Editing Dr. Mario
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Aside from these changes, Dr. Mario has received a number of noticeable improvements. His damage multiplier has increased from 1.12× to 1.175×, which further bolsters his already high overall damage output. Dr. Mario has a new down aerial where he stomps his opponent with both feet, which is capable of [[smashwiki:meteor smash|meteor smash]]ing when connecting with his feet, which is a trait only Mario has since ''Super Smash Bros. Melee'', and has a hitbox on his chest that launches the opponents away. His aforementioned back throw has higher knockback that, when coupled with his higher overall damage output, makes it one of the strongest back throws in the game. | Aside from these changes, Dr. Mario has received a number of noticeable improvements. His damage multiplier has increased from 1.12× to 1.175×, which further bolsters his already high overall damage output. Dr. Mario has a new down aerial where he stomps his opponent with both feet, which is capable of [[smashwiki:meteor smash|meteor smash]]ing when connecting with his feet, which is a trait only Mario has since ''Super Smash Bros. Melee'', and has a hitbox on his chest that launches the opponents away. His aforementioned back throw has higher knockback that, when coupled with his higher overall damage output, makes it one of the strongest back throws in the game. | ||
For the Megavitamins move, the capsules are not only larger, but also gained a higher launching angle, increased hitlag, decreased ending lag, better hitbox placements and increased knockback. Altogether, these changes make them much more effective for camping and setting up combos at the comparatively minor cost of their ability to lock a downed opponent. Dr. Tornado gained a drastic increase to its damage output and knockback, which make it a viable finisher unlike in previous installments. In addition, it boasts improved utility, courtesy of its improved vertical recovery and its ability to grant damage-based armor during frames | For the Megavitamins move, the capsules are not only larger, but also gained a higher launching angle, increased hitlag, decreased ending lag, better hitbox placements and increased knockback. Altogether, these changes make them much more effective for camping and setting up combos at the comparatively minor cost of their ability to lock a downed opponent. Dr. Tornado gained a drastic increase to its damage output and knockback, which make it a viable finisher unlike in previous installments. In addition, it boasts improved utility, courtesy of its improved vertical recovery and its ability to grant damage-based armor during frames 5-9 when Dr. Mario uses it on the ground. | ||
However, Dr. Mario's grounded and aerial mobility use a negative multiplier with an unspecified value: although his walking and running speeds are slightly faster | However, Dr. Mario's grounded and aerial mobility use a negative multiplier with an unspecified value: although his walking and running speeds are slightly faster, his jump is slightly lower and his already sluggish air speed is slightly slower. Aside from these issues, Dr. Mario's up tilt gained the same horizontal range reduction that Mario's acquired, and his grabbing ability is hampered by ''Ultimate''{{'}}s near-universal lag increase for grabs. | ||
As with several other returning characters, Dr. Mario's victory theme, which is the orchestral arrangement of the level clear theme from ''[[Super Mario Bros.]]'' (and is shared with Mario, [[Luigi]], [[Princess Peach|Peach]], and [[Princess Daisy|Daisy]]), has been slightly shortened and sped up compared to the previous installments. | As with several other returning characters, Dr. Mario's victory theme, which is the orchestral arrangement of the level clear theme from ''[[Super Mario Bros.]]'' (and is shared with Mario, [[Luigi]], [[Princess Peach|Peach]], and [[Princess Daisy|Daisy]]), has been slightly shortened and sped up compared to the previous installments. |