Dr. Mario

**Dr. Mario** is the persona that Mario assumes within the *Dr. Mario* series. He is studying viruses at a hospital and uses a newly created special medicine to kill a new tri-colored virus that continues to multiply.

In *Super Smash Bros. Crusade*, Dr. Mario first appeared as a fighter in v0.9.1. As in the official *Super Smash Bros.* series, Dr. Mario is a clone of Mario.

## Differences from Mario

Dr. Mario has more power but less mobility than Mario, although not as pronounced as in *Super Smash Bros. for Nintendo 3DS / Wii U* or *Super Smash Bros. Ultimate*. Also, as in *Super Smash Bros. Melee*, the characteristics of each of Dr. Mario's moves are very different from Mario's.

### Aesthetics

* Dr. Mario's on-screen appearance, taunt, idle pose, and victory pose are different from Mario's.
* Many of Mario's updated sprites and animations, such as crouching, neutral attack, up smash attack, grab, and side special, are not reflected in Dr. Mario's.

### Attributes

* Dr. Mario's square hurtbox when standing or in the air is slightly larger than Mario's.
* Dr. Mario walks slower than Mario (1.8 → 1.674).
* Dr. Mario's traction is slightly higher than Mario's (1.265 → 1.298).
* Dr. Mario's dash acceleration is slightly slower than Mario's (0.135 → 0.072).
* Dr. Mario runs slower than Mario (3.29 → 3.008).
* Dr. Mario's jump momentum is slightly lower than Mario's (0.97 → 0.965).
* Dr. Mario's air speed is slower than Mario's (2.115 → 1.89).
* Dr. Mario jumps lower than Mario (61.404 → 53.94 (jump), 26.145 → 24.675 (short hop), 61.026 → 53.58 (midair jump)).
* Dr. Mario falls slightly faster than Mario (3.056 → 3.074 (regular), 5.556 → 5.574 (fast fall)).
* Dr. Mario is heavier than Mario (0.25 → 0.27).

### Ground attacks

* Neutral Attack:
	+ All hitboxes of neutral attack are placed lower (Y offset: 14 → 11 (neutral attack 1), 13 → 10 (neutral attack 2), 24 → 23 (neutral attack 3)).
	+ Neutral attack 1 and 3 have more range (X offset: 17 → 19 (neutral attack 1), 15 → 18 (neutral attack 3)).
	+ Neutral attack 2 and 3 have altered damage values (3% → 1.5% (neutral attack 2), 4% → 4.5% (neutral attack 3)), resulting in the move dealing slightly less damage in total (9% → 8%).
	+ Neutral attack 2 has a slightly smaller hitbox (X size: 0.7 → 0.6) that is placed slightly closer to Dr. Mario (X offset: 18 → 17), giving it slightly less range.
	+ Neutral attack 3 has significantly more ending lag (FAF 21 → 31).
	+ Neutral attack 3 has slightly more knockback growth (1.3 → 1.5).
	+ Neutral attack 3 has higher hitlag (5 → 7), making it easier to SDI.
* Dash Attack:
	+ It deals more damage (9% (clean)/5% (late) → 11%/7%).
	+ It send opponents vertically instead of horizontally (35° → 85°).
	+ It has higher hitlag (6 → 8), making it easier to SDI.
	+ It has drastically less knockback scaling (6 → 2).
* Forward Tilt Attack:
	+ Forward tilt attack has slightly more ending lag (FAF 28 → 29).
	+ It has more horizontal range (X offset: 20 → 26).
	+ It has slightly longer upward range, but less downward range and overall vertical range (Y size: 0.6 → 0.4, Y offset: 10 → 14).
* Up Tilt Attack:
	+ Up tilt has slightly more ending lag (FAF 31 → 32).
	+ It has only one hitbox attached to Dr. Mario's arm, whereas Mario's also has a hitbox attached to Mario's lower body.
	+ It deals more damage than Mario's arm hit (8% → 9%).
	+ It has altered knockback than Mario's arm hit (4.8 base/6 scaling → 5.65 base/3 scaling).
	+ It deals slightly more shield damage than Mario's arm hit (10 → 11).
	+ It has slightly higher hitlag than Mario's arm hit (3 → 4), making it easier to SDI.
	+ It has slightly more horizontal range than Mario's arm hit (X scale: 0.58 → 0.6, X offset: 6.2 → 6.4).
* Down Tilt Attack:
	+ Down tilt attack deals more damage (6% → 7%).
	+ As in *Super Smash Bros. Melee*, it sends opponents behind Dr. Mario (70° → 170°).
	+ It has less base knockback (5.65 → 5.15).
	+ It has slightly higher hitlag (5 → 6), making it easier to SDI.
	+ It has slightly more range (X offset: 20 → 22).
* Forward Smash Attack:
	+ Forward smash attack lacks sour spot and deals electric damage instead of flame damage.
	+ It deals more damage (15% (fire)/12% (arm) → 17%).
	+ It has significantly more knockback scaling (6 → 7.8), allowing it to KO roughly 20% earlier.
	+ It deals slightly more shield damage (23 → 25).
	+ It has higher hitlag (11 → 14), making it easier to SDI.
	+ It has significantly less range (X offset: 31 → 21).
		- However, its duration is between Mario's sweet spot and sour spot (3 frames (fire)/9 frames (body) → 6 frames), so it has a longer range than Mario's once it enters the latter half of its duration.
	+ Its hitbox is placed lower (Y offset: 15 → 13).
* Up Smash Attack:
	+ Up smash attack deals more damage (15% (back)/16% (top)/12% (front) → 16%/17%/13%).
	+ It is a meteor smash against ground opponents (75° → 259°), but launches diagonally against airborne opponents (75° → 60°).
	+ It has altered knockback (6.1/6.3/6.3 base/7.1/7.3/7.3 scaling → 5.1/5.3/5.3 base/8.1/8.3/8.3 scaling). Its knockback is weaker than Mario's unless the opponent's damage is around 125% or more.
		- Combined with the angle that is incompatible with vertical KO, it takes roughly 30% more damage to KO.
	+ It has more range backward but less range upward and forward.
* Down Smash Attack:
	+ Dr. Mario retains the Sweep Kick as his down smash attack, whereas Mario's has been a breakdancing motion since v0.9.5 DEMO.
	+ It has slightly less ending lag (FAF 42 → 41).
	+ Both hits of down smash attack deal more damage than Mario's front hit (15% (front)/14% (back) → 16%/17%).
	+ Both hits launch at a lower angle (35° → 30°), allowing it to KO roughly 15% earlier.
	+ Both hits have altered knockback (6.1 base/6.6 scaling → 5.8/7 (front), 6 base/6.4 scaling → 5.4/6.85 (back)).
		- Both hits deal weak knockback while the opponent's damage is not high, but the front hit deals strong knockback against opponents with about 100% or more damage, and the back hit deals strong knockback against opponents with about 170% or more damage.

### Air attacks

* Neutral Air Attack:
	+ Dr. Mario's neutral air attack deals more damage and has higher knockback the longer it is active, whereas Mario's functions oppositely.
	+ It deals more damage overall (8% (clean)/5% (late) → 7% (early)/11% (clean)).
	+ The late hit deals dramatically more knockback than Mario's early hit (3.25 base/7.95 scaling → 11/6), which allows it to KO under 70% at the edge.
* Forward Air Attack:
	+ Dr. Mario's forward air attack launches the opponent diagonally, whereas Mario's meteor smashes them. Thanks to not being meteor canceled by the opponent, this means that it is much more reliable.
	+ It has more start-up lag and shorter duration (frames 15-21 → 17-19).
	+ It has slightly more ending lag (FAF 44 → 46).
	+ It is divided into a critical hit and a non-critical hit, and the damage varies depending on how it hits (12% → 16% (critical)/10% (non-critical)).
	+ It has significantly less vertical range due to the overlap of the two hitboxes. It also has less horizontal range, though not as much as vertical range.
* Back Air Attack:
	+ Back air attack deals more damage (8% (clean)/6% (late) → 10% (clean)/7% (late legs)/6% (late body)).
	+ The legs hit launches opponents at an almost horizontal angle (25° → 2°), making it effective against fighters with poor recoveries.
	+ All hits have altered knockback (4.9/4.7 base/7/4.4 scaling → 5.5/5 base/3.75/4.4 scaling (clean), 4.9/4 base/5/3 scaling → 5.5/4 base/5/3.3 scaling (late)).
* Up Air Attack:
	+ Up air attack has slightly less start-up lag (frame 7 → 6).
	+ The leg hit has shorter duration (frames 7-15 → 6-8), while the foot hit has longer duration (frames 7-15 → 6-17).
	+ It deals more damage (10% (clean leg)/7% (foot, late leg) → 11%/8%).
	+ It has less range overall.
* Down Air Attack:
	+ Dr. Mario's down air attack is a double foot stomp from *Super Smash Bros. Ultimate*, whereas Mario's is a drill-like spinning kick from the original *Super Smash Bros.* and *Super Smash Bros. Melee*. Unlike Mario's, it consists of one strong hitbox instead of seven weaker hitboxes.
	+ Its start-up lag is doubled (frame 9 → 17).
	+ It deals less damage in total (14% → 12%).
	+ It is a meteor smash, which means that reliability is significantly reduced by the presence of meteor cancelling.
	+ It has a larger hitbox.
	+ It lacks a landing hit.

### Grab and throws

* Grabs:
	+ All grabs has less range (X scale: 0.75/0.85 → 0.45/0.55, X offset: 15/16 (standing/dash) → 13/14)
* Grab Attack:
	+ Grab attack has a different animation: a body blow instead of a head butt.
* All throws deal more damage (10% → 11% (forward), 10% → 12% (backward), 9% → 10% (upward), 8% → 9% (downward)).
* Forward Throw:
	+ Forward throw has significantly less base knockback (7.2 → 5.7), making it takes roughly 35% more damage to KO.
* Backward Throw:
	+ Backward throw has a different animation: Dr. Mario heaves the opponent off the ground and above his head, then tosses them away behind him, as opposed to swinging them around multiple times.
	+ Compared to Mario's backward throw, Dr. Mario releases the opponent earlier (frame 33 → 29).
	+ It has drastically more ending lag (FAF 47 → 66).
	+ It launches at a lower angle (35° → 23°). Although it has slightly less knockback (6.7 base/6.3 scaling → 6.1/6.7), allowing it to KO roughly 15% earlier.
	+ It lacks a collateral hitbox.
* Upward Throw:
	+ Upward throw deals less knockback (5.7 base/6.1 scaling → 4.9/6), making it takes roughly 20% more damage to KO.
* Downward Throw:
	+ Downward throw has altered knockback (5.75 base/2.7 scaling → 6.4/1.1). The reduced knockback against opponents who have accumulated a lot of damage has improved its combo ability.

### Special moves and Final Smash

* Neutral Special:
	+ Unlike Fireball, Megavitamins cannot be absorbed by moves like Ness' PSI Magnet.
	+ It has significantly more ending lag (FAF 36 → 46).
	+ It deals less damage (5% → 4%).
	+ Megavitamins bounce significantly higher.
	+ Megavitamins travel slower, but have a longer travel distance.
	+ Its hitbox is longer and thinner.
	+ It does not have a flame effect unlike Fireball.
* Forward Special:
	+ Dr. Mario's forward special has characteristics that combine his (and Mario's) customized special moves in *Super Smash Bros. for 3DS / Wii U*, Shocking Sheet (Shocking Cape) and Breezy Sheet (Gust Cape). It cannot reflect projectiles or reverse the direction of opponents, but instead can launch or slightly push back opponents or obliterate projectiles.
	+ It has more ending lag (FAF 39 → 45).
	+ It deals more damage (8% → 10%).
	+ It has slightly less horizontal range (X scale: 1.3 → 0.9, X offset: 17 → 19) but slightly more vertical range (Y scale: 0.8 → 0.9, Y offset: 13 → 14).
	+ It has a freezing effect, unlike in the official *Super Smash Bros.* series.
* Up Special:
	+ Dr. Mario's up special is based on his (and Mario's) customized special move in *Super Smash Bros. for 3DS / Wii U*, Ol' One-Two (Explosive Punch).
	+ The number of hitboxes generated is reduced from seven to two; between the first and second hit, the hitboxes are temporarily cut off and do not lock the opponent, making it easy to get out.
	+ It deals more damage in total (12% → 15%).
	+ It travels a slightly shorter distance, making it less effective for recovery.
	+ It has a flame effect.
	+ It does not produce coins upon contact.
* Down Special:
	+ Dr. Mario retains Dr. Tornado as his down special, whereas Mario's has been Galaxy Spin since v0.9.5 DEMO.
	+ It has slightly less start-up lag (frame 5 → 4).
	+ Without considering interruptions, its duration is quadrupled (frames 5-11 → 4/8/12/16/20/24/31-33), which makes it have less ending lag, even though the total duration is significantly longer (FAF 45 → 61).
	+ It deals significantly more damage in total (9% (arm)/7% (body) → 17%).
	+ It has altered angle (55°/145°/80° → 45°).
	+ It has an electric effect, unlike in the official *Super Smash Bros.* series.
	+ Although it requires a series of button presses, it grants more height, making it more effective for recovery. Furthermore, Dr. Mario can float with it not only in the air but also on the ground.
	+ It cannot reflect projectiles.
* Final Smash:
	+ Doctor Finale produces Megavitamin-based effects and emits Megavitamins' contact sound effect, whereas Mario Finale produces fiery effects and emits a burning sound effect.
	+ It travels at a constant speed, unlike Mario's, which is fast only at the start-up moment and slows down after that.
	+ It has a significantly smaller hitbox. As a result, it is very easy for the opponent to slip out of the way, making it nearly impossible to inflict significant damage or KO.

## Miscellaneous

 Taunt
 Victory pose
 Fanfare

## Color variations

 3
 4
 5
 6
 7
 8

## Trivia

* Dr. Mario is the only fighter that can be reliably classified as a full clone.
* Dr. Mario was stacked with Mario on the fighter select screen prior to v0.9.3. As a remnant of this, Dr. Mario also appeared as a Starter in v0.9.3. This also applies to Pichu, Toon Link, and Evil Ryu.
* Dr. Mario's home stage is Tetris, the only character from the *Mario* universe to be assigned a stage from a different universe.
* Dr. Mario and Mario's voice clips were replaced respectively in v0.9.4 and are no longer shared. In the case of Dr. Mario, most of them are taken from *Super Smash Bros. Brawl* and one from *Super Mario 64*.