35 N\A 18 45 10 6 -3 -3 -12 -30 -14 N\A N\A -36 -20
nair 3 19 9 35 N\A 18 45 10 6 -3 -3 -12 -30 -14 N\A N\A -36 -20
nair 20 31 9 35 N\A 18 45 14 8 0 -1 -10 -11 0 N\A N\A -17 -6
nair 20 31 9 35 N\A 18 45 14 8 0 -1 -10 -11 0 N\A N\A -17 -6
dsmash 5 6 N\A N\A N\A N\A 37 18 10 -21 N\A N\A N\A N\A N\A N\A -22 -21
dsmash 5 6 N\A N\A N\A N\A 37 17 9 -22 N\A N\A N\A N\A N\A N\A -23 -22
dsmash 14 15 N\A N\A N\A N\A 37 15 8 -14 N\A N\A N\A N\A N\A N\A -15 -14
dsmash 14 15 N\A N\A N\A N\A 37 13 7 -15 N\A N\A N\A N\A N\A N\A -16 -15
fsmash_m 12 16 N\A N\A N\A N\A 41 19 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 41 19 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 41 19 10 -15 N\A N\A N\A N\A N\A N\A -19 -15
utilt 4 4 N\A N\A 30 N\A 30 10 6 -19 N\A N\A N\A N\A -19 -19 -20 -20
utilt 4 4 N\A N\A 30 N\A 30 10 6 -19 N\A N\A N\A N\A -19 -19 -20 -20
utilt 4 4 N\A N\A 30 N\A 30 10 6 -19 N\A N\A N\A N\A -19 -19 -20 -20
utilt 5 13 N\A N\A 30 N\A 30 8 5 -11 N\A N\A N\A N\A -19 -11 -20 -12
utilt 5 13 N\A N\A 30 N\A 30 8 5 -11 N\A N\A N\A N\A -19 -11 -20 -12
utilt 5 13 N\A N\A 30 N\A 30 8 5 -11 N\A N\A N\A N\A -19 -11 -20 -12
fair 18 22 12 42 60 25 74 17 9 -3 -3 -16 -19 -15 -32 -28 -47 -43
fair 18 22 12 42 60 25 74 16 9 -3 -3 -16 -19 -15 -32 -28 -47 -43

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