MistressRemilia
Smash Journeyman
I feel a lot of why Doc is so poorly thought of is due to a complete misunderstanding reasoning on the basis that "Worse is bad" :I don't think people realize that isn't supposed to be played like .
It's like saying should be played like .
Doc biggest strength is his OOS game. With his throw combos, SJP, RAR Bair (That can combo into itself at low percents), up smash, and down smash, anything not safe on shield is punished harder than getting a MD.
Combined with his slower (But not awful) mobility and eh recovery, Doc works best as a defensive character.
Mario is more of a rushdown character, with his good mobility, recovery, up smash, dash grab, and Fireball (It's not great, but it's decent when you run with it I guess). While Mario has good OOS as well, Doc's is significantly better.
Instead of simply comparing him to Mario, look at him as his own character and determine his viability from there.
Doc may not have combos as strong as Mario, moreso at mid% than in any % where they're otherwise fairly equal, but they're still strong & consistent, add on stronger out of shield & a kill confirm ( Frame 3 UpB that kills at around 120% is extremely scary to fight against & should definitly be respected, there's also Doc's Dthrow to Fair, which is a respectable true confirm on a fair amount of the cast, the one class it doesn't work on are floaties, other average charas in fallspeed have pretty tight % for it to be true, but it is possible on them. ) Doc's advantage state is still very much respectable, which is something i believe ZeRo got overall about Doc ( I do not agree with his placement, it is indeed arguably too high for what Doc can offer in the current metagame: Ike & Wario are more viable that actually have a fair shot against almost everyone ).
Doc's neutral is also very slept on, and while i wouldn't call it good, i would certainly judge it as respectable against most of the cast. Doc's mobility issue really start hurting against swordies & big hitboxes, which is where Doc struggles the most in my opinion. I believe that against most of the cast, we have a fair shot thanks to our great oos answers, very fluid game thanks to our great frame data, autocancels, non commital options to throw out. He also has a projectile that isn't exceptional by any means by has its uses, offering us a " long range " option that, unlike fireballs, can't be SH'd over. Cape is probably among the best reflectors in the game, easily one of the least commital even at a mid range thanks to its SH AC. Overall, the amount of consistency & the capability of Doc is kind of underrated as well, and this character still requires some respect to beat.
Disadvantage state... it's mostly matchup dependant, it isn't something i believe you can talk about as an overall thing when every character's ability to juggle, edgeguard, or combo is more or less efficient. It isn't that bad overall tho, jump and upb will allow you to recover without much issue against a fair amount of the cast, to the point where if you get edgeguarded, it is usually still your fault. Landing has been improved lately with momentum shift via B Reversal with either pills or cape. Frame 3 UpB/Nair & good physics allows us to not get bodied too hard by some combos, granting us fair survivability.
I apologize for the redundance of this post with an earlier one i wrote about Doc, but i feel all of this information is key to better understanding of the character, which would really be appreciated, not just for people to realize Doc's potency as a character, but also for the sake of avoiding misinformation all over the place, akin to some Lucina discussions. I can only advice to also try out Doc for a bit for yourself, looking at a guide, and playing friendlies with competent players: I'd say it should help vizualize how dynamic Doc can be, and the amount of options the character has at its disposal against most of the cast is large enough to have a fair shot against even top tiers, which reinforces the character's utility at a high level.
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