Super Smash Bros. Ultimate – Dr. Mario amiibo Guide

If you’re looking for Mario, you’ve got the wrong character! Kind of. Between Mario and Dr. Mario, the doctor is considered the stronger contender. He’s got stronger moves, stronger moves, and stronger moves, too, which adds up to a big advantage in competitive tournaments. Although the two fighters are similar, their training strategies are different, so make sure you’ve got the right Mario before you continue! If you’d like to learn more about Dr. Mario’s metagame history, you can read his wiki page. Otherwise, let’s jump right into today’s training!

Special thanks to fammydamammy for contributing Dr. Mario’s training information!


Do you want to equip your Dr. Mario amiibo with Spirits? If so, you’re in luck, because this just so happens to be the Spirits section! We say this in every character guide, but try your best to have your FP inherit its Spirit stats and effects starting at Level 1. When a Spirit is inherited, the FP’s training data is changed. So if you train your amiibo to Level 50 and then feed it a Spirit, it’s going to behave differently all of a sudden! For more information, please read our full Spirits guide.

Dr. Mario isn’t a heavyweight fighter, but he still benefits from Super Armor. It allows him to more freely throw out powerful attacks without being interrupted, and it also helps protect him as he recovers back to the stage. Armor Knight works too, and can be paired alongside Move Speed ↑ or Trade-Off Ability ↑ to great effect!

Some other options you can try include Physical Attack ↑, Hyper Smash Attacks, Air Defense ↑, or Toss & Meteor. If you plan on training a Raid Boss, use a setup of Move Speed ↑, Physical Attack ↑, and Landing Lag ↓ to boost Dr. Mario’s mobility. No matter what you do, don’t use Jump ↑, as the boost in jump power renders Dr. Mario unable to complete his hard-coded grab combos — and the AI won’t notice this, and will continue to go for them anyway. For stats, you can either keep them balanced (2100 / 2100) or lean more heavily into attack power (2500 / 1700). Make sure the FP’s Spirit-type is Neutral.

Competitive Training

When training Dr. Mario, you’ll want to follow four particular rules at all times: don’t run, don’t jump (other than to recover), don’t go off-stage, and don’t charge smash attacks when you use them. Abide by these rules and you’ll be off to a great start! At later levels, you’ll want to do your best to purposefully get hit by some of Dr. Mario’s most important moves, including forward smash and forward tilt. Here are all the attacks you should use:

  • Forward smash: An excellent move, and one of the strongest forward smashes in the whole game. When attacking with it, try to connect the sweetspot at Dr. Mario’s hand. Use forward smash both to rack up damage at early percentages and to KO at later percentages.
  • Forward tilt: Another good move for Dr. Mario to use up close. When your FP is close to you, you should use forward smash 60% of the time and forward tilt 40% of the time.
  • Grab & throws: At low percentages, Dr. Mario’s AI is hard-coded to use a down throw and then follow up with down air, forward air, up air, Super Jump Punch, or Dr. Tornado. With that said, when you use down throw, don’t follow up with anything other than an up air. At higher percentages, use back throw to KO your FP!
  • Up smash: Use this against your FP to attack it as it lands. It’s incredibly strong and the AI can use it several times in a row to great effect!
  • Down smash: Use down smash less than Dr. Mario’s other smash attacks, but still decently often. It catches both sides and deals more damage on its second hit.
  • Megavitamins: Every so often, shoot a single Megavitamin at your FP from a distance, but don’t follow up afterward. At later levels, the FP will learn to follow its Megavitamin and then combo off it with hard-coded moves.
  • Down tilt: This can combo into an up air. At low percentages, attack your FP with a down tilt and then go in to start an up air juggling chain!

Earlier, we did say that Dr. Mario should avoid off-stage play at all costs, but you can still mix in a few down airs during training. When using this move, short hop off of the ledge and then use a down air without falling too far away. You only need to do this once or twice during your FP’s level-ups; that should be enough to get it to do the same at later levels. Avoid using Dr. Tornado during training, as the AI occasionally slides right off the stage with it and self-destructs!

Raid Boss Training

Even though Mario and Dr. Mario are similar fighters, they’re actually different enough that we have to clarify this: fight your FP as Dr. Mario, not regular Mario. Set up a timed or stock ruleset and play on either Battlefield- or Ω-form stages. Stage hazards are hard-coded into amiibo AI, so we want to focus on raw gameplay instead. To be clear, since you’re training a Raid Boss, you’re free to run and jump as often as you’d like. Stay on-stage as often as possible, as Dr. Mario’s recovery is extremely exploitable. Here’s a full list of attacks to use during training:

  • Grab & throws: Dr. Mario’s grab game is highly versatile. His down throw can combo into a down air, forward air, up air, Super Jump Punch, or Dr. Tornado; that being said, you don’t have to follow up after using a down throw because all these combos are built into Dr. Mario’s AI at later levels. You should also use back throw to KO your FP whenever possible!
  • Down tilt: It can link into an up air or up special at low percentages, which helps Dr. Mario rack up damage by starting juggling combos. Use down tilt often!
  • Forward tilt: Decent strength and speed, making it a solid neutral option. Use this at close range!
  • Back aerial: Fairly strong, especially given its high speed relative to the rest of Dr. Mario’s moveset. Use this to land and after a full hop for maximum damage.
  • Up aerial: It’s a bit stronger than Mario’s version of the move, but still has a good amount of combo potential. When your FP is in the air, you can juggle it a few times with some up airs!
  • Neutral aerial: Don’t prioritize this move too heavily, but use it every once in a while — particularly when landing!
  • Up smash: Dr. Mario’s most useful smash attack, and perhaps one of the strongest up smashes in the game — that is, against human opponents at least! Use it to attack your FP as it tries to land, or when it’s standing directly behind you.
  • Forward aerial: Unlike Mario’s version of the move, Dr. Mario’s forward air doesn’t meteor smash. This makes it viable to use above-stage, so make sure to do so every so often!
  • Neutral attack: Useful as a get-off-me move. When your FP gets too close, you can either grab it (as mentioned before) or attack it with all three hits of jab.

Additionally, you can also mix in a small amount of forward air, forward smash, and down smash. As mentioned before, Dr. Mario should remain on-stage at all times; his recovery is among the worst in the game and human opponents will have no problem taking advantage of that fact. Avoid using Dr. Tornado during battle, as the AI often uses it at the ledge and drifts off-stage and to its death while using it. If you want to learn more about amiibo training, feel free to read our general training guide if you’ve got a spare moment!


Thanks so much for reading! Dr. Mario’s really strong when trained just right, so we hope this guide can help you make yours a force to be reckoned with! If you have any questions during training, or just want to test your amiibo in a Battle Arena, feel free to join our Discord server. We’ll be happy to have you there! If you’re interested in entering a tournament, you can learn how via our Powersaves guide or mobile backup guide. If you like what you’ve read today, we’d appreciate it if you checked out our Patreon or donations page. Until next time — happy training!

If you would like to read more amiibo training guides, please follow this link.


2 thoughts on “Super Smash Bros. Ultimate – Dr. Mario amiibo Guide”

  1. NAHHHHH fam, use up special to kill off a ledge at high percents, use pills like crazy unless your opponent is consistently punishing you for doing so, and use super sheet to gimp recoveries. My Dr. does that a lot

    1. It’s fine to do these things in competitive play but amiibo training is kind of a different story. amiibo don’t adapt mid-match, so if a Dr. Mario is spamming pills and getting punished, he’s not going to stop mid-match and will lose the match. It is also very easy for AI to punish missed up specials. Super Sheet gimping is probably fine but down aerial could possibly be more useful overall!

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