- This article is about Dr. Mario's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Dr. Mario. Also, for information about the character of whom Dr. Mario is a clone, see Mario.
|Also appears in||Super Smash Bros. Melee|
|Final Smash||Doctor Finale|
|Number of Jumps||2|
|Can Wall Jump||Yes|
|Can Wall Cling||No|
|Has a Tether||No|
|Voiced by||Charles Martinet|
Dr. Mario (Dr. マリオ, Dr. Mario) is a playable character and returning veteran in Super Smash Bros. for Nintendo 3DS and Wii U. His moveset from Melee has been brought back. He was officially confirmed on October 9th, 2014 alongside Dark Pit as an unlockable character, in a post-release announcement.
Dr. Mario currently ranks 51st on the tier list. People now view the 'Good Doctor' as a "worse version of Mario", and for good reason. He is less mobile in every way with slower speed, lower jump height and a weaker recovery. His combo game is also seen as worse than Mario's as he can follow up less easily from throws. However, Dr. Mario's kill power is more impressive than Mario's and he does more damage in general, meaning his punish game is debatably better.
How to Unlock
Complete the following:
- Play 60 matches.
- Complete Classic Mode as Mario at 4.0 or higher.
After completing either option, you must fight and defeat Dr. Mario on Mushroomy Kingdom.
Complete the following:
- Play 50 matches.
- Complete a challenge in Master Orders that's Hard difficulty or harder.
After completing either option, you must fight and defeat Dr. Mario in Delfino Plaza.
- Balanced on many attributes. with a strong moveset.
- Average weight matching with Mario's.
- Good variety of combos.
- Has a reliable sex kick in the form of Neutral Aerial, that is great for starting combos and breaking off enemies combos.
- Super Sheet both reflects projectiles and flips foes, which can disrupts enemy combos and frustrate recoveries.
- Dr. Tornado racks up easy damage and can KO at high percentages.
- Can Wall Jump.
- Good at edge-guarding with his Special Moves.
- Has problems with approaches, as he relies mainly on Megavitamins, which cannot be spammed.
- Slow speed for a character of his size.
- Has much less combo options than Mario.
- Struggles against characters that can outrange him.
Much like his original counterpart, Dr. Mario is an All-Rounder type of character, however focusing on Bait and Punish tactics. While sharing animations, Dr. Mario is overall slower and stronger than Mario, trading agile movement for more power.
Dr. Mario has more options for KO'ing compared to Mario, with all his moves having higher base knockback, most notably his Smash Attacks, Back Aerial and Super Jump Punch. His Forward Smash, while having much more power than Mario's, and it's sweetspot is at his palm, it lacks the extended range since there is no burst of flame. With a combination of manipulating Stale-Move Negation and making use of Rage, Dr. Mario can score reliable kills.
His combo game, however, is very different and less effective than Mario's relying mostly on reading the opponent and punish accordingly rather than stringing moves together. Since his attacks deal more knockback, the combo potential is hindered, specially against lighter opponents such as Kirby and Jigglypuff. This becomes even more of a problem due the slower movement speed, meaning he doesn't have some follow ups that Mario has. He does, however, performs great against middle and heavyweight opponents, having a good variety of follow ups from his Down Throw and Down Tilt.
As for his Special Moves, they function much like Mario's. Megavitamin are exactly like Fireball, but travel slower, bounce higher in the air, and cannot be absorbed. Super Sheet covers more vertical distance than Mario's Cape, but at the cost of its potential as a recovery move, as it no longer stalls him in midair like it did in Melee. Dr. Tornado grants Dr. Mario extra distance when used properly, as well racking up easy damage and can also KO. Super Jump Punch is a quite potent move that KO at earlier percentages with rage, with high power at the base and a sourspot throughout the rest of its duration.
Dr. Mario's flaws lies in his slow movement speed for a character of his power and size. He also has trouble against characters that can outrange him, such as those with weapons, like Shulk and Cloud, which boasts from disjointed hitboxes, meaning they will always have the upper hand when clashing with Dr. Mario's attacks. His recovery can be predictable without mix ups, while Super Jump Punch has very high priority, it is predictable, doesn't cover much distance, and can be interrupted. For that reason, players should be good at reads to prevent enemies from frustrating their recovery.
Overall, Dr. Mario is a strong character, with a solid moveset, but because of his poor mobility and short range, players must use a much more patient playstyle in comparison to his original counterpart. As a result, Dr. Mario's main tactics relies on him staying at the stage, reading and punishing mistakes with his Smash Attacks and Down Tilt and Down Throw combos.
Differences from Melee
Dr. Mario has been balanced match him with the other characters for the Wii U and 3DS versions. He was overall more nerfed than buffed, where in Melee he was among the top tier characters. He is even slower, and the universal changes in hitstun reduced his combo potential.
Appearance-wise, his coat is more detailed, and he also wears a shirt with a red tie under it, similar to his design in Dr. Mario 64.
- Slower walk and dash speed.
- Slightly higher air speed.
- Slightly higher jump.
- Decreased falling speed and gravity.
- Decreased traction.
- Slightly smaller, with his size now matching Mario.
- Lighter, with his weight now being the same as Mario's.
- Can now perform wall jumps.
- Neutral Attack is faster, but deals less damage.
- Forward Tilt is faster.
- Down Tilt is faster and has more range, but deals less damage. It also no longer sends opponents behind Dr. Mario; it always launches opponents upwards.
- Up Tilt is faster, but deals less damage. It also no longer sends opponents forward if hits in front of Dr. Mario; it always launches opponents upwards improving its combo potential.
- Forward Smash now causes the electrical spark even if the attack doesn't connect, having slightly more range with the sourspot added at the tip of Dr. Mario's hand, It also deals more knockback.
- Up Smash deals more damage and knockback, has more range, but higher startup lag.
- Down Smash deals much less damage and has higher startup and ending lag. It also has less base knockback, but increased knockback scaling.
- Neutral Aerial has more range, but deals less damage.
- Forward Aerial has slightly lower startup lag, but deals less damage and knockback, specially at later frames.
- Back Aerial now has the same animation as Mario and Luigi. It deals more damage, but no longer sends opponents downwards, now having Sakurai angle.
- Down Aerial deals much less damage and knockback unless it hits the sweetspot.
- Up Aerial deals more knockback and is faster, but deals less damage. Its angle is more horizontal.
- Down Aerial deals more knockback and all hits traps opponents more reliably. However, it deals less damage
- Dr. Mario now grabs his opponent with one hand rather than using both, and has slightly higher grab range. He no longer can chain grab.
- Pummel deals slightly more damage.
- All Throws have less ending lag.
- Back Throw deals less knockback, although still is one of the strongest throws in the game.
- Megavitamin is slightly larger and cover more distance, but has increased startup and endlag, it also less decreased damage, which is based on distance. It also no longer have energy properties, meaning it cannot be absorbed by Ness' PSI Magnet and Mr. Game & Watch's Oil Panic.
- Super Sheet no longer stops Dr. Mario's momentum in the air. It also deals less damage and has much less range.
- Super Jump Punch now consists of a single hit which has high knockback growth, being able to KO opponents at high percentages. It can also be reversed to potentially hit another opponent after landing the attack, in addition to this it deals slightly more damage. However, it cannot be cancelled anymore, and has slightly increased landing lag.
- Dr. Tornado deals more knockback, has less startup and lasts a bit longer, with more active frames and lingering hitboxes. It also locks opponents more easily between the hits. Additionally, it now gains altitude by mashing the B button. However, it deals less damage overall and doesn't travel as high when rising.
- Dr. Mario now has his own Final Smash, Dr. Finale, which functions similar to Mario Finale, but deals more damage and has slightly higher vertical range.
Differences from Mario
- Stronger, much less mobile and jumps lower than Mario.
- Victory poses and taunts are different.
- Neutral Attack combo deals more damage and knockback than Mario's, but is slower and with more ending lag.
- Dr. Mario's Forward Tilt, Up Tilt and Up Smash deal more damage.
- Forward Smash is more powerful, and deals electric damage rather than fire damage. Its sweetspot is in Dr. Mario's arm, rather than Mario's, which is in his palm. However, it has less range due not having the burst of fire.
- Forward Aerial does not cause a Meteor Smash, unlike Mario's, but when sweetspotted, it deals much higher diagonal knockback.
- Down Aerial is a drill kick rather than Mario Tornado.
- All Throws deal more damage.
- Megavitamins bounces twice while Mario's Fireballs bounces thrice. They also count as physical projectiles instead of energy projectiles.
- Super Sheet doesn't stop Dr. Mario's momentum, while Mario's Cape does. However, it deals more damage. Also, it covers more vertical distance and less horizontal distance, while Mario's does the opposite.
- Dr. Mario's Super Jump Punch has only two hitboxes, functioning similar to Luigi's Super Jump Punch dealing more damage and knockback than Mario's. However, it covers less height than Mario's. It also doesn't make the classic coin sound.
- Dr. Mario has Dr. Tornado, unlike Mario who has F.L.U.D.D.
- Dr. Finale is more powerful than Mario Finale.
- Neutral Attack: Dr. Mario does a punch forward, followed by a second punch, and then a kick.
- Up Tilt: Dr. Mario punches upwards. Slightly more knockback than Mario's with a different trajectory based on where it hits. If opponents are hit while in front, they will be sent forward. If hit when they're above, they'll go upwards. 7%
- Down Tilt: Does a quick sweeping kick in front of him. Sends foes behind him, unlike his original counterpart. 5% body, 8% foot
- Forward Tilt: Does a side kick. 8%
- Dash Attack: Slides forwards across the ground, feetfirst. 9%
- Up Smash: Headbutts upwards. 16-21%
- Forward Smash: Launches a somewhat short ranged electrical shock from his palm. The closer the opponent is to Dr. Mario, the stronger the attack is. 19-25% when sweetspotted
- Down Smash: Dr. Mario performs a breakdance kick. 12-18%
- Ledge Attack: Flips over and kicks with both legs.
- Get-Up Attack: Spins around on the ground, sweeping his legs on both sides.
- Up Aerial: Does a flip kick.
- Down Aerial: Dr. Mario drill stomps downwards.
- Neutral Aerial: Dr. Mario performs a sex kick.
- Forward Aerial: Throws a downward punch.
- Back Aerial: Kicks backward with both feet.
Grabs and Throws
- Pummel: Headbutts the opponent.
- Forward Throw: Throws the opponent forwards.
- Back Throw: Whirls around and throws the opponent backwards.
- Down Throw: Slams opponent into the ground.
- Up Throw: Hurls opponent into the air.
|Dr. Mario's Special Moves|
|Side Special||Super Sheet|
|Up Special||Super Jump Punch|
|Down Special||Dr. Tornado|
|Final Smash||—||Doctor Finale|
|Dr. Mario's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Fast Capsule||Mega Capsule|
|Side Special||Shocking Sheet||Breezy Sheet|
|Up Special||Super Jump||Ol' One-Two|
|Down Special||Soaring Tornado||Clothesline Tornado|
- Up Taunt: Grinds his shoe on the ground.
- Down Taunt: Pats himself on the shoulder with his fist.
- Side Taunt: Dr. Mario pulls out a random colored pill, and balances it on his neck and arms before putting it away.
In Competitive Play
To Be Added
In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, bit his attacks deal a bit more damage.
NES - Dr. Mario (10/1990)
Wii - Dr. Mario Online Rx (05/2008)
Dr. Mario (Alt)
Mario and Dr. Mario are only slightly different. Bascially, Dr. Mario is stronger, but his MD slows his speeds and lowers his jump. He also has a move Mario doesn't: Dr. Tornado, a down special that can trap opponents before launching them. You can move left and right while doing it and press the button repeatedly to rise into the air.
To be Added
- Dr. Mario was originally planned to be an alternate costume of Mario in Super Smash Bros. for 3DS and Wii U, but became a separate character late in development, as Masahiro Sakurai was felt that reducing him to a model swap would be insensitive to players who enjoyed him in Melee.
- Dr. Mario is the only character to have skipped an installment of the Super Smash Bros. series to later return as an unlockable character.
- Dr. Mario's official artwork pose does not resemble his from Melee, unlike the returning Melee veterans Mewtwo and Roy.
- Dr. Mario shares voice clips with Mario, having two KO voice clips, while the returning Melee veterans Mewtwo and Roy only have one.
- Dr. Mario is the only character to have two character challenges, which are Beat Solo 10-Man Melee without taking damage and Get Fever Rush 8 or more times alone in a single game of Trophy Rush.
- Dr. Mario's page in the Super Smash Bros. Official Website.
- Dr. Mario's Frame Data at Kurogane Hammer