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Prescribing Pills - By edd0126

Prescribing Pills - By edd0126

Overdose of Pain


By edd0126



Welcome to my Dr. Mario guide.


Dr. Mario is generally outwitted for being a bad character because many see him as the clone of Mario but worse, getting him to put up in bottom tier, which is totally wrong. The most common mistake is to want to use Dr. Mario as well as Mario, both of which work very differently, despite having the same move set (except D-air and D-B). Dr. Mario is slower and has less distance in his jump, but he has tremendous power.




PROS:


- Kills early


- Really good punishes


- Good Bait/defensive play


- Good frame data


- Has nice tools for edge guard


- Has combo potential



CONS:


- Recovery below the average


- Speed below the average


- Has small range


- has trouble approaching





MOVESET




GROUND ATTACKS


Smash attacks:


  • F-smash: (19.04%, 19.992% angled up, 19.6112% angled down, 16% sour spot)


This is Doc’s strongest smash attack, it kills stupid early, it has short range but is a fast move, perfect move to punish an opponent that uses laggy moves close to you.



  • D-smash: (11.2% hit 1, 13.44% hit 2)


This move is his fastest smash attack (comes out on frame 5), it’s perfect to do a quick punish especially to roll, the second hit has a lot of knockback so you want to read your opponent's roll to finish him.



  • Up-smash: (15.68%)


It is a great and strong option against opponents above you, during the hitbox Doc’s head is intangible.




Jabs and Tilts:


  • Jab: (hit1. 2.8%, hit2. 1.68%, hit3. 4.48%) (Total. 8.96%)


It consists of 3 hits, it is an useful get off me move, you can use the first two hits to get a grab, or mix it up with some tilts (none of this is confirmed).




  • Dash attack: (8.96%, late. 6.72%)


It’s used to punish landing after the opponent has already use the doublé jump, also can be used to punish some tech options, this move can create some combos if you connect the late part of it.




  • F-Tilt: (7.84%)


It is used as a don't approach me / conditioner move. It is very useful to use after a well space aerial (Like a B-air), this will cause more shield damage and puts you on a safer position thanks to the shield stun and distance, and also prevents grabs.



  • U-Tilt: (7.056%)


It’s used to prevent the opponent to land on the stage, is the same as Mario’s U-tilt but this one is stronger, and is useful as a combo starter or combo follow up at lower percent.




  • D-Tilt: (Sweet spot. 7.84%, Sour spot. 5.6%)


This move has a good horizontal range and it is used to start or follow up combos but this one can be use at higher percent, especially if you use the sour spot (the tip of the attack).


(You can grab after using U-tilt and D-tilt on lower percentages)


(Something interesting I found out labing is that: on some characters it's more difficult or even impossible (not a fact) to hit the sweet spot, I don't know exactly why but it happens, on some of them by walking towards them and doing the D-tilt works.)



Grabs:


  • F-Throw: (8.96%)


Not so useful but, It can be used to know your opponent’s habits (jump, attack, air dodge), also it can create tech situations on low percentages (0-15%).



  • B-Throw: (12.32%)


It’s a kill throw.



  • U-Throw: (7.84%)


You can do some combos and follow ups on low percentages, use it more as a mix up.



  • D-Throw: (5.6%)


It’s your principal combo starter.





AERIAL ATTACKS



  • N-air: (5.6%, late. 8.96%)


It’s a quick move to get out of combos, do jab-locks at low percent (0-30%), use it Out of shield, and gimp opponents off stage.


Auto cancel: it auto cancels by short hopping but without fast fall.




  • Up-air: (7.84%)


It’s one of his most used moves to combo and generally racking percent.


Auto cancel: it auto cancels by short hopping and fast falling.




  • D-air: (all hits 10%)


It’s a multi-hit move that is useful to intercept attacks or recoveries. When you touch the ground while doing the move it creates a 1-2 frames hit (2.24%) (on low percent it can create a tech chase situation, and if they failed the tech then you can do a jab lock), it’s very good to try this against shields because generally the opponent quits shield after the aerial hits. (Very useful against vertical recoveries).


Auto cancel: it auto cancels by full hopping.




  • B-air: (13.44%, late: 7.84%)


Its Doc’s best pressure tool, is good against shield, it does a lot of damage (on shield too), has killing potential. (Great move out of shield).


Auto cancel: it auto cancels by short hopping and fast falling.




  • F-air: (16.8%, Sour spot: 11%, late: 10.08%)


One of Doc’s best attacks, it’s his principal aerial killer, has a ton of knockback so it kills stupidly early, the best way to use this move is by intercepting jumps on stage and on the ledge.


Auto cancel: it auto cancels by full hopping.



SPECIAL ATTACKS




  • Megavitamins: (5.6%, late: 4.48)


It’s a nice projectile, is difficult to avoid, can jab lock at any percent, and do a great amount of damage, and also if the opponent gets hit by one it will stop his momentum or any action that he is doing.


It's more recommendable using it while full hopping, so while landing you don't suffer lag.



  • Super sheet: (7.84%)


It’s a reflector that does reflect any projectile (it has a 1.5X multiplicator), it can also reverse the position of the opponent if he gets hit by the cape (also inverts the momentum).




  • Super jump punch: (13.44, late: 6.72)


Is Dr. Mario recovery, this move has a lot of power and range (Referring to the hitbox) , it is a good kill option and also can be used to get out of multi-hit attacks (not all of them).




  • Dr. Tornado: (1.344% per hit, 3.36% last hit)


Dr. Mario signature move, this is a multi-hit move that has a lot of knockback, off stage it can kill very early, this is one of the best tools for edge guard.



PLAYSTYLE


Dr. Mario is a character that rely mostly on baits and reads to get in. On the neutral you want to throw empty B-airs, Up-airs and pills (only full hopping) so you can make distance between you and your opponent, but be careful not to spam them too much because then you’re going to be more predictable and you’ll get punish. The main objective of Dr. Mario like the other Mario brothers is to get a grab so you can combo to gain percentage and then take the stock.

Be aware that Doc doesn't have kill confirms besides D-throw + F-air and just on certain percentages that changes for each character. Doc is very good dealing damage but sometimes he struggles to get the kill, for that you're going to deal a lot with opponents rage so always try to get a early kill, Doc has the tools to do that, but is up to you to use them correctly.





RECOVERY



Doc’s recovery is not as bad as people thinks it is, it’s just below average, if you use your tools correctly then you won't have any problem getting to the stage. (Recommendation: reserve your jump, and use it wisely.)


The correct way to recover as Dr. Mario is:


1. Mash Down-B so you gain height and slightly angle the stick to the stage so you can get closer to it.


2. Jump


3. Finally do UP- B


If you use Dr. Tornado close to the stage you’ll get probably edge guard more easily, that’s why you should generally use this method.


By the way, using Down-B after the jump will give you extra height.





COMBO GAME




Dr. Mario has a good combo game, here are some combos that I’ve been finding:

(This combos were applied on some of the cast [Fox, Sheik, Roy, Ike, Lucario, Link, Cloud…], it can vary depending the weight and falling speed)




Easy:

(0-130%)

D-throw + Up-air = 13% DAMAGE


(0-35%)

D-throw + B-air = 19% DAMAGE


(0-90%)

D-throw + D-B = 14% DAMAGE


(0-120%)

D-throw + Up-B = 19% DAMAGE



(0-120%)

D-throw + Up-B = 19% DAMAGE


(0-25%)

Up-throw + Up-air = 15% DAMAGE


(0-20%)

Up-throw + B-air = 21% DAMAGE


(30-70%)

Fast Falling Up-air + F-tilt = 15% DAMAGE


(10-60%)

Fast Falling Up-air + Jab X 3 = 16% DAMAGE


(15-40%)

D-tilt + Jab X 3 = 16% DAMAGE





More elaborated:

(30-50%)

Fast Falling Up-air + D-tilt + Up-b = 26% DAMAGE


(30-50%)

Fast Falling Up-air + D-tilt + F-tilt = 21% DAMAGE


(25-50%)

Fast Falling Up-air + D-tilt + Jab X3 = 22% DAMAGE


(55-70%)

Reverse Up-air + Up-smash = 24% DAMAGE


(30-55%)

D-tilt + Up-tilt + Up-air = 22% DAMAGE


(40-50%)

D-tilt + Up-tilt + Up-air + Up-B = 36% DAMAGE

(50-60%)

D-tilt + Up-air + Up-B = 29% DAMAGE

(0-30%)

D-throw + D-air + Jump Up-air = 24% DAMAGE

(30-40%)

D-throw + B-air + Up-B = 32% DAMAGE


(50-60%)

D-throw + U-air + Fast fall land then jump to Up-air = 20% DAMAGE


(40-60%)

D-throw + Rev U-air (Fastfall) + Jump B-air = 21% DAMAGE

(55-70%)

D-throw + (sourspot) B-air + Up-air = 21% DAMAGE

(40-45%)

B-air + Turn around U-tilt + Up-air + Up-B = 41% DAMAGE

(40-55%)

D-throw + Up-air + Jump + Up-B = 26% DAMAGE

(30-35%)

Up-air + Up-tilt + Up-tilt + Up-air = 29% DAMAGE

(25-45%) *This one is inconsistent (Hard to pull off)

B-air + D-tilt + Up-tilt + Up-air + Jump Up-B = 47% DAMAGE


Follow ups (not always or never true combo):


(0-25%)

Up-throw + Up-air + Up-air = 22% DAMAGE

(35-60%)

Falling Up-air + D-smash = 19% DAMAGE


(0-999%)

Jab X 2 + Up-B = 17% DAMAGE (this is more effective against floaties, or if you manage to catch a fast faller in the air with the jab)


(20-50%)

D-throw + B-air + B-air = 30% DAMAGE

(35%)

Up-tilt + Up-smash = 22% DAMAGE

(40-50%)

B-air + Up-smash = 29% DAMAGE


(85-130%)

D-tilt + F-air = 24% DAMAGE


*this one is a 50/50 on the entire cast, but on some of them is true combo ( i didn't test it on the entire cast just on the majority of them) :


- (110%) = Roy, C. Falcon, Cloud, Mega Man, Lucario.

- (100%) = Bayonetta

- (95%) = Fox





CLOSURE


Well that’s it for now, I’ll be updating this guide when I can. There are more things yet to be discovered about this character. You can check out my channel so you can see my content, and if I forgot to put something on the guide, you discover something new about Doc or want me to publish a certain topic send me a direct message.


My channel:


Link: https://www.youtube.com/channel/UC9eyKHnMPnevDIB0H2D3Hcg



Thanks to:


-Kurogane Hammer for providing the exact damage and frame data.


Link: http://kuroganehammer.com/Smash4/Dr. Mario/
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Prescribing Pills

By edd0126


Welcome to my Dr. Mario guide.

Dr. Mario is generally outwitted for being a bad character because many see him as the clone of Mario but worse, getting him to put up in bottom tier, which is totally wrong. The most common mistake is to want to use Dr. Mario as well as Mario, both of which work very differently, despite having the same moveset (except D-air and D-B). Dr. Mario is slower and has less distance in his jump, but he has tremendous power.


PROS:


- Kills early

- Really good punishes

- Good Bait/defensive play

- Good frame data

- Has nice tools for edgeguard

- Has combo potential


CONS:

- Recovery below the average

- Speed below the average

- Has small range

- has trouble approaching



MOVESET



GROUND ATTACKS

Smash attacks:

F-smash: (19.04%, 19.992% angled up, 19.6112% angled down, 16% sour spot)

This is Doc’s strongest smash attack, it kills stupid early, it has short range but is a fast move, perfect move to punish an opponent that uses laggy moves close to you.


D-smash: (11.2% hit 1, 13.44% hit 2)

This move is his fastest smash attack (comes out on frame 5), it’s perfect to do a quick punish especially to roll, the second hit has a lot of knockback so you want to do read your opponent's roll to finish him.


Up-smash: (15.68%)

It is a great and strong option against opponents above you, during the hitbox Doc’s head is intangible.



Jabs and Tilts:

Jab: (hit1. 2.8%, hit2. 1.68%, hit3. 4.48%) (Total. 8.96%)

It consists of 3 hits, it is an useful get off me move, you can use the first two hits to get a grab, or mix it up with some tilts (none of this is confirmed).



Dash attack: (8.96%, late. 6.72%)

It’s used to punish landing after the opponent has already use the doublé jump, also can be used to punish some tech options, this move can create some combos if you connect the late part of it.



F-Tilt: (7.84%)

Se usa para alejar a tus oponentes de ti, es muy útil usarlo después de haber recibido un ataque a tu escudo ya que cubre la distancia suficiente como para que no se te puedan acercar.



U-Tilt: (7.056%)

It’s used to prevent the opponent to land on the stage, is the same as Mario’s U-tilt but this one is stronger, and is useful as a combo starter or combo follow up at lower percent.



D-Tilt: (Sweet spot. 7.84%, Sour spot. 5.6%)

This move has a good horizontal range and it is used to start or follow up combos but this one can be use at higher percent, especially if you use the sour spot (the tip of the attack).

(You can grab after using U-tilt and D-tilt on lower percentages)

(Something interesting i found out labing is that: on some characters it's more difficult or even impossible (not a fact) to hit the sweet spot , i don't know exactly why but it happens, on some of them by walking towards them and doing the D-tilt works.)


Grabs:

F-Throw: (8.96%)

Not so useful but, It can be used to know your opponent’s habits (jump, attack, air dodge), also it can create tech situations on low percentages (0-15%).


B-Throw: (12.32%)

It’s a killer throw.


U-Throw: (7.84%)

You can do some combos and follow ups on low percentages.


D-Throw
: (5.6%)

It’s your principal way to initiate combos.




AERIAL ATTACKS


N-air: (5.6%, late. 8.96%)

It’s a quick move to get out of combos, do jab-locks at low percent (0-30%), use it Out of shield, and gimp opponents off stage.

Auto cancel: it auto cancels by short hopping but without fast fall.



Up-air: (7.84%)

It’s one of his most used moves to combo and generally racking percent.

Auto cancel: it auto cancels by short hopping and fast falling.



D-air: (all hits 10%)

It’s a multi-hit move that is useful to intercept attacks or recoveries. When you touch the ground while doing the move it creates a 1-2 frames hit (2.24%), it’s very good to try this against shields because generally the opponent quits shield after the aerial hits. (Very useful against vertical recoveries).

Auto cancel: it auto cancels by full hopping.



B-air: (13.44%, late: 7.84%)

Its Doc’s best pressure tool, is good against shield, it does a lot of damage (on shield too), has killing potential. (Great move out of shield).

Auto cancel: it auto cancels by short hopping and fast falling.



F-air: (16.8%, Sour spot: 11%, late: 10.08%)

One of Doc’s best attacks, it’s his principal aerial killer, has a ton of knockback so it kills stupidly early, the best way to use this move is to intercept jumps on stage and on the ledge.

Auto cancel: it auto cancels by full hopping.


SPECIAL ATTACKS


Megavitamins: (5.6%, late: 4.48)

It’s a nice projectile, is difficult to avoid, can jab lock at any percent, and do a great amount of damage, and also if the opponent gets hit by one it will stop his momentum or any action that he is doing.



Super sheet: (7.84%)

It’s a reflector that does reflect any projectile (it has a 1.5X multiplicator), it can also invert the position of the opponent if he gets hit by the cape (also inverts the momentum).



Super jump punch: (13.44, late: 6.72)

Is Dr. Mario recovery, this move has a lot of power and range (Referring to the hitbox) , is a good kill option and also can be used to get out of multi-hit attacks (not all of them).



Dr. Tornado: (1.344% per hit, 3.36% last hit)

Dr. Mario signature move, this is a multi-hit move that has a lot of knockback, off stage it can kill very early, this is one of the best tools for edge guard.




RECOVERY


Doc’s recovery is not as bad as people thinks it is, it’s just below average, if you use your tools correctly then you won't have any problem getting to the stage. (recommendation: reserve your jump, and use it wisely.)

The correct way to recover as Dr. Mario is:

1. Mash Down-B so you gain height and slightly angle the stick to the stage so you can get closer to it.

2. Jump

3. Finally do UP- B

If you use Dr. Tornado close to the stage you’ll get probably edge guard more easily, that’s why you should generally use this method.

By the way, using Down-B after the jump will give you extra height.




COMBO GAME


Dr. Mario has a good combo game, here are some combos that I’ve been finding, all of them are true:

(This combos were applied generally against fast fallers [Fox, Sheik, Roy...], it can vary depending the weight and falling speed)

(0-35%)

D-throw + B-air = 19% DAMAGE



(0-130%)

D-throw + Up-air = 13% DAMAGE



(30-50%)

Fast Falling Up-air + D-tilt + Up-b = 26% DAMAGE



(30-50%)

Fast Falling Up-air + D-tilt + F-tilt = 21% DAMAGE



(30-55%)

D-tilt + Up-tilt + Up-air = 22% DAMAGE



(40-50%)

D-tilt + Up-tilt + Up-air + Up-B = 36% DAMAGE



(15-40%)

D-tilt + Jab X 3 = 16% DAMAGE



(30-70%)

Fast Falling Up-air + F-tilt = 15% DAMAGE



(0-90%)

D-throw + D-B = 14% DAMAGE



(10-60%)

Fast Falling Up-air + Jab X 3 = 16% DAMAGE



(0-30%)

D-throw + D-air + Jump Up-air = 24% DAMAGE



(30-40%)

D-throw + B-air + Reverse Up-B = 32% DAMAGE



(0-120%)

D-throw + Up-B = 19% DAMAGE



(50-60%)

D-throw + U-air + Fast fall land then jump to Up-air = 20% DAMAGE



(0-25%)

Up-throw + Up-air = 15% DAMAGE



(0-20%)

Up-throw + B-air = 21% DAMAGE



(25-50%)

Fast Falling Up-air + D-tilt + Jab X3 = 22% DAMAGE



Here some follow ups:


(0-25%)

Up-throw + Up-air + Up-air = 22% DAMAGE



(0-999%)

Jab X 2 + Up-B = 17% DAMAGE (this is more effective against floaties, or if you manage to catch a fast faller in the air with the jab)



(0-30%)

D-throw + B-air + B-air = 30% DAMAGE



(85-130%)

D-tilt + F-air = 24% DAMAGE

*this one is a 50/50 on the entire cast, but on some of them is true combo ( i didn't test it on the entire cast just on the majority of them) :

- (110%) = Roy, C. Falcon, Cloud, Mega Man, Lucario.
- (100%) = Bayonetta
- (95%) = Fox




CLOSURE

Well that’s it for now, I’ll be updating this guide when I can. there are more things yet to be discovered about this character. You can check out my channel so you can see my content, and if i forgot to put something on the guide or you discover something new about Doc, send me a direct message.

My channel:

Link: https://www.youtube.com/channel/UC9eyKHnMPnevDIB0H2D3Hcg


Thanks to:

-Kurogane Hammer for providing the exact damage and frame data.

Link: http://kuroganehammer.com/Smash4/Dr. Mario/
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