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DR. MARIO
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Dr. Mario, drug dealer pharmacist extraordinaire, makes his way
into the all-star cast of Super Smash Bros. Melee as a hidden character.
Prancing around in his stylish white lab coat, he can make short work of any
opponent (provided you follow this guide) and still have it appear effortless.
First arriving on the NES in his own game, Dr. Mario helped you destroy viruses
in a clever Tetris clone, also called Dr. Mario. Most recently seen on the
N64’s incarnation of the game, Dr. Mario returns to kick some *deleted* with a
MELON.
While Dr. Mario may be just a clone of his somewhat faster counterpart Mario,
his well-rounded skills make him an equally wise choice for beginners and
experts alike. Although lacking in far ranging projectiles, Dr. Mario more than
makes up for it in his strong close range attacks. Diving right into the scrap
is what Dr. Mario is about, specializing in quick, fierce jabs and the
occasional throw. Being a skilled attack sniper can cheese out CPU opponents and
frustrate human players to the point where choosing anyone but Dr. Mario seems
questionable.
Dr. Mario’s strengths lie in his Smash Attacks, which include the very
powerful Meteor Smash, and his speed. Even though Dr. Mario has powerful
attacks, he is not hindered by the slowness you would expect from Bowser or
Donkey Kong.
CLASSIFICATION: Close Range
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| Regular Attacks |
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Dr. Mario’s forward Smash works best when closer to the opponent. Not far away as in off the screen, but two or three paces
back. The electrical blast can knock the wind out of most characters, so smash
away.
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Mario spins his feet around like a drunken break dancer and clears out the
pack of fools that dare come close to you. Use this to clear out a clump of
characters, or beat somebody away from the edge who’s trying to get back
to the platform. Charge it up fully and you can send your opponents to the
moon. |
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move is useful when an opponent is jumping towards you or is falling down
from the sky. This knocks them off trajectory and sends them away from you.
Also use this when you yourself have been knocked off the platform by using
it after the double jump. |
| Special Attacks |
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Megavitamin Instead of the standard fireball that
Mario shoots, Dr. Mario shoots out a pill (called a Megavitamin) that bounces
along the platform, making cool retro sound effects in the process. This being
Dr. Mario’s only real projectile, it lacks the force you need to keep
enemies at bay. You can fire the Megavitamins in the air, but they fall
downwards towards the ground. The best and cheapest use for these Megavitamins
is to shoot them at somebody trying to make it back to the platform. Several
of these Megavitamins to the face will guarantee they won’t be returning
this trip around.
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Super Sheet:
This is the Doc's version of the Super Cape. It is virtually identical, except
that it's gleaming white and probably well sterilized. It'll flip your
opponent around (great for wrecking their moves while they're charging up) and
damage them a bit. It'll also work as a reflector, but your timing has to be just so for it to work.
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Super Jump Punch:
This is virtually identical to Mario's edition of the attack. Dr. Mario leaps
through the air in a fixed trajectory and entraps his enemies in a combo
attack. It can be annoying when trying to make precise jumps, but for the most
part it's a very good move that should be employed often.
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Doc Tornado: This is like the Mario Tornado but with
more range. You can move around more, chasing after opponents who try to
escape. The final hit isn't all that powerful, but this IS a damaging move.
Use it often on those who like to come in close.
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| Strategies for Dr. Mario |
Swordsmen -Link -Young Link -Marth -Roy |
Swordsmen are going to be ready and waiting when you try to pull your close range hits on them. This means that you should make use of your megavitamins and pelt them from a high perch. When the Links try to throw projectiles at you, use the Super Sheet to send 'em back their way. Be sure to use your Super Jump Punch from below, as well.
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Speedsters -Fox -Falco -Pikachu -Pichu -Captain Falcon |
Keep on the ground and stay there firmly. They're going to be jumping all over the place, so be ready to catch them in a deadly Doc Tornado. It can really mess up their combos if you spin them around with the Super Sheet, so use that liberally. Keep at it. They're faster, but you're stronger, and you'll be happily surprised when you see whose percentages are higher.
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Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
When it comes time to face close ranges, it's time to know how you play, and counter it. You should always know what the best thing for your opponent to do is, and then counter it. Give them a heavy dose of vitamins (ha ha) and watch out for their smashes. It all comes down to skill, here.
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Long Range -Ness -Samus -Mewtwo
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Two words: Super Sheet. Reflect those shots and missiles, and they should end up hurting more than you. Be sure to juggle, as well, and make them back into a corner. Only Samus can properly defend herself up close, so act accordingly.
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Lightweights -Kirby -Jigglypuff -Peach -Zelda |
Lightweights use their special attacks a lot, so be sure to use yours. Most of their attacks require you to be somewhat close, so naturally you want to keep away. These characters can sometimes suicide if they use the wrong move at the wrong time, so try and trick Jiggly into rolling off a cliff, Kirby into dropping into a pit, and Zelda into teleporting somewhere dangerous.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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Watch out. Heavyweights have tons of power, and Dr. Mario, while strong, will have to work extremely hard to clear them away. Fortunately, their power moves have abysmal recovery time, so swoop in to hit them after they finish whatever uber-powerful attack they have in store. Use your Super sheet to foul up their smashes and charge moves, and stay on the move. Just don't stay in one place and try to keep in control. |