Hairysun
Smash Rookie
Ok, so I'm not the greatest player out there, but I do main Doc, and because of the amount of hours I have with him, I have picked up some tricks that have made my Doc unique yet effective. Here is a list of techniques/tactics that have helped me progress as a Doc player!
March 14th!
Short-Hop Rising U-air: This is one of Doc's best ways to approach opponents who have a strong air game. SH rising U-air comes out extremely quickly and will scoop up your enemy and leave them vulnerable to follow up attacks. The best part about it is that even if your opponent shields, enough forward momentum will allow you to go through their shield and end up behind them.
Waveland Recovery: This one is self explanatory. Doc has an amazing wavedash, and using it to recover from the edge makes it much more difficult for your opponent to hit you.
Retreating F-air: If you can make the read, you will get ****loads of K.O.'s using this. The best way I've found to do this is to SH back, use the C-stick, and DON'T fastfall if you're on flat ground, otherwise the animation will end before the hitbox comes out.
B-air Out of Shield: When executed fast enough, doing this will push your enemy back allowing you to escape pressure and reposition yourself.
Wavedash Pivot Grab: Pulling this off in the heat of combat is rather difficult, but once you get used to it, it becomes second nature. To do this, you wavedash backward, and while holding back, USE Z TO GRAB. The reason Z works best is because it allows you to throw out your grab 5-9 frames faster than you could if you wavedashed and grabbed out of shield. Players hardly ever see this coming, making it a good way to continue getting grabs while mixing up your approaches. You can use this same approach to do pivot F-tilts as well.
EDIT: March 15th!
D-Throw to F-Smash (only on Spacies and FF's between 75-120%): This is a near-guaranteed kill combo against heavier characters. It doesn't really work on floaties. It's easier to land than U-throw F-air once you get used to it, and nobody really sees it coming. Just be aware of how your opponent DI's and react to it; you have enough time to where a read isn't really necessary. If you don't get it your first try, just keep trying until you get it. NOTE!: it is most likely to hit if you F-smash diagonally upward.
D-air, L-Cancel, U-tilt to Combo: When presented with the opening, a good way to begin a combo is to use D-air to cause hit stun, L-cancel, and immediately follow up with an U-tilt. THE L-CANCEL IS CRUCIAL, IF YOU MISS IT, THIS APPROACH WILL NOT WORK! After the U-tilt, you have a few choices of how to string your combo: you can do a reverse B-air which will most likely result in knocking your opponent offstage, you can U-air which will send them in a more horizontal path for an easy N-air or second U-air, and so on and so on...
Running U-Smash: In pure space animal fashion. This is great to use because Doc's head becomes momentarily invincible. Replacing dash attack with this approach will lessen your opponents chance of catching you out of position, and can potentially kill, or lead into something that does. THIS WORKS SO WELL ON MARTH PLAYERS USING NAIR A LOT!
There are many, many more of these to be shared, but these ones seemed most crucial for interesting Doc play. Let me know if this was helpful and feel free to post other useful maneuvers and techniques that will progress the Doc meta-game!
(P.S. Don't hate on this post just because you feel as though this stuff is common knowledge. That may be true, but if I was able to see this 5 months ago, I would have improved much more quickly)
March 14th!
Short-Hop Rising U-air: This is one of Doc's best ways to approach opponents who have a strong air game. SH rising U-air comes out extremely quickly and will scoop up your enemy and leave them vulnerable to follow up attacks. The best part about it is that even if your opponent shields, enough forward momentum will allow you to go through their shield and end up behind them.
Waveland Recovery: This one is self explanatory. Doc has an amazing wavedash, and using it to recover from the edge makes it much more difficult for your opponent to hit you.
Retreating F-air: If you can make the read, you will get ****loads of K.O.'s using this. The best way I've found to do this is to SH back, use the C-stick, and DON'T fastfall if you're on flat ground, otherwise the animation will end before the hitbox comes out.
B-air Out of Shield: When executed fast enough, doing this will push your enemy back allowing you to escape pressure and reposition yourself.
Wavedash Pivot Grab: Pulling this off in the heat of combat is rather difficult, but once you get used to it, it becomes second nature. To do this, you wavedash backward, and while holding back, USE Z TO GRAB. The reason Z works best is because it allows you to throw out your grab 5-9 frames faster than you could if you wavedashed and grabbed out of shield. Players hardly ever see this coming, making it a good way to continue getting grabs while mixing up your approaches. You can use this same approach to do pivot F-tilts as well.
EDIT: March 15th!
D-Throw to F-Smash (only on Spacies and FF's between 75-120%): This is a near-guaranteed kill combo against heavier characters. It doesn't really work on floaties. It's easier to land than U-throw F-air once you get used to it, and nobody really sees it coming. Just be aware of how your opponent DI's and react to it; you have enough time to where a read isn't really necessary. If you don't get it your first try, just keep trying until you get it. NOTE!: it is most likely to hit if you F-smash diagonally upward.
D-air, L-Cancel, U-tilt to Combo: When presented with the opening, a good way to begin a combo is to use D-air to cause hit stun, L-cancel, and immediately follow up with an U-tilt. THE L-CANCEL IS CRUCIAL, IF YOU MISS IT, THIS APPROACH WILL NOT WORK! After the U-tilt, you have a few choices of how to string your combo: you can do a reverse B-air which will most likely result in knocking your opponent offstage, you can U-air which will send them in a more horizontal path for an easy N-air or second U-air, and so on and so on...
Running U-Smash: In pure space animal fashion. This is great to use because Doc's head becomes momentarily invincible. Replacing dash attack with this approach will lessen your opponents chance of catching you out of position, and can potentially kill, or lead into something that does. THIS WORKS SO WELL ON MARTH PLAYERS USING NAIR A LOT!
There are many, many more of these to be shared, but these ones seemed most crucial for interesting Doc play. Let me know if this was helpful and feel free to post other useful maneuvers and techniques that will progress the Doc meta-game!
(P.S. Don't hate on this post just because you feel as though this stuff is common knowledge. That may be true, but if I was able to see this 5 months ago, I would have improved much more quickly)
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