Super Smash Bros. Galaxy Deluxe/Dr. Mario Moveset

Dr. Mario (ドクターマリオ, Doctor Mario) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside R.O.B., Duck Hunt, and the rest of the returning roster. While Dr. Mario remains a close clone of Mario, he is not classified as an Echo Fighter. As such, Dr. Mario is classified as Fighter #18.
As in Super Smash Bros. 4, Charles Martinet's portrayal of Mario from Super Smash Bros. Brawl was repurposed for Dr. Mario in Ultimate.
Dr. Mario is currently ranked 79th out of 82 on the Ultimate tier list, placing him in the lower half of D+ tier and making him a bottom five character. Despite being buffed overall, this is a drop from his placement in Smash 4, where he was ranked 48th out of 54, and is his worst placement in the series. Dr. Mario's playstyle is effectively a slower yet stronger version of Mario's. As a result, all of his moves possess better KO potential and/or damage output compared to Mario, while he keeps most of Mario's frame data, which allows him to perform short yet effective combos. In addition, Dr. Mario has several strong yet effective KO options in his arsenals, including Super Jump Punch, Dr. Tornado, most of his aerials, and back throw. This means players have to play more carefully when close to Dr. Mario, as a single whiff could lead into a deadly punish.
However, Dr. Mario's weaknesses outshine many of his strengths. His most notable weakness is his poor mobility, which cripples his neutral game and makes him vulnerable to camping. In addition, as his playstyle largely revolves around him getting close to his opponent, his poor mobility also makes it harder for him to avoid retaliation from opponents, as Dr. Mario's short range means he is vulnerable to moves with long range or disjoints. Finally, Dr. Mario's recovery, while improved, is still one of the worst in the game, as its short range and his slow air mobility makes him vulnerable to gimping.
Overall, Dr. Mario is a character that has good frame data and strong damage output and KO potential, but his sluggish movements cause him to rely more on a bait-and-punish playstyle. Although his represenation has remained below average for most of the game's lifespan, he has nonetheless seen success from players such as Shissho and Tsumusuto.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 	2.94% 	The Punch + Punch + Kick combo from Super Mario 64. Useful for spacing and comes out quickly. The first and second hits can also jab lock.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 	1.764% 	The Punch + Punch + Kick combo from Super Mario 64. Useful for spacing and comes out quickly. The first and second hits can also jab lock.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Kick Up (けりあげ) 	4.704% 	The Punch + Punch + Kick combo from Super Mario 64. Useful for spacing and comes out quickly. The first and second hits can also jab lock.
Forward tilt 	Forward tilt 	Middle Kick (ミドルキック) 	10.584% 	A wheel kick. It deals average knockback, but it is enough to KO at around 150% at the ledge.
Up tilt 	Up tilt 	Uppercut (アッパーカット) 	7.4088% 	A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140%-150%), it can serve as a KO option, although it fails to hit most short opponents due to its high hitbox placement. It vaguely resembles the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars.
Down tilt 	Down tilt 	Spinning Low Kick (スピニングローキック) 	5.88% (foot), 8.232% (leg) 	A legsweep. A great combo starter, as it can combo into up aerial, Super Jump Punch, and Dr. Tornado, all of which serve as KO confirms.
Dash attack 	Dash attack 	Sliding (スライディング) 	11.5248% (clean), 7.056% (late) 	The Slide Kick from Super Mario 64. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter if hit late.
Forward smash 	Forward smash 	Defibrillator (心臓マッサージ, Cardiac Massage) 	17.2872% (electricity), 20.9328% (arm) 	A palm thrust that produces a small burst of electricity. Deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options. Its electric properties also make it safer on shield compared to Mario's, especially if spaced.
Up smash 	Up smash 	Ear, Nose, and Throat (スマッシュヘッドバット, Smash Headbutt) 	16.464% 	An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time. The horizontal angle allows the move to combo into itself at low percentages and KO earlier at the ledge, although it weakens its potential as an anti-air and punishment tool.
Down smash 	Down smash 	Break Spin (ブレイクスピン) 	11.76% (front), 14.112% (back) 	A breakdancing version of the Sweep Kick from Super Mario 64. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger, and can punish ledge stalls effectively. It can also semi-spike with above-average knockback, making it a great edgeguarding tool.
Neutral aerial 	Neutral aerial 	Dr. Kick (ドクターキック) 	5.88% (clean), 11.75% (late) 	A flying kick. It is a sex kick that has the unique property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, while its late hit has surprisingly high knockback for a sex kick, KOing at the edge at around 130%.
Forward aerial 	Forward aerial 	Dr. Punch (ドクターグーパンチ) 	11.76% (early), 17.64% (clean), 10.584% (late) 	An overhand. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (tied with his down aerial for the slowest of his other aerials), high ending and landing lag, and is the only aerial that cannot autocancel in a short hop, but it has extremely high diagonal knockback when hit clean, making it one of the strongest forward aerials in the game. Can KO middleweights as early as 70% near the edge.
Back aerial 	Back aerial 	Drop Kick (ドロップキック) 	14.112% (clean), 8.232% (late) 	A dropkick. Comes out quickly and has above-average knockback, which makes it a viable edgeguarding and KO move and a reverse aerial rush option. Can also chain into itself at low percents, or set up tech-chase situations.
Up aerial 	Up aerial 	Air Slash (エアスラッシュ) 	11.9952% 	A bicycle kick. The move launches diagonally unlike Mario's up aerial, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos past low percentages. It can be used twice in a single short hop, or the second up aerial can be replaced with a neutral aerial instead. Despite its very quick startup, it works well as a KO option at high percentages, especially offstage.
Down aerial 	Down aerial 	CLEAR! (全力メテオキック, Full Power Meteor Kick) 	14.112% 	A double foot stomp. While it has noticeable startup, it deals consistent damage and can powerfully meteor smash opponents when hitting with the sweetspot on his legs. It has a sourspot on his hips, which launches away instead. On grounded opponents, the meteor hitbox can open up many KO confirms, notably with forward aerial, back aerial, Super Jump Punch and Dr. Tornado.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out. Has average range and above-average speed.
Pummel 	Pummel 	Grab Headbutt (つかみヘッドバット) 	1.5288% 	A headbutt. Moderately fast.
Forward throw 	Forward throw 	Swing-Around Throw (ふり抜き投げ) 	9.408% 	Spins and throws the opponent away. Can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. Decently quick. It is also slightly stronger than Mario's forward throw, as it can KO middleweights at around 178% at the edge of Final Destination, which is about 10% earlier.
Back throw 	Back throw 	Airplane Throw (ヒコーキ投げ) 	12.936% 	Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass Ness' back throw by a small margin when at the ledge. Can KO middleweights at around 109% near the edge of Final Destination with good DI.
Up throw 	Up throw 	Throw Up (スルーアップ) 	8.232% 	Heaves the opponent upward. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages. It can KO middleweights at around 224% on Final Destination, which is about 5% earlier than Mario's up throw. Due to its new animation, it heavily resembles the Upward Cap Throw from Super Mario Odyssey.
Down throw 	Down throw 	Hospital Bed (スルーダウン, Throw Down) 	5.88% 	A body slam. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for initiating aerial combos. It even has KO setups into up aerial, forward aerial, back aerial, Super Jump Punch and Dr. Tornado, although the latter four followups are reliant on reading the opponent.
Floor attack (front)	Floor attack (front)	 	7.056% 	Punches behind himself and then in front of himself while getting up.
Floor attack (back) 	Floor attack (back) 	 	7.056% 	Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5.0568% 	Performs a side kick behind himself and then in front of himself while getting up.
Edge attack 	Edge attack 	 	10.00776% 	Performs a dropkick while climbing up. Identical to Mario's, though it deals more damage.
Neutral special 	Neutral special 	Megavitamins 	5.88% (early), 4.704% (late) 	Throws a Megavitamin. Useful approach and pressure option. Unlike Fireball, it cannot be absorbed, bounces on a different trajectory, and lacks a flame effect. It launches opponents slightly upward, which can potentially set up a combo. At higher percents, it can even set up for a KO confirm if timed correctly.
Side special 	Side special 	Super Sheet 	8.232%, 1.6× (reflection) 	Flips a white sheet upward. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike Cape. Compared to Mario's version, Dr. Mario's Super Sheet has slightly increased vertical reach in exchange for slightly lower horizontal reach, and has a longer hitbox and reflecting duration along with a higher reflection multiplier. In essence, it is better for reflection in exchange for bringing less utility.
Up special 	Up special 	Super Jump Punch 	14.112% (clean), 7.056% (late) 	A jumping uppercut. Unlike Mario's (which deals multiple hits), Dr. Mario's version consists of a powerful main hit that hits once, with a weaker late hit. It functions better as an attack than a recovery option, as it has great KO potential and fast startup, which can make it a deadly out of shield option. However, it travels a short distance compared to Mario's version.
Down special 	Down special 	Dr. Tornado 	1.8816% (hits 1-6), 3.528% (final hit) 	Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. The maximum height that can be gained from this move is greater than that of Super Jump Punch, although this requires extremely fast button mashing. It gains good vertical and horizontal distance if mashed fast enough. As an attack, it is notorious for being able to KO very early at the sides of the stage (around 45% at earliest) due to its extremely high knockback growth on its last hit. As such, it is a deadly edgeguarding tool, although it is a bit risky due to Dr. Mario's poor recovery.
Final Smash 	Final Smash 	Doctor Finale 	3.528%/3.7632%/3.9984%/4.2336% (front), 2.7048%/2.94%/3.0576%/3.2928% (back)	Rears his arms back before thrusting them forward to generate and launch two gigantic Megavitamins, which trap and repeatedly damage any opponents in their path. Compared to Mario Finale, the front Megavitamin deals more damage than the back Megavitamin, and the Megavitamins don't deal flame damage.
== Appearing ==
Stands behind a wall of Megavitamins, which then start to disappear starting from the top to reveal him. Has his eyes closed until all of the Megavitamins are gone, in which he opens them and assumes fighting stance.
== Taunt ==
Up taunt: Looks to the ground and rubs the sole of one of his shoes to the floor.
Side taunt: Pulls out a randomly colored Megavitamin, rolls it down his arm, uses his shoulder to toss it into the air, and then catches it.
Down taunt: Balls one of his fists and lightly pounds his shoulder.
== Idle ==
Rolls his neck as if stretching it.
Pounds his fist into his palm.
== Victory Pose ==
Left: Throws two randomly colored Megavitamins in different directions, dusts his gloves, pulls out two more Megavitamins of the same color, and smiles.
Up: Waves his stethoscope in front of himself, off to his side, then to the other, and then back in front of himself.
Right: Taps his shoe on the ground, contemplatively rubs his chin and then suddenly glances at the screen while continuing to rub his chin.
== Victory Theme ==
Dr. Mario: Super Mario Bros. Victory Theme
== Classic Mode: Colorful Treatment Plan ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Mr. Game & Watch Team	Flat Zone X 	Chill (for 3DS / Wii U)	
2 	Kirby Team 	Green Greens 	Fever 	
3 	Yoshi Team 	Yoshi's Island 	Chill (Brawl) 	
4 	Wii Fit Trainer Team 	Wii Fit Studio 	Fever 	
5 	R.O.B. Team 	Battlefield 	Chill (for 3DS / Wii U)	
6 	Wario Team 	Luigi's Mansion 	Tetris: Type A 	References his rivalry with Wario in Dr. Mario 64, as well as Wario's bad diet and hygiene in the WarioWare series.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Chaos Kin 	The Chaos Vortex	Chaos Island 	
== Palutena's Guidance ==
: Pit: I don't think that's a real doctor.
: Palutena: I wouldn't be so sure. He delivers crushing blows, so he must be very knowledgeable about anatomy.
: Viridi: He's a quack. I hear he treats viruses by randomly throwing medication at them. Doesn't seem very safe.
: Pit: I'm so glad Skyworld doesn't have checkups.
: Palutena: Dr. Mario is slower than the regular Mario, but he's also more powerful. Don't get sent to the emergency room! You don't know what kind of treatment you'll get.
== Color ==
# Original
# Red
# Blue
# Green
# Black
# Yellow
# Purple
# Pink
== Story Mode ==
Dr. Mario Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the sans of Girl & Dog.
No.	Name 	Type 	Power	Stage 	Music
18 	Dr. Mario	Shield	3,400	Mario Bros. (Ω form)	Fever
== Spirit ==
Category:Character Movesets