Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As funny as that may be, i feel it would be too similar to the default color.
Cape does actually apply the buffs to an oponents pill, but its the only move to do so. The reasoning is that the rest of the moves would require Dmm to not be hurt while an oponents pill while he is buffing them, otherwise he would just be hit by the enemy pill he is trying to juggle.
Since Fspecial is already a reflector, it doesnt run into this issue.
But meanwhile, Dr Melee Mario has a very good stage control gimmick with the way he can interact with his neutral special and his regular attacks to bounce it around or control it in a way. Basically making him play right at him with the rest of the main Rivals roster.
That was quite insightful ItsSublemon, thank you for sharing your overall experience with Doc.
I do find quite amusing how you open describing Nspecial as quite useless, but then repeatetly refer to it as a very important part iof his gameplan. Other than that yeah i think you pretty much hit the nail in the head with doc.
Things like having limited movement, not much disjoint and a bad recovery i consider to be very intrinsic with the identity of Dr Mario, so of course they are also present here.
Once again, you shared a pretty good analysis on the desing of the character and im grateful of you takking the time to do so :]
dr mario has a very difficult time against light characters, because he can only kill out of combos, which means when characters get out of combo range early, they can end up livng to around 150% because dr mario lacks other kill options and has to get lucky, land a parry, or hit a fair or run up upb. having a long time of going for these can put you at a severe disadvantage, because you cant combo them, and they can still combo you and get kills.
he does have a very wobbly matchup chart though. because his neutral b is his best tool in neutral, he struggles against projectiles, reflects, and fast or small characters that can avoid an attack used. because of his short range, he struggles against characters with disjoints, swords and projectile characters.
his moveset is mostly revolving around his neutral b and up b, the former being his main combo starter and neutral tool due to his bad speed and lack of disjoints and ranged options and its flexibility from the way it moves and how you can interact with it. his up b is his strongest kill move, comboing out of up air which you can get from dtilts, utilts, nairs and nspecials. it does have a very small hitbox for the sweetspot that can kill from around 70% and a longer lasting sourspot hitbox that kills at around 450%. when done correctly, though, he can kill ridiculously early, but only with good di and reads.
From what i understand, The In place dash attack after pressing down is an ingame mechanic of Rivals itsel
Currently Super Sheet lowers his grvarity during active frames but doesnt have a set vertical boost. This means it can actually stall him very slightly when used during the start of a jump.