18 Dr. Mario
Docteur Mario (1990 - NES)
Dr Mario is a fearsome character when he gets closed to his opponents with way more destructive attacks than Mario’s. His main flaw however is his mobility, one of the worst ones in the game that he compensates by the violence of some of his moves and his very great combo game.
- Excellent at close range
- Fast moves
- Great combo game
- Good damages
- Lacks range
- Bad mobility
- Terrible recovery
- Small move to get close
- But risky because there is a lot of space offstage
- Too big and useful to campers
The neutral B is, with no contest, Dr Mario's best move when he is far from his enemy. The projectile has a large hitbox, allowing Dr Mario to cover his assaults and to keep his opponents away. This move is also useful to deal % or to start combos and kill confirms. In a nutshell, an essential tool !
Grab's range is more than decent, especially for Dr Mario's height. The Back throw is really useful to take stocks, but his Down throw is better for starting combos, that can lead to really early deaths.
It's Dr Mario's best move in neutral. This attack starts fast, has a great range (again, especially for this character), deals a lot of damage and remains a safe option. With the Up air, these two aerials can punish every aggression that is sightly too close to a shield while keeping distances.
This attack goes really fast, starting at frame 3 and owning a great ejection potential. Then, it's a very useful at high %. A fearsome move to punish any sightly risky move from your opponent, even if its massive ending lag, makes of the Up b a very punishable option.