Dr. Mario is a playable character in both Super Smash Bros. 4 and Super Smash Bros. Ultimate. The Super Smash Bros. series Dr. Mario amiibo was released on September 11, 2015. Dr. Mario is considered high-tier in both Super Smash Bros. 4 and Super Smash Bros. Ultimate.
Super Smash Bros. 4
Alongside Mario, Dr. Mario is currently ranked as an A-tier fighter in Super Smash Bros. 4. Compared to his red-clad counterpart, Dr. Mario is stronger but slower. His forward tilt can be angled and serves as a solid neutral option, but his up and down tilts are generally less useful due to their limited range. Dr. Mario’s smash attacks are noticeably stronger than Mario’s; forward smash, while lacking in range, can KO opponents as early as 90% when sweetspotted. Up smash is a great aerial punish that renders the doctor’s head intangible throughout its duration. Dr. Mario can also gimp opponents by shooting Megavitamins off-stage or using Super Sheet to intercept enemies who recover high.
However, Dr. Mario suffers from several flaws, the most notable of which being his lack of range. Even in close combat, many of Dr. Mario’s moves occasionally whiff their target and leave him horribly vulnerable after missing. His recovery is also quite poor, and is even less effective than Mario’s. Dr. Mario’s AI also struggles with the same spamming issues as Mario in that it overuses its down smash and side special.
Dr. Mario is capable of utilizing a corruptive playstyle; however, this was a rarity in Super Smash Bros. 4 tournaments, as most players just entered corruptive Mario instead. Most tournament-ready Dr. Mario amiibo were trained “legitimately” and did not rely on corruption. Regardless, the character received above average results and representation and is considered about on par with Mario. If you would like to learn how to train a Dr. Mario amiibo in Smash 4, please refer to our training guide.
Super Smash Bros. Ultimate
In Super Smash Bros. Ultimate, Dr. Mario was significantly buffed and is now considered superior to Mario. His general attack power is much stronger, which allows him to rack up damage more quickly and get KOs earlier. His Megavitamins are better combo tools, he doesn’t have to worry about accidentally charging F.L.U.D.D., and he has a brand-new down air that meteor smashes opponents off-stage. Furthermore, Dr. Mario’s AI isn’t as spammy as Mario’s can get, which makes him much easier to train.
Dr. Mario retains the same set of flaws as in Smash 4. His attacks still lack range, though their increased speed and damage output help mitigate this. Unfortunately, Dr. Mario’s recovery hasn’t gotten any better, and it’s more vulnerable than ever to being gimped by aggressive opponents. And while Dr. Mario is generally less spammy than Mario, his AI may still overuse Dr. Tornado and even self-destruct with it by accident.
Overall, Dr. Mario has accrued good tournament results and representation. His unique strengths make him a much more viable choice than Mario. Though Dr. Mario does struggle in certain matchups (usually against higher-tiered fighters, or enemies that can easily outrange him), he has a high potential. If you would like to read the Super Smash Bros. Ultimate Dr. Mario amiibo training guide, please refer to this post. Please note that this guide targets the amiibo-versus-amiibo format. Information on Raid Boss training is provided below.
Raid Boss Training
If you would like to train a Dr. Mario amiibo specifically to fight human players, his optimal Spirits and training strategy will be a bit different. The best Spirits on a Raid Boss are Super Armor and Great Autoheal. Both of these bonuses take up all three slots, though, so you’ll have to choose which one you want to run. Otherwise, Dr. Mario’s best setup is Move Speed ↑, Physical Attack ↑, and Landing Lag ↓. Move Speed ↑ in particular is a huge boost to Dr. Mario’s mobility and recovery, and makes him an even more threatening opponent. Landing Lag ↓ lets Dr. Mario be a bit more bold with his aerials and move faster after landing.
Dr. Mario’s optimal neutral options are mostly the same as Mario’s, prioritizing jab, grab, forward tilt, and down tilt. His down throw combos into a variety of moves, and the FP is capable of learning all of its follow-ups (up air, down air, forward air, Super Jump Punch, or Dr. Tornado). Megavitamins are great neutral tools as long as they’re not spammed, and Dr. Mario’s AI will consistently try to follow up with a grab. All five of his aerials should be used for their expected purposes, though neutral air should be prioritized over down air as a landing option. Down air should exclusively be used to spike off-stage (that is, if your Dr. Mario amiibo goes off-stage at all). Up smash makes an excellent out of shield option, and his other two smash attacks can see some occasional use, too.
To sum that up, Dr. Mario should use jab, grab, forward tilt, down tilt, and Megavitamins in neutral. All five of his aerials and all three of smash attacks are usable, but down air should be exclusively used to spike off-stage — though Dr. Mario shouldn’t be off-stage too often. Up smash is his best smash attack, since it hits behind him and works out of shield. Down throw can combo into a bunch of different moves, so be sure to grab often. For more information on amiibo training, be sure to refer to our Dr. Mario guide and general amiibo training guide as well. Ideally, you’d use all three posts (Dr. Mario guide, general guide, and this page) to train the ultimate Dr. Mario Raid Boss!
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