Scrunklydoc (talk | contribs) |
Scrunklydoc (talk | contribs) (Throws and Pummel) |
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|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. | ||
}} | |||
}} | |||
=====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= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Routine Physical (fThrow | |||
|input=Forward (While holding opponent) | |||
|image= | |||
|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= | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
=="B" Moves List== | =="B" Moves List== |
Revision as of 16:39, 24 July 2022
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 |
---|---|
|
|
Physics | |
---|---|
Weight | 100 (8th) |
Fall Speed | 1.7/Fast 2.3 (10th/12th) |
Gravity | 0.095 (15th) |
Ground Movement | |
Walk Speed | 1.1 (14th) |
Initial Dash Speed | 1.5 (16th) |
Initial Dash Length | 10f (6th) |
Run Speed | 1.5 (14th) |
Traction | 0.06 (16th) |
Jumping | |
Jumpsquat | 4f (9th) |
Jump Height | Full 29/Short 11.025/Air 26.7 (21st/17th/11th) |
Air Speed | 0.9 (12th) |
Air Acceleration | 0.024 (23rd) |
Grounded Attacks
Jabs and tilts
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. |
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. |
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 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. |
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 | -6 to -25 | |
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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
4 | 4-8 | 21 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8% / UAFT: 9% / DAFT: 7% | 10 | 100 | 361 | Normal | -18 to -20 | |
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 %. |
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 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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
5 | 5-8 | 27 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
9% | 20 | 82 | 150 | Normal | -23 | |
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 attacks
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
12 | 12-16 | 25 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
19% / uafs: 20% / dafs: 18% | 30 | 97 | 361 | Electric | -19 | |
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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
9 | 9-11 (head invincible 9-11) | 28 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 16% / Late: 13% | 35 | 95 | Grounded: 259 / In the air: 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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
5/14 | 5-6/14-15 | 22 | - | - | - | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Front Hit Clean: 18% / Front Hit Late: 17% / Back Hit Clean: 15% / Back Hit Late: 13% | Front Hit: 45 / Back Hit: 40 | 75 | 361 | Normal | -22/15 | |
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. |
Throws
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
17 | 17 | 9 | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
3% | 30 | 100 | 80 | Normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
9% | 60 | 72 | 45 | Normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
12% | 80 | 72 | 135 | Normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
8 | 70 | 80 | 90 | Normal | - |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
- | - | - | - | - | - |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
6% | 75 | 40 | 90 | Normal | - |
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 attacks
Disclaimer: The shield advantage listed is the best possible advantage for each move, hitting earlier before hitting the ground will give worse advantage.
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
3 | 3-32 (Strong 20-32) | 14 | - | 9 | <2-36> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Early: 10% / Late: 14% | 20 | 100 | Early: 50 / Late: 361 | Normal | Early: -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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
18 | 18-22 | 52 | 60 | 12 | <2-44> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Strong: 17% / Weak: 16% | Strong: 50 / Weak: 40 | 100 | 60 | Normal | -10 | |
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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
6 | 6-18 (Strong 6-16) | 12 | - | 9 | <5-19> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Early: 8% / Late: 7% | Early: 43 / Late: 20 | Early: 65 / Late: 100 | Early: 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 endlag means that Doc can act out of short hope if he bAirs early enough. |
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. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
10/13/16/19/22/25/28 | 10-11/13-14/16-17/19-20/22-23/25-26/28-29 | 9 | 38 | 12 | <5-34> | |
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. |
"B" Moves List
Move Analysis
- Neutral B
The megavitamins are similar to Mario's Fireballs. However, they have a unique bounce arc, fall faster, do more damage, and have distinctive sounds used from the original Dr. Mario game. They are also used in Dr. Mario's taunt, in which he tosses a non damaging Megavitamin up and catches it. The Megavitamin appears as a sticker in Brawl.
- Up B
Super Jump Punch:When Dr. Mario performs the attack, coins fly out of the enemy, and the foe receives about 12% damage. Dr. Mario's version of the attack is the same as Mario's, but is more powerful, and scores fewer hits. Also, the sound effect is different than the usual sound made when Mario grabs a coin. Using the cape to aid his version of the recovery is less noticeable and less helpful than Mario's because of its lag, sending Dr. Mario up and forward only once.
- Side B
Super Sheet is a move used by Dr. Mario in Super Smash Bros. Melee. This attack is almost the same as Mario's Cape attack - the differences are that Super Sheet is longer and does slightly more damage than the Cape (up to 12% rather than 10%); but has less lag and moves Dr. Mario up only once, making it less useful for recoveries. The attack can also be used to shift the direction of a player who is trying to get back on the field. In this case, they will be turned around, and will instead jump back on air, rather than jump on the field.
- Down B
Dr. Tornado is one of Dr. Mario's special moves in Melee. Dr. Tornado has the same effect as the Mario Tornado, except that it is a little stronger. The special attack traps the victim into a tornado, punches them constantly, and then smashes them up into the air when the move is done. The attack can also very lightly pull someone near into the Tornado. Unlike Mario Tornado, Dr. Tornado throws them in a random direction, rather than straight up. Dr. Mario is able to hover in the air when using this attack by repeatedly tapping the B Button while using it. Also, Dr. Mario doesn't yell "Yahoo!" or "Yee-haw!" when performing the attack, unlike Mario, but for some reason, the "Yee-haw!" effect can still be heard as one of Dr. Mario's sounds in the Sound Test menu and when he uses his back throw.
Combos
Frame Data
General gameplay
- Pill Rush: Bombard the enemy with a wall of Pills exerted after a short jumped into a fast fall and at ground point. Repeat this three Pill fire sequence while approaching the opponent to render them almost stunned. This technique does not work as well for Mario, due to the Pills added weight and higher bounce.
- Wall of Pain: Use of backward aerials to effectively keep the opponent off the edge. Doctor Mario can use multiple back aerials off the edge making him an excellent edge guarder.
- Super Jump Punch cancel: Dr. Mario is the only character able to cancel his up special move. Within the first four frames, the player must activate the move so that Dr. Mario moves in the backward direction of where he's facing by quickly moving the control stick in the opposite direction. The opponent will be sent up at a trajectory based solely on their weight and Doctor Mario will be able to move. Another way the player can do this is by using Super Jump Punch so that Dr. Mario would jump backwards and then tilting the control stick downward during the first few frames of the animation. This can be used to shield cancel and punish the opponent for approaching or for trying to break the player's shield
- Taunt cancel: Dr. Mario is the only character that can taunt cancel, along with Young Link and Pikachu (although for Pikachu, the player has to do it a different way than Dr. Mario and Young Link). To taunt cancel, the player has to run towards a edge and right before they reach the edge and do the edge animation, taunt and Dr. Mario will just about to throw his pill but he will have it canceled and he would do the edge animation so Dr. Mario can still move after he taunted. This doesn't really help, but the player can use it to show skill.
Throw combos
Chain grabs
Doc has a chain grab on the following characters: Fox, Falco, Falcon, Sheik, Pikachu, Yoshi, Ganon, DK, Young Link, Link, Roy, and Pichu. The most important ones to learn are Fox, Falco, Falcon, and Sheik.
Down throw
- Down throw + Dr. Tornado - a reliable and basic combo. Dr. Mario's version of the Mario Tornado sends foes on a random trajectory, making it hard for the foe to counter it.
- Down throw + up tilt + up tilt - A basic up tilt and up tilt, where the first up tilt usually doesn't launch the foe in a random trajectory due to close range, but the second one does.
- Down throw + up smash- reliable against fast fallers between low to mid-high damage percentages, good for leading into aerial follow ups.
- Down throw + Super Jump Punch - a near-useless combo, but doable nonetheless, where Dr. Mario can use his up special after his down throw, though usually only hits once or twice, and sends him and the foe in opposite directions.
- Down throw + neutral combo - a situational combo where Dr. Mario can just barely connect his neutral attacks with a fallen foe.
- Down throw + Cape- another situational combo where Dr. Mario can assume the foe will try to dodge roll away from him when they try to fastfall and land, only to have them rolling the other way into a combo.
- Down throw + Down smash- this combo usually works at low damage percentages. The foe is almost always hit before they can escape due to the down smash's speed
Up throw
- Up throw + up tilt- a basic combo, where the foe is sent at a random trajectory due to his up tilt physics.
- Up throw + Super Jump Punch - if the foe DIs slightly just right immediately after, his up special can be used for good damage.
- Up throw + Dr. Tornado - a DI-able combo, similar to one of his down throw combos.
- Up throw + up smash - a basic combo, good for setups and low to mid-low %s
- Up throw + any aerial - a multi-purpose setup for aerials.
Match-ups
Tbh we're still figuring it out