The Doc Guide.
"Not to be Taken Orally..."
v5.1
(old man edit: spelling. removed excessive fluff and some cringe-worthy bits. removed some outdated or poor advice. very few, slight updates)
Um...Howdy. This is a Doc Guide. You will either read it or not. It matters not. Just remember that it you do it will CHANGE YOUR LIFE!
Table of Contents
1 About the Author
2 Terminology (Omitted)
3 Doc Overview
4 Ground Attacks
5 Aerials
6 Bs
7 Recovery
8 Dumb Facts
9 Comparison to Mario
10 Advanced Tactics
11 VS. Character Strats
12 Turf Advantages
13 Credits
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1
About the Author
I've been playing Melee since the day it came out have been maining Doc since I unlocked him. I actually hate the puzzle-game Dr.Mario, but found his playstyle fun and he's got several moves with weird properties.
I bounced around the top 5 PowerRanking of Louisiana til around 2012 when I moved and took some extended breaks. I still get the smash-itch and most recently started playing at locals in Austin TX.
But enough about me....ON WITH THE DOC.
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3
Doc Overview
Pros and Cons
Pros
4
Ground Attacks
A,A,A Combo 4%, 7%, 6%
Be mindful when using on fastfallers aor very low percent as it can be crouch-canceled. When opponents are caught, usually their best option is DIing away and DJing. Mix up how many times you Jab (1 or 2 is best) and follow up with a D.Smash or Grab(or necessary dash grab if they DI away). The unpredictability of how long they should shield mixed in with the possible following fast sweep or grab makes this a valuable mindgame tool in his arsenal. Take note to learn what your opponent is accustomed to doing in the situation and abuse it. If they drop their shield after the jabs- D.Smash them. If they shield too long- grab them. And occasionally go for the full Jab combo since nobody ever expects it!
Up Tilt 10%
A great anti-air move to take out aerial offenses much like a DragonPunch works in Street Fighter. One of Doc's combo tactics that leads to low chasing juggles and finishers. Its speed is quicker than you think because it hits low before his fist grows, so it can be thrown out immediately after another attack if you are in the opponents face. It can be repeated in bunches, but if the victim DIs well, you'll need to pursue with another attack such as a F.Tilt or shuffled UpAir. Sometimes its better to followup with something safe and guaranteed than attempting to string more attacks that just open risk and invite punishment.
Forward Tilt 8%
It is an easy follow up to almost any weak attack or any low juggle(ex.SH UpAirs). I try to occasionally incorporate this move in combination with wavedashing & pills, since it can sneak from a distance after an opponent drops his guard or is stunned. Try not to use in close quarters range at early damage- they can retaliate immediately, especially if they CC'ed. Useful for playing keep away or bully someone horizontally like using it from a WD when someone tech hits away. Used as a poking annoyance, it is unlikely to be countered. You can angle the attack upward to snipe close ShortHoppers or downward to edgeguard. A pretty good move, best thrown out when you seem out of reach.
Down Tilt 9%
This move has absolute horrible range and is very weak...but oddly pulls opponents towards you, and behind. It doesn't directly combo from alot or into anything really, but it does have its strange uses. You can CC into this or WD backwards and catch someone with the toes. It catches people off guard and very easy to DI poorly. I use it vs spacies by the edge sometimes just to get them off- usually best after 60%.
Up Smash 13-21%(infront)/16-21%(above)
As Up Smashes go...its weak, and as reach goes...its pathetic. but this isn't a useless move. its a good link from throws to finishers. This is sometimes a better juggling tool than his UpTilt, but really just depends. If they DI out, you might be able to connect a shuffl'd Upair.
Extremely unique - if you Upsmash someone grounded in front of you, the knock back is reduced but the hitstun is the same -so you have an easy time comboing into F.air at much higher perfects than usual.
Forward Smash 19-25%
In addition to having the ability to angle it upwards and downwards, it has 2 small hitboxes inside Doc's pec-muscles! These usually connect to the opponents surprise and they DI poorly. You can also d.throw > f.smash bad DI, but in most cases the F.smash will land as sole punish move. The D.Smash is easier to connect and harder to punish if it goes wrong. I find myself landing this mostly off a reverse WD -slipping outside an aerial.
Down Smash 18-23%(15-20% in the back)
This is Doc's key CrouchCanceling technique...best used early in the match, when nubby hits aren't pushing you back. Just hold down, and C-stick smash'em out your way...its a great clear out move, but don't try to abuse the technique since as it can be predictable and won't stuff shine pressure. Its overall one of his best moves since it boasts good range, speed, and power. And its hard to punish since it pushes shielders away most of the time. Do note, that it is NOT however able to hit most characters hanging on the ledge. Use your F.Tilt/Cape instead for that.
Dash Attack 9%
The dash attack is your friend. Don't abuse it, and it will serve you well. It hits low so if your opponent's shield is weak it can trip them from under. The earlier you connect with the attack, the more you'll have to wait for the animation to finish and thus...have less followup opportunities. Do you start early to combo easier, but risk advertising the move? In most cases, you can combo into the Slide from a Shuffled UpAir at lower damage and link into Smash Attack.
Outside of combos, from a pillrush it can be good to throw out when you are in your opponents face. If done correctly you'll pass to the other side of their shield, able to punish them as they attempt a shieldgrab and miss! The dash attack also clashes with sword attacks if timed right, and can put pressure if followed by a Jab or UpTilt, once you have broken in close!
Grab(3% Headbutt)
Doc has a slightly poor-reaching grab, and I believe relatively normal speed.
JC-Grab:
Upon running...jump, but press Z before the jumping starts so that the grab is reset to a standing grab. This is slightly faster than a normal dash grab and useful for some low-damage chainthrows
Grabbing can be accomplished by predicting a tech and WDing, being followed after a Jab, or comboed into after a falling air attack. Also remember to WD out of your shield! This is useful in blocking ranged attacks (like Marth's F.Smash, Samus D.Smash, etc) then zooming inward for a grab. Extremely useful!
If you plan on shieldgrabbing a powerful attack, such as a well placed F.air from Ganon, you may need to walk towards him a tad before shielding. This way, when you block the hit and slide back slightly, you're still in range to grab him. No harm in aiming your shield too to possibly throw off any timing.
Up Throw 8%
This is easily followed with an Up Tilt, UpSmash, or Aerial that can be guaranteed.
You can chain throw (link multiple upthrows in a row) on fox, falco, and captain falcon. The earliest spacies can get out is with no DI + shine/DJ about 55%, so its better to Up.tilt/UpSmash at this point. If they DI away at 55+, shuffle UpAir > D.smash or Jab mixup.
Otherwise, you can Upthrow > F.air to KO fast fallers at 100+%!
BackThrow 12%
If you're by a ledge...just do it, who cares if they make it back? You can damage/edge-guard them so they'll be off the offense. 12% is solid damage from a throw, and you can't go wrong by a ledge.
Down Throw 6%
If you notice your opponent mashing, or catch them off guard, it can connect to a F.Smash. As quick as it is, correct DI may not come easy but I don't recommend relying on this. You may chain the D.Throw on floaties at low percent if they DI away, but they can usually DI upwards and DJ out pretty early. Don't get greedy, and chain into an upthrow>upair if you need.
Most important thing: this throw combos into his F.air against many characters at high percents. A classic, simple vertical KO. Just be ready to turn around and jump quickly if they partial DI behind.(making it more difficult)
Forward Throw 9%
If you do it, i advise taking advantage of the breathing room, by either pill spamming or keeping the pressure on. Another use, after F.Throw is to walk forward as they are teching then WD-grab them again. This works extremely well when you throw them by a ledge, where they cannot roll backwards far- a good way to punish their lack of tech options. This is a very fast throw you may want to launch them stage if there's a good chance they will not expect it.
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5
Aerials
Up Air 10%
This follows off of throws and can sometimes be repeated with perfect shuffles or auto-cancels (let the animation end before landing). The move can hit a few different ways and DI makes this tricky to chain multiple UpAirs. Its possible in some situations, but not very reliable. So keep an eye out for any available stronger finishers.
Upair is a decent move to pass through someone's shield when applying pressure, usually best following a Pill. I like to turn around-Jab them from behind afterward.
If you're comboing someone in the air go for what you know will connect - don't risk a f.air or f.smash that will get you in trouble. But sometimes they will miss a tech and ready to smash for those. UpAir is also useful to trade hits when someone is above - sometimes worth it for position. Example: Upair trade with Falco's D.air at high percent. Eat the spike, tech forward and pursue him.
Foward Air 16%
Oh yeah! The Doc Punch! Aside from normally hitting in front, it does slightly arc from top to bottom- though the hitbox range is very small in those situations. For the most part this attack is used as a combo finisher, or can be thrown out if you read a jump. As an approach tactic, unless your shuffle is 100% perfect, you will get shield grabbed. The best follow-up from a shielded F.air is the A,A to grab mindgames or the straight up D.Smash. The F.air is Doc's classic finisher from a D.throw at high damage. Use it and abuse it! The F.air also should be noted for having decent frontal reach (albeit brief!). A backwards SH F.air is extremely rewarding for those who approach with shuffled N.airs like Fox who rely on speed over reach.
Down Air 19%
The Drill. Great damage, and useful to cover your aerial momentum - either to come down from above and land behind - or when being juggled and trying to make it back down. It has a slight startup but lasts a long time, so can cover his fall well as long as they aren't passing underneath! While hanging on the ledge it is a safe D.Jump stage-returning attack.
If you catch someone with the full drill in air you can usually combo immediately into another aerial- usually upair/n.air for reliability.
Back Air 8%
With reach, speed, little lag, and a low trajectory angle, the B.air is one of his best moves. It can be repeated several times off stage with good timing. Works on everyone on some damage or another, and is fast enough to beat out many other attacks. The attack of choice when edgeguarding off stage. You can WD off the ledge into this, and do a rising B.air to cover it again.
If you find a lucky opportunity, you can carry someone at low damage away from the stage by releasing it one after another while falling down with them. Almost always you will end up taking out their Double Jump this way. Just make sure to either reserve yours and use it intelligently!
Also, it's good reach and speed are key in battling superior aerial fighters like Jigs and Peach. Passing through shields is also possible with this, especially with the gained speed of a reverse WD. Whereas staying on one side, you can tip with his shoes to avoid shield grab.
Neutral air (Sex) 10-14%
Doc's N.air in air is very odd. instead of losing power the longer it is held out- it gains! Of course you can use it to get out of low juggles, but don't expect any real knockback.
Approach with a shuffled sex into Jab-grab or mix it up by passing through them. A cool technique is SHing with N.air through projectiles - you can cancel them with the weak early part - and possibly hit the opponent afterward when its strongest!
Another interesting trick you'll get from it is jumping over the opponent...then falling straight down with it hitting the backside.There are usually better out of shield options (upsmash, upair) but N.air out of shield is quick enough to punish things.
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6
B Moves
Up B Super Jump Punch 13%
As recovery, you can extend its horizontal distance by holding left/right(whatever you're facing)...making it a 45 degree angle jump. This does reduce the height a lil, so its depends what you need at the time.
There's few opportunities to risk this in a real battle, but its ok to use on very light targets (exploding right out of your shield...or in combo if it pushes them up and away enough). I use it a lot on platform stages where you can fall through for safety. I also occasionally use it to substitute an UpAir in a high combo but only when they have enough damage so that I'll land before them.
You can also carry fastfallers with you up to a platform where its easy for them to miss a tech and get a hard punish! Usable on the top platform of Yoshi's and FoD.
With the advent of UpB Canceling, this is another out-of-shield options although far from safe. It really does not true-combo into anything. Poor DI and being caught off can set things up - potentially a F.air.. but they honestly should be able to double-jump escape.
If you UpB Ledge-cancel, you have slightly more time to followup (ledge-wavedash) and can actually combo but very difficult and risky.
Forward B Super Sheet 12%
The almighty super sheet punishes missiles, chargeshots, lasers, you name it! Of course an intelligent foe won't be projectile spamming against doc...which is still good because its one less thing you have to worry about! It momentarily stops your fall in air so it has some tactical uses in having your opponent misjudge his juggle-timing.
It edgeguards UpB's...some alot easier than others, like Ganon and Falco, but timing gets difficult for fox illusions (have to catch beginning or end) and Marth's Up. One thing to note is that it's hitbox is slightly lower than you would think so in reflecting someone's UpB from the edge, its better to start it a tiny bit early since they may get "tippered" by the invisible area anyway.
Down B Doc Tornado 13%
The faster you press B, the higher the lil' man will spin. Pretty cool, huh? You can control his horizontal trajectory by holding left of right(helpful on recovery, more on that later) This is a bad move to use in a fight and since it takes a sec to load...its good knockback never gets used. Sure its possible to punish laggy moves by moving towads them with it, but aren't you better off with something....better? (aw...nevermind! it just looks so darn cool!)
One use out if...if your opponent is juggling you and remains groundbased, is as he anticipates your fall (such as a marth waiting to UpTilt...) start it right before you come in range of his attack. You'll stop in air temporarily(mash B 2 or 3 times to slow your fall) he'll miss...then you'll continue your fall with DocTornado still in action, popping them with the last 1 or 2 hits! In case they shield it, drift to their backside to avoid grabs and other easier punishes. Personally...I've found the above tactic very useful especially if you have already double-jumped and used cape stall.
B Megavitamins 8%
yeah, I guess you were waiting for this -_- The Megavitamin is great in damage, spam, and settups due to its interesting slow speed (best compared to Guile's Sonic Boom). From the air you can shoot them while moving so you can stay right behind them easier note: they will actually bounce a lil' higher if tossed above SH height)
Learn to WaveDash and SH shoot these in every possible way. Also Full-Jump Pill to wave-land!
There is no way to actually give a definite pattern to use them...it depends on how safe you are and whether its even useful in the current position so don't get in the habit of throwing it out any moment of breathing room they are pretty laggy! Never spam them against a character faster than you, because that only invites punishment. Also note, you can shoot them backwards in air (tap back then press B); good for retreating, and to strategically turn around in air -- maybe for a b.air or edge-grab.
"Not to be Taken Orally..."
v5.1
(old man edit: spelling. removed excessive fluff and some cringe-worthy bits. removed some outdated or poor advice. very few, slight updates)
Um...Howdy. This is a Doc Guide. You will either read it or not. It matters not. Just remember that it you do it will CHANGE YOUR LIFE!
Table of Contents
1 About the Author
2 Terminology (Omitted)
3 Doc Overview
4 Ground Attacks
5 Aerials
6 Bs
7 Recovery
8 Dumb Facts
9 Comparison to Mario
10 Advanced Tactics
11 VS. Character Strats
12 Turf Advantages
13 Credits
-------------------------------------------------------------
1
About the Author
I've been playing Melee since the day it came out have been maining Doc since I unlocked him. I actually hate the puzzle-game Dr.Mario, but found his playstyle fun and he's got several moves with weird properties.
I bounced around the top 5 PowerRanking of Louisiana til around 2012 when I moved and took some extended breaks. I still get the smash-itch and most recently started playing at locals in Austin TX.
But enough about me....ON WITH THE DOC.
------------------------------------------------------------
3
Doc Overview
Pros and Cons
Pros
- Good KO options
- Strong projectile game: Pills + Cape
- Crouch-Canceling
- Poor, predictable recovery
- Lack of a broken move
4
Ground Attacks
A,A,A Combo 4%, 7%, 6%
Be mindful when using on fastfallers aor very low percent as it can be crouch-canceled. When opponents are caught, usually their best option is DIing away and DJing. Mix up how many times you Jab (1 or 2 is best) and follow up with a D.Smash or Grab(or necessary dash grab if they DI away). The unpredictability of how long they should shield mixed in with the possible following fast sweep or grab makes this a valuable mindgame tool in his arsenal. Take note to learn what your opponent is accustomed to doing in the situation and abuse it. If they drop their shield after the jabs- D.Smash them. If they shield too long- grab them. And occasionally go for the full Jab combo since nobody ever expects it!
Up Tilt 10%
A great anti-air move to take out aerial offenses much like a DragonPunch works in Street Fighter. One of Doc's combo tactics that leads to low chasing juggles and finishers. Its speed is quicker than you think because it hits low before his fist grows, so it can be thrown out immediately after another attack if you are in the opponents face. It can be repeated in bunches, but if the victim DIs well, you'll need to pursue with another attack such as a F.Tilt or shuffled UpAir. Sometimes its better to followup with something safe and guaranteed than attempting to string more attacks that just open risk and invite punishment.
Forward Tilt 8%
It is an easy follow up to almost any weak attack or any low juggle(ex.SH UpAirs). I try to occasionally incorporate this move in combination with wavedashing & pills, since it can sneak from a distance after an opponent drops his guard or is stunned. Try not to use in close quarters range at early damage- they can retaliate immediately, especially if they CC'ed. Useful for playing keep away or bully someone horizontally like using it from a WD when someone tech hits away. Used as a poking annoyance, it is unlikely to be countered. You can angle the attack upward to snipe close ShortHoppers or downward to edgeguard. A pretty good move, best thrown out when you seem out of reach.
Down Tilt 9%
This move has absolute horrible range and is very weak...but oddly pulls opponents towards you, and behind. It doesn't directly combo from alot or into anything really, but it does have its strange uses. You can CC into this or WD backwards and catch someone with the toes. It catches people off guard and very easy to DI poorly. I use it vs spacies by the edge sometimes just to get them off- usually best after 60%.
Up Smash 13-21%(infront)/16-21%(above)
As Up Smashes go...its weak, and as reach goes...its pathetic. but this isn't a useless move. its a good link from throws to finishers. This is sometimes a better juggling tool than his UpTilt, but really just depends. If they DI out, you might be able to connect a shuffl'd Upair.
Extremely unique - if you Upsmash someone grounded in front of you, the knock back is reduced but the hitstun is the same -so you have an easy time comboing into F.air at much higher perfects than usual.
Forward Smash 19-25%
In addition to having the ability to angle it upwards and downwards, it has 2 small hitboxes inside Doc's pec-muscles! These usually connect to the opponents surprise and they DI poorly. You can also d.throw > f.smash bad DI, but in most cases the F.smash will land as sole punish move. The D.Smash is easier to connect and harder to punish if it goes wrong. I find myself landing this mostly off a reverse WD -slipping outside an aerial.
Down Smash 18-23%(15-20% in the back)
This is Doc's key CrouchCanceling technique...best used early in the match, when nubby hits aren't pushing you back. Just hold down, and C-stick smash'em out your way...its a great clear out move, but don't try to abuse the technique since as it can be predictable and won't stuff shine pressure. Its overall one of his best moves since it boasts good range, speed, and power. And its hard to punish since it pushes shielders away most of the time. Do note, that it is NOT however able to hit most characters hanging on the ledge. Use your F.Tilt/Cape instead for that.
Dash Attack 9%
The dash attack is your friend. Don't abuse it, and it will serve you well. It hits low so if your opponent's shield is weak it can trip them from under. The earlier you connect with the attack, the more you'll have to wait for the animation to finish and thus...have less followup opportunities. Do you start early to combo easier, but risk advertising the move? In most cases, you can combo into the Slide from a Shuffled UpAir at lower damage and link into Smash Attack.
Outside of combos, from a pillrush it can be good to throw out when you are in your opponents face. If done correctly you'll pass to the other side of their shield, able to punish them as they attempt a shieldgrab and miss! The dash attack also clashes with sword attacks if timed right, and can put pressure if followed by a Jab or UpTilt, once you have broken in close!
Grab(3% Headbutt)
Doc has a slightly poor-reaching grab, and I believe relatively normal speed.
JC-Grab:
Upon running...jump, but press Z before the jumping starts so that the grab is reset to a standing grab. This is slightly faster than a normal dash grab and useful for some low-damage chainthrows
Grabbing can be accomplished by predicting a tech and WDing, being followed after a Jab, or comboed into after a falling air attack. Also remember to WD out of your shield! This is useful in blocking ranged attacks (like Marth's F.Smash, Samus D.Smash, etc) then zooming inward for a grab. Extremely useful!
If you plan on shieldgrabbing a powerful attack, such as a well placed F.air from Ganon, you may need to walk towards him a tad before shielding. This way, when you block the hit and slide back slightly, you're still in range to grab him. No harm in aiming your shield too to possibly throw off any timing.
Up Throw 8%
This is easily followed with an Up Tilt, UpSmash, or Aerial that can be guaranteed.
You can chain throw (link multiple upthrows in a row) on fox, falco, and captain falcon. The earliest spacies can get out is with no DI + shine/DJ about 55%, so its better to Up.tilt/UpSmash at this point. If they DI away at 55+, shuffle UpAir > D.smash or Jab mixup.
Otherwise, you can Upthrow > F.air to KO fast fallers at 100+%!
BackThrow 12%
If you're by a ledge...just do it, who cares if they make it back? You can damage/edge-guard them so they'll be off the offense. 12% is solid damage from a throw, and you can't go wrong by a ledge.
Down Throw 6%
If you notice your opponent mashing, or catch them off guard, it can connect to a F.Smash. As quick as it is, correct DI may not come easy but I don't recommend relying on this. You may chain the D.Throw on floaties at low percent if they DI away, but they can usually DI upwards and DJ out pretty early. Don't get greedy, and chain into an upthrow>upair if you need.
Most important thing: this throw combos into his F.air against many characters at high percents. A classic, simple vertical KO. Just be ready to turn around and jump quickly if they partial DI behind.(making it more difficult)
Forward Throw 9%
If you do it, i advise taking advantage of the breathing room, by either pill spamming or keeping the pressure on. Another use, after F.Throw is to walk forward as they are teching then WD-grab them again. This works extremely well when you throw them by a ledge, where they cannot roll backwards far- a good way to punish their lack of tech options. This is a very fast throw you may want to launch them stage if there's a good chance they will not expect it.
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5
Aerials
Up Air 10%
This follows off of throws and can sometimes be repeated with perfect shuffles or auto-cancels (let the animation end before landing). The move can hit a few different ways and DI makes this tricky to chain multiple UpAirs. Its possible in some situations, but not very reliable. So keep an eye out for any available stronger finishers.
Upair is a decent move to pass through someone's shield when applying pressure, usually best following a Pill. I like to turn around-Jab them from behind afterward.
If you're comboing someone in the air go for what you know will connect - don't risk a f.air or f.smash that will get you in trouble. But sometimes they will miss a tech and ready to smash for those. UpAir is also useful to trade hits when someone is above - sometimes worth it for position. Example: Upair trade with Falco's D.air at high percent. Eat the spike, tech forward and pursue him.
Foward Air 16%
Oh yeah! The Doc Punch! Aside from normally hitting in front, it does slightly arc from top to bottom- though the hitbox range is very small in those situations. For the most part this attack is used as a combo finisher, or can be thrown out if you read a jump. As an approach tactic, unless your shuffle is 100% perfect, you will get shield grabbed. The best follow-up from a shielded F.air is the A,A to grab mindgames or the straight up D.Smash. The F.air is Doc's classic finisher from a D.throw at high damage. Use it and abuse it! The F.air also should be noted for having decent frontal reach (albeit brief!). A backwards SH F.air is extremely rewarding for those who approach with shuffled N.airs like Fox who rely on speed over reach.
Down Air 19%
The Drill. Great damage, and useful to cover your aerial momentum - either to come down from above and land behind - or when being juggled and trying to make it back down. It has a slight startup but lasts a long time, so can cover his fall well as long as they aren't passing underneath! While hanging on the ledge it is a safe D.Jump stage-returning attack.
If you catch someone with the full drill in air you can usually combo immediately into another aerial- usually upair/n.air for reliability.
Back Air 8%
With reach, speed, little lag, and a low trajectory angle, the B.air is one of his best moves. It can be repeated several times off stage with good timing. Works on everyone on some damage or another, and is fast enough to beat out many other attacks. The attack of choice when edgeguarding off stage. You can WD off the ledge into this, and do a rising B.air to cover it again.
If you find a lucky opportunity, you can carry someone at low damage away from the stage by releasing it one after another while falling down with them. Almost always you will end up taking out their Double Jump this way. Just make sure to either reserve yours and use it intelligently!
Also, it's good reach and speed are key in battling superior aerial fighters like Jigs and Peach. Passing through shields is also possible with this, especially with the gained speed of a reverse WD. Whereas staying on one side, you can tip with his shoes to avoid shield grab.
Neutral air (Sex) 10-14%
Doc's N.air in air is very odd. instead of losing power the longer it is held out- it gains! Of course you can use it to get out of low juggles, but don't expect any real knockback.
Approach with a shuffled sex into Jab-grab or mix it up by passing through them. A cool technique is SHing with N.air through projectiles - you can cancel them with the weak early part - and possibly hit the opponent afterward when its strongest!
Another interesting trick you'll get from it is jumping over the opponent...then falling straight down with it hitting the backside.There are usually better out of shield options (upsmash, upair) but N.air out of shield is quick enough to punish things.
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6
B Moves
Up B Super Jump Punch 13%
As recovery, you can extend its horizontal distance by holding left/right(whatever you're facing)...making it a 45 degree angle jump. This does reduce the height a lil, so its depends what you need at the time.
There's few opportunities to risk this in a real battle, but its ok to use on very light targets (exploding right out of your shield...or in combo if it pushes them up and away enough). I use it a lot on platform stages where you can fall through for safety. I also occasionally use it to substitute an UpAir in a high combo but only when they have enough damage so that I'll land before them.
You can also carry fastfallers with you up to a platform where its easy for them to miss a tech and get a hard punish! Usable on the top platform of Yoshi's and FoD.
With the advent of UpB Canceling, this is another out-of-shield options although far from safe. It really does not true-combo into anything. Poor DI and being caught off can set things up - potentially a F.air.. but they honestly should be able to double-jump escape.
If you UpB Ledge-cancel, you have slightly more time to followup (ledge-wavedash) and can actually combo but very difficult and risky.
Forward B Super Sheet 12%
The almighty super sheet punishes missiles, chargeshots, lasers, you name it! Of course an intelligent foe won't be projectile spamming against doc...which is still good because its one less thing you have to worry about! It momentarily stops your fall in air so it has some tactical uses in having your opponent misjudge his juggle-timing.
It edgeguards UpB's...some alot easier than others, like Ganon and Falco, but timing gets difficult for fox illusions (have to catch beginning or end) and Marth's Up. One thing to note is that it's hitbox is slightly lower than you would think so in reflecting someone's UpB from the edge, its better to start it a tiny bit early since they may get "tippered" by the invisible area anyway.
Down B Doc Tornado 13%
The faster you press B, the higher the lil' man will spin. Pretty cool, huh? You can control his horizontal trajectory by holding left of right(helpful on recovery, more on that later) This is a bad move to use in a fight and since it takes a sec to load...its good knockback never gets used. Sure its possible to punish laggy moves by moving towads them with it, but aren't you better off with something....better? (aw...nevermind! it just looks so darn cool!)
One use out if...if your opponent is juggling you and remains groundbased, is as he anticipates your fall (such as a marth waiting to UpTilt...) start it right before you come in range of his attack. You'll stop in air temporarily(mash B 2 or 3 times to slow your fall) he'll miss...then you'll continue your fall with DocTornado still in action, popping them with the last 1 or 2 hits! In case they shield it, drift to their backside to avoid grabs and other easier punishes. Personally...I've found the above tactic very useful especially if you have already double-jumped and used cape stall.
B Megavitamins 8%
yeah, I guess you were waiting for this -_- The Megavitamin is great in damage, spam, and settups due to its interesting slow speed (best compared to Guile's Sonic Boom). From the air you can shoot them while moving so you can stay right behind them easier note: they will actually bounce a lil' higher if tossed above SH height)
Learn to WaveDash and SH shoot these in every possible way. Also Full-Jump Pill to wave-land!
There is no way to actually give a definite pattern to use them...it depends on how safe you are and whether its even useful in the current position so don't get in the habit of throwing it out any moment of breathing room they are pretty laggy! Never spam them against a character faster than you, because that only invites punishment. Also note, you can shoot them backwards in air (tap back then press B); good for retreating, and to strategically turn around in air -- maybe for a b.air or edge-grab.
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