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| *'''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%. | | *'''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. | | *'''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. |
| }}
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|
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| == Grounded Attacks ==
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| =====Jabs and tilts=====
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| {{MoveData
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| |name=Left Jab (Jab 1)
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| |input=A
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=2
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| |active=2-3
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| |recovery=12
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| |onshield=-10
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| |damage=4%
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| |bkb=30
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| |kbg=N/A
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| |angle=83
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| |effect=Normal
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| |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.
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| }}
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| }}
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|
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| {{MoveData
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| |name=Right Cross (Jab 2)
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| |input=A (After Jab 1)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=3
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| |active=3-4
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| |recovery=14
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| |onshield=-12
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| |damage=3%
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| |bkb=30
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| |kbg=N/A
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| |angle=83
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| |effect=Normal
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| |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.
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|
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| }}
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| }}
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| {{MoveData
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| |name=Toe Kick (Jab 3)
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| |input=A (after Jab 2)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=5
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| |active=5-9
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| |recovery=14
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| |onshield=-13/12
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| |damage=6%
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| |bkb=18
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| |kbg=100
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| |angle=361
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| |effect=Normal
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| |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.
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|
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| }}
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| }}
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|
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| {{MoveData
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| |name=Slide
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| |input=A (while running)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=6
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| |active=6-25 (Strong 6-9)
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| |recovery=18
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| |iasa=38
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| |onshield=-6 to -25
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| |damage= Clean: 9% / Late: 8%
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| |bkb= Clean: 70 / Late: 60
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| |kbg= Clean: 30 / Late: 50
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| |angle= Clean: 80 / Late: 85
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| |effect=Normal
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| |description=Situational combo tool
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| 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.
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| }}
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| }}
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| {{MoveData
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| |name=Dr. Kick (fTilt)
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| |input=Forward+A
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=4
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| |active=4-8
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| |recovery=21
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| |onshield=-18 to -20
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| |damage=8% / UAFT: 9% / DAFT: 7%
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| |bkb=10
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| |kbg=100
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| |angle=361
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| |effect=Normal
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| |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 %.
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| }}
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| }}
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| {{MoveData
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| |name=Uppercut (uTilt)
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| |input=Up+A
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=4
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| |active=4-13 (Strong 4)
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| |recovery=17
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| |iasa=30
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| |onshield=-11 to -19
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| |damage= Clean: 10% / Late: 8%
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| |bkb= Clean: 20/ Late: 30
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| |kbg= Clean: 95/ Late: 122
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| |angle= Clean: 361 / Late: 100
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| |effect=Normal
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| |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.
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| }}
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| }}
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| {{MoveData
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| |name=Reflex Test (dTilt)
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| |input=Down+A
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=5
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| |active=5-8
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| |recovery=27
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| |onshield=-23
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| |damage=9%
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| |bkb=20
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| |kbg=82
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| |angle=150
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| |effect=Normal
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| |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.
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| }}
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| }}
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| =====[[Smash attack]]s=====
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| {{MoveData
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| |name=Defibrilator (fSmash)
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| |input=Smash Forward+A/Cstick Forward
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=12
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| |active=12-16
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| |recovery=25
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| |onshield=-19
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| |damage=19% / uafs: 20% / dafs: 18%
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| |bkb=30
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| |kbg=97
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| |angle=361
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| |effect=Electric
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| |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.
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|
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| }}
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| }}
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| {{MoveData
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| |name=Ear, Nose, and Throat (uSmash)
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| |input=Smash Up+A/Cstick Up
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=9
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| |active=9-11 (head invincible 9-11)
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| |recovery=28
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| |onshield=-21
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| |damage=Clean: 16% / Late: 13%
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| |bkb=35
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| |kbg=95
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| |angle=Grounded: 259 / In the air: 83
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| |effect=Normal
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| |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.
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| }}
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| }}
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| {{MoveData
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| |name=Surgical Sweep (dSmash)
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| |input=Smash Down+A/Cstick Down
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=5/14
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| |active=5-6/14-15
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| |recovery=22
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| |onshield=-22/15
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| |damage=Front Hit Clean: 18% / Front Hit Late: 17% / Back Hit Clean: 15% / Back Hit Late: 13%
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| |bkb=Front Hit: 45 / Back Hit: 40
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| |kbg=75
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| |angle=361
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| |effect=Normal
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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.
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|
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| }}
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| }}
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|
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| =====Other attacks=====
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| *[[Ledge attack]] - Does a somersault and then kicks upwards. 8% damage.
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| *100% ledge attack - Gets up then does an attack similar to his forward tilt. 10% damage
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| *[[Floor attack]] -Gets up then punches behind him, then in front of him. 6%.
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|
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| ==[[Aerial attack]]s==
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|
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| Disclaimer: The shield advantage listed is the best possible advantage for each move, hitting earlier before hitting the ground will give worse advantage.
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| {{MoveData
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| |name=Dr. Kick (nAir)
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| |input=A (in the air)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=3
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| |active=3-32 (Strong 20-32)
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| |recovery=14
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| |onshield=Early: -3 / Late: -1 / Autocancel: 0
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| |landlag=9
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| |autocancel=<2-36>
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| |damage=Early: 10% / Late: 14%
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| |bkb=20
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| |kbg=100
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| |angle=Early: 50 / Late: 361
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| |effect=Normal
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| |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.
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| }}
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| }}
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|
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| {{MoveData
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| |name=Dr. Punch (fAir)
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| |input=Forward+A / Csitck Forward (in the air)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=18
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| |active=18-22
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| |recovery=52
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| |iasa=60
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| |onshield=-10
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| |landlag=12
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| |autocancel=<2-44>
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| |damage=Strong: 17% / Weak: 16%
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| |bkb=Strong: 50 / Weak: 40
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| |kbg=100
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| |angle=60
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| |effect=Normal
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| |description=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.
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| }}
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| }}
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|
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| {{MoveData
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| |name=Drop Kick M.D. (bAir)
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| |input=Back+A / Cstick Back (in the air)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=6
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| |active=6-18 (Strong 6-16)
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| |recovery=12
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| |onshield=-4 / Autocancel: -1
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| |landlag=9
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| |autocancel=<5-19>
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| |damage=Early: 8% / Late: 7%
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| |bkb=Early: 43 / Late: 20
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| |kbg=Early: 65 / Late: 100
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| |angle=Early: 28 / Late: 361
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| |effect=Normal
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| |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.
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| }}
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| }}
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|
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| {{MoveData
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| |name=Bicycle Kick (uAir)
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| |input=Up+A / Cstick Up (in the air)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=4
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| |active=4-9 (Strong 20-32)
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| |recovery=24
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| |iasa=30
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| |onshield=-3
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| |landlag=9
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| |autocancel=<1-16>
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| |damage=10%
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| |bkb=0
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| |kbg=100
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| |angle=55
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| |effect=Normal
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| |description=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.
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| }}
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| }}
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|
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| {{MoveData
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| |name=Bone Drill (dAir)
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| |input=Down+A /Cstick Down (in the air)
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| |image=
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| |data=
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| {{AttackData-SSBM
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| |factive=10/13/16/19/22/25/28
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| |active=10-11/13-14/16-17/19-20/22-23/25-26/28-29
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| |recovery=9
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| |iasa=38
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| |onshield=-9 / Autocancel: -4/-5
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| |landlag=12
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| |autocancel=<5-34>
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| |damage=Hits 1,3,4,6,7: 3% /Hits 2,5: 2%
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| |bkb=30
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| |kbg=N/A
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| |angle=80
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| |effect=Normal
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| |description=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.
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| }}
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| }} | | }} |