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Doctor Mario Guide, by a Very Unhealthy Man

Game Versions
Smash 3DS, Smash Wii U
For starters, Doc is a character that can do lots of things. He is a good spacer, has great combos, a reliable hit and run game, can bait well, and has a dangerous recovery. However, I will warn you of some things you HAVE to know to play doc, so here you go:
Pivot back airs (Will be used often)
Up B/Up Smash OOS
And of course, lots of knowledge about the game.

Now to get started:
Moves:

Jab:
Doc's single jab and double jab can setup for combos, but you generally want to go with the full thing.
Up Tilt:
Up tilt is a decent combo setup, is generally fast to come out, and has short end lag
Down Tilt:
Pretty much up tilt, just slightly faster and has horizontal range instead of up tilt
Side Tilt:
Usefull for pivoting and spacing, normal a mix up or combo ender.
Neutral Air:
Does more damage the later it hits. This is docs fastest airiel, but its honestly his worst. It hardly breaks combos, and even then up b can do the same with more damage. The most usefull was to use this is in combos, combo setups, or edge guarding.
Forward Air:
Need some flashy reads? Forward air is the move for you. This comes out surprisingly fast for what it is. Its actually safe on shield when sweet spotted. This is docs best killing airial, and will get you many kills when used properly
Back Air:
Easily Doc's best aerial. Its his best spacing tool, kills, sets up for combos, does decent percent, edge guards, and comes out fast. However, you can only do it once out of a short hop, and its baitable. Use it wisely.
Down Air:
Down air isn't nessacerily a mix up, but its close enough. This is just a weird move, so its hard to explain, but I'll try. It usually hits in front off him, and it can edge guard. Its multi hit, and has a landing hitbox for reliable shield pressure. It can also safely pressure opponents on platforms or by the edge with low risk. You can also down air from the ledge and regrab it like with samus' fair.
Up Air:
This...thing can...combo? It covers about a 180 degree angle and hits aboves doc fairly quickly, and is his best combo move. It can edge guard to. For the best possible example, tech jump ganon's up b on a slanted stage, up air him and legit combo him into an up b reversed to get back on stage.
F-Smash:
Safe on shield, has a sour spot on the end, does more damage tilted, kills very early as a great reading move. What more can I say?
D-Smash:
Back hit does more damage, it hits at a very low angle, and is very fast. For some reason, it doesn't cover the ledge to well sometimes.
U-Smash:
For such a powerful move, it combos pretty well. Its his easiest (key word: easiest) kill move and covers a lot of range, hitting at the back first. Its a very safe reading tool
MegaVitamins:
Projectile affected by gravity. Great spacing tool and set up when full jumped.
Super Sheet:
Reflects everything and has a windbox. Great for mind games and edge guards.
Super Jump Punch:
Amazingly broken move with a massive hitbox at start up. Can kill, and comes out extremely quickly.
Doctor Tornado:
Decent mix up, helps recover, and edge guards fairly well. Be aware of a bullcrap glitch that won't let you mast on certain frames.


Reads


To play Doc, you will need to be able to read decently, just like with any other character. His reads, however, will give you far more reward than just another character. If you are absolutely sure you will get a read on your opponent, go for forward smash, as it is his strongest move (Unless you can get a good combo going). Other great reading tools are up smash (safe reads) Down air (Reliable reads) Forward air (Baits) and up b (More reliable baits).

Grabs are also a great way to read.

With that said, lets get to the fun part.

Combos

Doctor Mario's combo game consists of mostly frame traps. Here are some good ones.
Down throw-Up tilt (Mainly for use on fast fallers)
Down throw-Forward air. If the opponent air dodges, you should be able to get an up smash or down smash. (Mid to high percents)
Down throw-Back air-etc. If the opponent air dodges, you get a free grab.
Down throw-shup air-up tilt/up smash. If the opponent air dodges, you get an up smash or punish of your choice.

You may have noticed every combo I listed is from down throw. That's because there are many reliable set ups into grab:
Falling nair
Falling up air
Down air (not really reliable)
Back air
Megavitamin

Another thing you can do is get a down tilt or up tilt. To get this, you usually set up with a pill.

Also, when you feel like you can't continue following up your up airs into up air chains, go for up b to finish the combo.

Defense

When in shield, Doc has plenty of oos options.
-Up B (I reccomend having a special button next to jump if you plan on using this without tap jump) This move kills if connected on an opponent at high percents, and comes out fast, so its a great oos option.
-Up smash: Good for hitting opponents behind you at high percents.
-Back air: Good for hitting opponents behind you at low percents.
-Nair: Just a safe option.
-Grab: You already know.
-Down air: Can be used either way, but best used in front of Doc.

Doc also has quite a unique SHAD (Short hop air dodge), being that it stops near frame perfect if not frame perfect for you to land on the ground with no lag and use a normal (usually up tilt), up b, or double jump depending on the situation. Doc also slides when he spot dodge FYI.

To be continued?
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MonkeyArms
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