This discussion reminded me: I might have mentioned this previously, but I'm convinced that Doc is definitively the best introductory training character in the game.
Most characters encourage the player to spend a disproportionate amount of time mastering either highly specific combos or highly specialized neutral tools. New players find themselves rewarded for focusing on developing these character-specific traits rather than fundamentals, but this slows long-term growth and has very low payoff when they realize who they actually want to main and jump ship.
Doc doesn't have Bananas or Limit, his universe doesn't revolve around specific ladder combos, he doesn't have a tether grab or Street Fighter controls, and he (ironically) doesn't require a PhD in Monodo Engineering or Fruit Sciences. Doc has no special sauce; even his d-throw combos are (in my experience) far more generic and less rout than plumber Mario's.
Additionally, due to the nature of the neutral, I think it's harder for a newer player to transition from:
- Long-range to low-range
- High-mobility to low-mobility
Contrast with attack (startup) speed and attack strength, which I feel players
can quickly adapt to negative changes in when moving between characters.
The difference is that range and mobility dictate what situations you try to put yourself in, while startup speed and damage merely determine what you do (and your reward) once you get there. It's harder to learn the former, and the crutch of having a broad advantage in range or mobility allows some glossing over of that.
Doc is a very polarized character; he put all his stat points in attack startup and damage. His range and mobility are generally poor, while his moveset-wide damage-per-startup-frame and knockback-per-startup-frame is the best in the
entire cast.
But wait, there's more! Here is a list of 12 specific skills newer players ought to be devoting specific attention to, all of which Doc emphasizes to a significant degree:
- Grabbing, especially out of Shield
- Doc has a decent, non-tether grab with consistently great reward opportunities at all %s, yet grabs aren't free nor does his game revolve exclusively around them.
- Being hyper-conscious of aerial facing direction (inc. the difference between fair/bair)
- Doc fair and bair could not be more different, and bair is the one you want to spam.
- Reversal Aerial Rush (reversing facing direction before jumping, usually so as to approach with bairs)
- Throwing out safe SH bairs is one of Doc's bread-n-butters.
- Shorthopping
- In addition to the frequent SH bairs, SH cape is a uniquely valuable tool.
- U-smash out of shield or dash/run
- If Doc could be accused of having too much emphasis on one broken move, it'd be U-smash; but this is for the best! New players need to understand that U-smash is not just another move in Smash ASAP.
- U-special out of shield or dash/run
- Just like U-smash, his overemphasis on the move means that learning Doc forces an understanding of when U-special is a legal and viable option.
- Deliberate use of low-startup moves as combo-breakers
- Nair and up-b are both f3, so this is about as encouraged as it gets.
- Using projectiles to space and/or approach
- Pills are the perfect training projectile; done in the air, used for both spacing and approach, can be reversed, punishable if overused.
- Air Dodge Punishing
- Doc's fair and U-smash are unusually devastating payoffs for reading an air dodge.
- The value of recovering low
- You need to learn to recover low before high, and Doc has a heavy bias in favor of this.
- Ledge Options, especially stand or jump
- Doc has minimal gimmicks at the ledge, and has to learn the generic options well--but his use of those options isn't bad.
- Punishing Ledge Options, especially roll or attack
- Doc is also "honest" when defending the stage, with U-smash as a trump card that devastates rolls.
(There are some additional skills that are just as important, but imo vary too much across the cast for any one character to claim to develop in such a universal fashion. This includes recovering high, saving KO moves, throw selection, and using tilts.)
What about standard Mario? Mario has a top 10 air-speed, more specific (and long) d-throw chains to memorize, does unusual counter-spacing with FLUDD, and uses dair in a unique way thanks to the landing hitbox; all of this make Mario more distinctly "Mario" and less of a universal character than Doc, who could be uncharitably described as generic Mario who hits harder.
Bottom line is, if you ask me, no one teaches better habits than Doc.