Trophy Description
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, but his attacks deal a bit more Damage.
Statistics
Maximum Number of Jumps: 2
Can Wall Jump: Yes
Can Wall Cling: No
Can Crawl: No
Alternate Colors
Smash Attacks
SIDE SMASH DAMAGE 15.7~19%
Dr. Mario unleashes a blast immediately in front of him. This can be aimed up or down.
DOWN SMASH DAMAGE 11.2~13.4%
Dr. Mario swings his legs around his body to sweep the opponent.
UP SMASH DAMAGE 15.7%
An overhead smash that starts behind Dr. Mario.
Basic Attacks
Standing Attack DAMAGE 2.8%, 1.7%, 4.5%
Dr. Mario punches twice then kicks the opponent away.
Side Tilt DAMAGE 7.8%
Dr. Mario kicks forward horizontally. This can be aimed up or down.
Up Tilt DAMAGE 7.1%
A jumping spinning uppercut useful for combos.
Down Tilt DAMAGE 5.6~7.8%
A spinning sweep attack that pops opponents up.
Dash Attack DAMAGE 6.7~9%
Dr. Mario runs at the opponent then does a baseball slide attack.
Edge Attack
Dr. Mario quickly returns to the stage and dropkicks your opponent’s shins.
Air Attacks
Neutral Air Attack DAMAGE 5.6~9%
Dr. Mario does a jump kick attack that stays out for awhile.
Up Air Attack DAMAGE 7.8%
Dr. Mario does a flipkick attack midair!
Down Air Attack DAMAGE 1.6~3.6% MAX DAMAGE15% :8 Hits
Dr. Mario drills down into the opponent while spinning rapidly. This attack hits multiple times.
Forward Air Attack DAMAGE 10.1~15.7%
An overhead punch that is useful off-stage.
Back Air Attack DAMAGE 7.8~13.4%
A reverse dropkick with good knockback.
Special Attacks
Megavitamins (Neutral Special) DAMAGE 4.5~5.6%
Bounce a vitamin capsule off the ground. These bounce higher than Mario’s and cannot be absorbed.
Fast Capsule DAMAGE 1.7~3.4%
These capsules are shot much faster, but they aren’t as strong. The range is also slightly less.
Mega Capsule DAMAGE 1.7% MAX DAMAGE 16.8% : 10 Hits
Throw a large capsule that moves slowly. The range is very short, but it can hit opponents multiple times.
Super Sheet (Side Special) DAMAGE 7.8%
Use this to sheet swing and reflect projectiles or to turn your opponents around. The horizontal range is limited, but the vertical range is good.
Shocking Sheet DAMAGE 12.5%
This launches opponents with an electrified sheet, but it does not reflect projectiles.
Breezy Sheet DAMAGE 0~5.6%
Blow opponents away with a swipe of this sheet that also deals DAMAGE. The closer the opponent is, the farther that opponent is pushed away.
Super Jump Punch (Up Special) DAMAGE 6.7~13.4%
This leaping uppercut differs from Mario’s in that it only hits once and has no invincibility on startup. To make up for this, this version is more powerful at the start of the jump.
Super Jump DAMAGE 0%
This slower jump travels higher, but you do not attack during it. You have more control of your horizontal movement, however.
Ol’ One-Two DAMAGE 9~14.6% MAX DAMAGE 23.5% : 2 Hits
A burning uppercut that doesn’t travel as high but that has a strong explosion at its peak. This attack only hits at the beginning and peak of your jump. Your horizontal movement is limited as you ascend.
Dr. Tornado (Down Special) DAMAGE 1.3~3.4% MAX DAMAGE 8.7% : 5 Hits
Dr. Mario spins like a tornado with arms outstretched. Hit the button repeatedly to rise higher into the air. You can also move left or right during this attack. Horizontal movement speed is about half of Luigi’s, but vertical movement is much faster.
Soaring Tornado DAMAGE 6.7%
Dr. Mario spins so fast that he creates a wind to blow opponents away. It rises high but can’t move much horizontally. The Damage from the attack comes when Dr. Mario extends his arms at the end.
Clothesline Tornado Damage 9% MAX DAMAGE 17.9% : 2 Hits
This spin launches any opponents it comes in contact with. It spins much slower and takes awhile to startup. Recovery after spinning is also longer than usual.
| Reflect Data | ||||
|---|---|---|---|---|
| Startup | Duration | DAMAGE Scaling | Speed Scaling | |
| Super Sheet | 6th frame | 17 frames | 1.5x | 1x |
Final Smash
Doctor Finale
Dr. Mario unleashes a vitamin barrage with vitamins growing in size as they get farther away from him. The attack starts narrow immediately beside Dr. Mario and gets more vertical range as it extends horizontally away from him. Opponents caught in the barrage get pushed horizontally away, so use this on opponents who are closer to the sides of a stage.
Strategy
While his basic moveset is similar to Mario’s, Dr. Mario’s has some important differences. Dr. Mario’s attacks are about 10% stronger, but his movement speed is about 20% slower and his jump height is about 10% lower. His Megavitamins are useful to harass opponents from a distance while his Super Sheet is great against projectiles or opponents with longer range. Dr. Tornado is good for shield pressure and combos, and Super Jump Punch deals good Damage out of shield.
Megavitamins are your main projectile to deal Damage at a distance. Using it on your way down from a jump allows you to chase after it to pressure your opponent. If your opponent opts to shield, be prepared to throw that opponent. This projectile is not energy based, so characters with an absorb like Ness aren’t able to absorb these capsules! Dr. Mario’s Super Sheet is excellent to deal Damage while turning opponents around. It has a slightly larger reflection window than Mario’s Cape, and it doesn’t have the same hitbox. Dr. Mario’s has less horizontal range but more vertical range. Super Jump Punch is good for Dr. Mario out of shield, as it deals consistent Damage. The biggest difference from Mario is that Dr. Mario has Dr. Tornado instead of F.L.U.D.D. It doesn’t move as much horizontally as Luigi’s, but its still useful to deal Damage and pressure shields.
In the air, Dr. Mario’s best KO options are Forward Air, Back Air, Up Air, and Super Jump Punch. On the ground, Forward Smash is your best bet. Build up Damage using Dr. Mario’s jab and tilts, but be careful against opponents with longer range. Use your Neutral Air out of short hop to force opponents to shield, then mix them up with lots of throws or cross them up and attack their shield from behind. Dr. Mario’s Back Air is also incredibly useful out of short hop as well. Short hop, then Back Air, and fast fall while drifting away from opponents to recover more safely while still keeping the pressure on. For edge-guarding, use Super Sheet to turn opponents around, and harass them with Megavitamins. Super Sheet doesn’t stall Dr. Mario in the air, so you have to be more careful off-stage with this.
Recovery
Dr. Mario has pretty decent recovery options. He has Super Jump Punch as his primary vertical recovery. Like Mario’s, you can aim it to the left or right slightly when inputting the direction, and it leaves you in a fall state. Dr. Mario, however, also has his Dr. Tornado for horizontal recovery. The faster you hit the button, the more he spins, allowing you to move left or right to position yourself. Although this doesn’t put you in a fall state, it gives you a slight vertical boost only the first time you use it per jump. Also note Dr. Mario’s Super Sheet doesn’t stall him in the air like Mario’s Cape does to Mario.