nyuuzyou/wikis huggingface dataset:
Dr. Mario (SSB4)/Neutral aerial

==Overview==
Dr. Mario performs a sex kick. Uniquely, it starts off weak, with a smaller yet stronger late hit afterwards. This gives the move decent combo ability and good edgeguard capabilities with the long lasting strong hit, making it quite useful for Dr. Mario. Landing neutral aerial can combo into grabs, jabs or tilts at low percents, then dash grab or dash attack at slightly higher percents, and mid percents may put them into a tech chase situation, allowing potential followups when read correctly. The move is also his fastest aerial, at frame 3, and thus is useful for breaking out of combos and strings. Furthermore, the move is also able to be autocancelled in a short hop, and is his only aerial able to be used out of a buffered short hop airdodge, making it somewhat useful as an approach option.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	3-10
Clean hit 	11-27
Ending autocancel 	34-
Interruptible 	46
Animation length 	53
|-
===Landing lag===
Animation length	12
Category:Dr. Mario (SSB4)
Category:Neutral aerials (SSB4)
Dr. Mario (SSB4)/Neutral attack

==Overview==
Dr. Mario's neutral attack is a series of two punches and a kick that each start rapidly and do minor damage. It comes out quite fast and can stop approaches, although the different angle on the first hit prevents the attack from locking, unlike 's jab, hindering its utility.
For technical data of each individual hit, see:
*Dr. Mario (SSB4)/Neutral attack/Hit 1
*Dr. Mario (SSB4)/Neutral attack/Hit 2
*Dr. Mario (SSB4)/Neutral attack/Hit 3
==Frame Data==
All data is measured in Frames.
Hit	Hitbox IDs	Starts at (within hit)	Lasts for	Endlag
1 	0-2 	2 	2 	19
2 	0-2 	2 	2 	21
3 	0-2 	7 	2 	27
==External links==
Master Core
Kurogane Hammer
Category:Natural combos
Category:Neutral attacks (SSB4)
Category:Dr. Mario (SSB4)
Dr. Mario (SSB4)/Neutral attack/Hit 1

==Overview==
The first hit of Dr. Mario's neutral attack is a simple punch from his arm further from the camera. It does 2.8% and very little knockback. Unlike 's jab 1, Dr. Mario's is incapable of locking or pratfalling, due to the lack of a Sakurai angle on all hitboxes. The speed allows it to interrupt approaches, or combo break if Dr. Mario lands fast enough from an attack. Most notably, the attack is able to be jab cancelled into Super Jump Punch, one of his best kill moves. Jab cancels are also effective with his down tilt to start combos with it, especially as down tilt has decent range, compared to up tilt, which is riskier to use due to shorter horizontal range.
==Hitboxes==
|}
==Timing==
Hitbox 	2-3
Earliest continuable frame	9
Interruptible 	23
Animation length 	27
==References==
Master Core
Kurogane Hammer
Category:Dr. Mario (SSB4)
Category:Neutral attacks (SSB4)
Dr. Mario (SSB4)/Neutral attack/Hit 2

==Overview==
The second hit of Dr. Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of properties, it is quite similar to the first hit, but it only does 1.68% damage, and once again unable to lock as it lacks the Sakurai angle. It can still be used somewhat effectively, however, even if it isn't as good of a combo tool as jab 1. It is mostly used as a mindgame, where using jab 2 would likely mean that the opponent would think that Dr. Mario would continue into jab 3, in which case, Dr. Mario can jab cancel into a grab if they were and still are shielding, anticipating jab 3.
==Hitboxes==
|}
==Timing==
Hitbox 	2-3
Earliest continuable frame	9
Interruptible 	25
Animation length 	29
==References==
Master Core
Category:Dr. Mario (SSB4)
Category:Neutral attacks (SSB4)
Dr. Mario (SSB4)/Neutral attack/Hit 3

==Overview==
The third and final hit of Dr. Mario's neutral attack is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more damage, sending the opponent back even at low percentages. It is mostly used with the rest of the jab combo within the mixups that it provides. Jab 3 is mostly only used to send the opponent away when needed. Otherwise, jab 3 may not connect on certain characters, due to the first two hits having only upwards knockback.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	36
Animation length	45
==References==
Master Core
Category:Dr. Mario (SSB4)
Category:Neutral attacks (SSB4)
Dr. Mario (SSB4)/Neutral special/Default

==Hitboxes==
|}
==Timing==
Clean hit 	17-20
Mid hit 	21-44
Late hit 	45-86
Interruptible 	53
Animation length	61
|Pill 
|-
|Lag 
Category:Dr. Mario (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Dr. Mario (SSB4)/Side special/Custom 2

==Hitboxes==
|}
==Timing==
Reflection 	6-20
Hitboxes 	16-18
Windboxes 	20-22
Interruptible 	46
Animation length	52
|-
Category:Dr. Mario (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Category:Custom moves
Dr. Mario (SSB4)/Side special/Default

==Hitboxes==
|}
==Timing==
Hitboxes 	12-14
Reflection 	6-22
Interruptible 	36
Animation length	41
==Properties==
Reflection radius 	9
Reflection y position 	6
Reflection z position 	2
Reflection damage 	1.5x
Reflection speed 	1.0x
Reflection duration 	0.75x
Max reflectable damage	50
Category:Dr. Mario (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Dr. Mario (SSB4)/Up aerial

==Overview==
Dr. Mario performs a bicycle kick. While similar in animation and frame data to 's up aerial, the different angle makes the move much different. The angle is more horizontal rather than vertical, which alters its combo ability. It can still combo into itself, neutral aerial, jab, grab or tilts at low percents, alongside back aerial with the back hit of up aerial, but its most notable use is up aerial to Super Jump Punch, as up aerial launches perfectly for the attack to be combo'd into. The unique angle also makes it somewhat useful in edgeguards, and the move can be used twice in a single short hop if both are buffered. The fast startup allows the move to effectively break combos as well.
Overall, a very useful part of Dr. Mario's kit, notably due to its combo ability and generally low lag overall.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	4-8
Ending autocancel 	18-
Interruptible 	32
Animation length 	33
|-
===Landing lag===
Animation length	14
Category:Dr. Mario (SSB4)
Category:Up aerials (SSB4)
Dr. Mario (SSB4)/Up smash

==Overview==
An upward headbutt. It renders Dr. Mario's head intangible throughout its duration, quite similarly to 's. It also launches at a much lower angle than Mario's, 130°, which makes it better than Mario's in regard to starting combos when uncharged at low percentages, with its most notable follow-up being itself. This also makes it even more reliable at KOing near the edge, whereas Mario's can KO reliably from any part of a stage. It KOs middleweights at 119% while near the edge, and has the lowest amount of ending lag out of his smash attacks. At 0% on most middleweights and heavier without rage, down throw is able to combo into this move, which can then be followed up with another up smash, forward tilt or up tilt. The move can also be used as a general anti air move, due to the good hitbox and head intangibility, and is relatively safe due to the low endlag.
==Update history==
 1.0.6
*
 1.1.0
*
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	9-13
Head intangible 	9-13
Interruptible 	40
Animation length	48
|Hitboxes 
|-
|Head 
Category:Dr. Mario (SSB4)
Category:Up smashes (SSB4)
Category:Normal attacks (SSB4)
Category:Head attacks (SSB4)
Dr. Mario (SSB4)/Up throw

==Overview==
Dr. Mario tosses the opponent upwards. It is almost identical to 's up throw, but deals a little more damage and has altered knockback values, making it around the same strength. It doesn't serve much use for Dr. Mario, only being useful for comboing into up smash against fast fallers at 0%, and potentially an up aerial at low percents. It can also be used to put opponents in a juggle situation. As a kill throw, it is very weak, only being able to kill at ~230% with rage, lowering its use even more. Arguably Dr. Mario's least used throw.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Dr. Mario (SSB4)
Category:Up throws (SSB4)
Dr. Mario (SSB4)/Up tilt

==Overview==
Dr. Mario performs a spinning uppercut. It is very similar to 's up tilt, where it can combo into itself and other aerials at low percents, but it provides an extra 1.556%. This makes his up tilt slightly worse for combos, but slightly better for KOing. However, Dr. Mario's up tilt is seen less in competitive play, as his down throw has too much knockback to combo into it in most scenarios, unless it is a fastfaller or heavyweight. It is mostly seen as either an out of shield option or a punish tool when looking for combos at low percents. The move can also sometimes shark the lower platforms of Battlefield and Lylat.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-11
Interruptible 	30
Animation length	38
Category:Dr. Mario (SSB4)
Category:Up tilts (SSB4)
Dr. Mario (SSBM)/Back aerial

==Overview==
Dr. Mario does a backwards drop kick. It is an optimal move for edgeguarding because it sends opponents on a 28 degree semi-spike trajectory with little lag, fast startup, and high base knockback. Dr. Mario can also easily attack with this offstage twice and still recover, despite his poor recovery. The move is fairly useful for combos as well.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-8
Late hit 	9-16
Ending autocancel 	19-
Animation length 	28
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
==Similar moves==
*Mario (SSBM)/Back aerial
*Luigi (SSBM)/Back aerial
Category:Dr. Mario (SSBM)
Category:Back aerials (SSBM)
Dr. Mario (SSBM)/Back throw

==Overview==
==Throw Data==
===Collateral hit===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
==Similar Moves==
*Mario (SSBM)/Back throw
*Luigi (SSBM)/Back throw
Category:Dr. Mario (SSBM)
Category:Back throws (SSBM)
Dr. Mario (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit (Hitbox 0)	6-9
Late hit (Hitbox 0) 	10-25
Hitbox 1 	6-25
Boost grab window 	2-4
Interruptible 	38
Animation length 	43
!Hitboxes 
|-
!Boost grab 
Category:Dr. Mario (SSBM)
Category:Dash attacks (SSBM)
Dr. Mario (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hits 1-7 	10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29
Ending autocancel 	33-
Interruptible 	38
Animation length 	38
|-
===Landing lag===
Animation length 	24
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Dr. Mario (SSBM)
Category:Down aerials (SSBM)
Dr. Mario (SSBM)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	5-6
Hit 2 	14-15
Interruptible 	38
Animation length	37
==Similar moves==
*
*
Category:Dr. Mario (SSBM)
Category:Down smashes (SSBM)
Dr. Mario (SSBM)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Hit 1 	8
Hits 2-3 	14, 21
Hit 4 	28-29
Hit 5 	38-39
Animation length	79
==Similar moves==
*Mario Tornado
*Luigi Cyclone
Category:Dr. Mario (SSBM)
Category:Down special moves (SSBM)
Dr. Mario (SSBM)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	18
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Mario (SSBM)/Up throw
*Luigi (SSBM)/Up throw
Category:Dr. Mario (SSBM)
Category:Down throws (SSBM)
Dr. Mario (SSBM)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	18-22
Ending autocancel 	43-
Interruptible 	60
Animation length 	74
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Dr. Mario (SSBM)
Category:Forward aerials (SSBM)
Dr. Mario (SSBM)/Forward smash

Dr. Mario forward smash hitboxes	Dr. Mario forward smash hitboxes	Dr. Mario forward smash hitboxes	Dr. Mario forward smash hitboxes	Dr. Mario forward smash hitboxes
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Dr. Mario launches his palm forward. Unlike Mario's, it produces an electric effect, has no sourspot, has shorter range, and is much more powerful. It can reliably KO at just under 100%, making it a good finisher. It is also usable as a combo finisher. However, like a lot of his moves, short range limits its effectiveness against some characters, especially those with disjointed hitboxes such as .
==Hitboxes==
|}
==Timing==
Charge interval 	5-6
Hitboxes 	12-16
Animation length	41
Category:Dr. Mario (SSBM)
Category:Forward smashes (SSBM)
Dr. Mario (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Invincibility 	1-8
Throw Release 	12
Animation length	27
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Mario (SSBM)/Forward throw
*Luigi (SSBM)/Forward throw
Category:Dr. Mario (SSBM)
Category:Forward throws (SSBM)
Dr. Mario (SSBM)/Forward tilt

Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	4-8
Animation length	29
==Similar moves==
*
*
Category:Dr. Mario (SSBM)
Category:Forward tilts (SSBM)
Dr. Mario (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	11-12
Animation length	40
Category:Dr. Mario (SSBM)
Category:Grabs (SSBM)
Dr. Mario (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Jab 	
Neutral attack 2 	Right Cross 	
Neutral attack 3 	Toe Kick 	
Forward tilt 	Dr. Kick 	
Forward tilt (angled up) 	Dr. Kick 	
Forward tilt (angled down) 	Dr. Kick 	
Up tilt 	Uppercut 	
Down tilt 	Reflex Test 	
Dash attack 	Slide 	
Forward smash 	Defibrillator 	
Forward smash (angled up) 	Defibrillator 	
Forward smash (angled down)	Defibrillator 	
Up smash 	Ear, Nose and Throat	
Down smash 	Surgical Sweep 	
Neutral aerial 	Dr. Kick 	
Forward aerial 	Dr. Punch 	
Back aerial 	Drop Kick, M.D. 	
Up aerial 	Bicycle Kick 	
Down aerial 	Bone Drill 	
Neutral special 	Megavitamins 	
Side special 	Super Sheet 	
Up special 	Super Jump Punch 	
Down special 	Dr. Tornado 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Dr. Mario (SSBM)
Category:Hitboxes (SSBM)
Dr. Mario (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-19
Late hit 	20-31
Ending autocancel 	36-
Animation length 	45
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Dr. Mario (SSBM)
Category:Neutral aerials (SSBM)
Dr. Mario (SSBM)/Neutral attack

==Overview==
Dr. Mario's neutral attack consists of a weak punch forward, then a second weak punch, and then a strong kick forward.
For the technical data of each individual hit, see:
*Dr. Mario (SSBM)/Neutral attack/Hit 1
*Dr. Mario (SSBM)/Neutral attack/Hit 2
*Dr. Mario (SSBM)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	2-3
Jab 2 	17-18
Jab 3 	34+38
Animation lengths	15, 32, 51
|-
|-
|-
==Similar moves==
Category:Dr. Mario (SSBM)
Category:Neutral attacks (SSBM)
Dr. Mario (SSBM)/Neutral special

:This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Megavitamins.
==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	14-88
Animation length	43
|-
Category:Dr. Mario (SSBM)
Category:Neutral special moves (SSBM)
Dr. Mario (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	4-9
Ending autocancel 	16-
Interruptible 	30
Animation length 	33
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Dr. Mario (SSBM)
Category:Up aerials (SSBM)
Dr. Mario (SSBM)/Up smash

==Overview==
Dr. Mario bashes his head forward, producing below average knockback. His up smash is a good combo starter on grounded opponents, due to how it bounces opponents off the ground and so gets more hitstun for the knockback it delivers than other moves of equivalent resulting knockback. Interestingly enough, instead of bouncing players straight off the ground, it launches them at a considerable angle of 259, one degree outside of the meteor angle window. This makes it the only unconvential character spike in the entire game. It is is similar to an unconventional meteor smash in the respect that it is recognized by the game as a spike, but not used for the same purpose. It does not spike aerial opponents, who are instead hit with a different, vertically launching hitbox. Both hitboxes have short duration and even shorter range, thanks to Dr. Mario's small size, but it can be used effectively thanks to his long wavedash that can be used to perform a somewhat effective wavesmash.
==Hitboxes==
|}
==Timing==
Charge interval 	7-8
Head intangible 	9-11
Clean hit 	9-10
Late hit 	11
Animation length	39
|Hitboxes 
|-
|Head 
Category:Dr. Mario (SSBM)
Category:Up smashes (SSBM)
Dr. Mario (SSBM)/Up special

==Overview==
This move is similar to Mario's, though it hits harder but has less overall distance. It can be slightly angled by tilting the control stick forward, the further forward it is tilted, the further forward Dr. Mario jumps but at the cost of vertical height. If the control stick is tilted in the opposite direct in the first four frames and is performed on the ground, the move will cancel itself, helping in combos. Unlike Mario, Dr. Mario can't wall jump, meaning he can't wall jump out of the move, hindering it's recovery potential on most stages.
==Hitboxes==
|}
==Timing==
===Attack===
Intangibility 	3
Hit 1 	3
Hits 2-3 	4-7, 8-11
Hit 4-5 	12-15, 16-19
Hit 6 	20-21
Animation length	37
|-
Category:Dr. Mario (SSBM)
Category:Up special moves (SSBM)
Dr. Mario (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	18
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Mario (SSBM)/Up throw
*Luigi (SSBM)/Up throw
Category:Dr. Mario (SSBM)
Category:Up throws (SSBM)
Dr. Mario (SSBU)/Back aerial

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-8
Late hit 	9-13
Ending autocancel 	19-
Interruptible 	34
Animation length 	45
|-
===Landing lag===
Interruptible 	11
Animation length	47
Category:Dr. Mario (SSBU)
Category:Back aerials (SSBU)
Dr. Mario (SSBU)/Back throw

Dr. Mario back throw hurtbox visualization	Dr. Mario back throw hurtbox visualization	Dr. Mario back throw hurtbox visualization	Dr. Mario back throw hurtbox visualization	Dr. Mario back throw hurtbox visualization
 	 	 	 	
==Overview==
Dr. Mario lifts the opponent on his shoulders and then throws them away, similarly to throws used in wrestling. It's one of the strongest throws in the game, even competing with Ness's back throw, and compared to Mario's, it's faster and thus, more reliable for KOing. Unlike Mario's back throw, however, it can't hit bystanders.
Dr. Mario Back Throw KO%s on Final Destination VS w/Optimal DI	Dr. Mario Back Throw KO%s on Final Destination VS w/Optimal DI	Dr. Mario Back Throw KO%s on Final Destination VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	152.04% 	159°
At the ledge (max rage) 	125.12% 	159°
Center 	215.06% 	191°
Center (max rage) 	182.4% 	191°
==Throw and Hitbox Data==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Invincibility 	1-30
Turnaround 	20
Throw Release 	30
Interruptible 	60
Animation length	74
|-
Category:Dr. Mario (SSBU)
Category:Back throws (SSBU)
Dr. Mario (SSBU)/Dash attack

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
! Shieldstun
|1.875×
|1.875×
|}
==Timing==
Clean hit 	6-9
Late hit 	10-25
Interruptible 	38
Animation length	52
Category:Dr. Mario (SSBU)
Category:Dash attacks (SSBU)
Dr. Mario (SSBU)/Down aerial

==Overview==
Dr. Mario violently stomps below him with both feet, similarly to Captain Falcon and Ganondorf's down aerials. While it has moderate startup at frame 14, it lasts for four frames, has low ending lag and can autocancel in a short hop. It has two hitboxes, located on his feet and body respectively and deals 14% with great knockback. The hitbox located at Dr. Mario's chest launches the opponents at the Sakurai angle, while the hitbox on his legs and feet is a strong meteor smash.
==Update History==
 
*
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
===Attack===
The move disables jostling during frames 3-17.
Initial autocancel	1-5
Hitboxes 	14-17
Ending autocancel 	33-
Interruptible 	43
Animation length 	57
|-
===Landing lag===
Interruptible 	14
Animation length	23
==Similar moves==
*Captain Falcon (SSBU)/Down aerial
*Ganondorf (SSBU)/Down aerial
Category:Dr. Mario (SSBU)
Category:Down aerials (SSBU)
Dr. Mario (SSBU)/Down smash

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	14
Interruptible 	44
Animation length	55
Category:Dr. Mario (SSBU)
Category:Down smashes (SSBU)
Dr. Mario (SSBU)/Down special

Dr. Mario down special hitbox visualizations.	Dr. Mario down special hitbox visualizations.	Dr. Mario down special hitbox visualizations.	Dr. Mario down special hitbox visualizations.	Dr. Mario down special hitbox visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The grounded version's damage-based armor has a threshold of 10%.
Damage-based armor (grounded only)	2-9
Hits 1-6 	10, 14, 18, 22, 26, 30
Hit 7 	40-41
Interruptible 	75
Animation length 	91
!Hitboxes 
|-
!Grounded only 
==Parameters==
The move can gain height by mashing the special move button during frames 8-33.
Horizontal acceleration 	0.07
Maximum horizontal speed 	0.9
Added upward speed per button press	1.35
Maximum upward speed 	1.35
Friction after last hit 	0.05
Category:Dr. Mario (SSBU)
Category:Down special moves (SSBU)