A complete summary of Dr. Mario’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.
Stats & Spirit Effects
At the time of writing, the vast majority of Super Smash Bros. Ultimate amiibo tournaments have enacted a blanket ban on Spirits. Within a few months of the game’s release, competitions that allowed Spirits became stale; this is because almost every entry utilized heavily defensive stats and Spirit effects. For more information, check the Spirits & Equipment page.
In the unrestricted Spirits ruleset, Dr. Mario is best suited with Armor Knight + Speed ↑ and a 0/4200 Defensive loadout. In restricted, Dr. Mario has many options available to him, but Electric Attack ↑ is generally the most optimal.
An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Training will take several hours; matches should be played on Ω-form stages with either Stock or Timed rules.
Dr. Mario is a very powerful FP with very powerful tools at his disposal. However, he has some glaring flaws: a recovery that makes Little Mac look like Fox, an SD issue that is tricky to work around, and a medium weight. Don’t let this discourage you, because Dr. Mario is a very strong, if tricky to train, FP that can get you far.
- Neutral attack: A quick “get off me” tool, fast but lacking range, use jab more often to get the Figure Player to use it more often.
- Forward tilt: A slightly slower “get off me” tool with a little more range than jab, but is outclassed.
- Up tilt: Avoid this move, works similar to down tilt but is functionally outclassed.
- Down tilt: A midrange combo starter that works similar to down throw.
- Forward smash: One of Dr. Mario’s best kill options, use often for kills as it kills surprisingly early
- Down smash: Only really good at ledge, but your Dr. Mario should be going offstage to edgeguard in most cases.
- Up smash (Ear, Nose, and Throat): Amazing anti-air. Use when the FP is above you, and try to hit with the upswing of Mario’s head for maximum KO power.
- Neutral aerial (Dr. Kick): Similar function to up air but worse overall. Should be used when up air isn’t a viable option.
- Forward aerial (Dr. Punch): A situational kill move that works out of up and down throw. Don’t use too often, but don’t ignore it.
- Back aerial: A quick option to knock the opponent away or offstage. Generally a good move, but doesn’t kill until after 120% in most cases.
- Up aerial: Dr. Mario’s best aerial. Can get two up airs out of a down throw at low percent, comes out quickly and sends at a useful angle for edgeguarding. Use offstage, out of down throw, and to knock offstage.
- Down aerial (CLEAR!): A powerful spike best used out of down throw, especially offstage. A fairly consistent combo, as Figure Players can’t beat the spike with their recovery.
- Forward throw: A standard positional throw that kills at very high percents, but is outclassed by back throw.
- Back throw: A situational throw with shockingly good kill power. Can be used occasionally to kill, and should be attempted at the ledge.
- Up throw: Notably worse than down throw. Should be avoided overall but can be used at low percent to combo into down special.
- Down throw (Hospital Bed): Dr. Mario’s bread and butter move. This move can combo into up tilt strings, forward air, down air, down special for a kill confirm, it can do your taxes, and even wash your car.
- Neutral special (Megavitamin): A potent projectile, but optional. Dr. Mario can function with or without it, just make sure not to overuse it if you use it.
- Side special (Super Sheet): Don’t use Super Sheet. The AI automatically knows how to use it as a reflector. Reflect pills during training, but otherwise don’t use it as an attack.
- Up special (Super Jump Punch): Use only for recovery.
- Down special (Dr. Tornado): This move will make or break your Dr. Mario, as if he doesn’t know how to use it he will SD with it. Try to only use it in the air, either out of down throw, up throw, or offstage. You can run offstage, and use it combined with a jump to edge guard and cover the space around the ledge. This move can kill early when used at the ledge, but don’t rely on it. Use this before your midair jump when recovering, and your FP will pick up on that pattern.
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