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Super Smash Bros. for Nintendo 3DS

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Super Smash Bros. Walkthrough

Dr. Mario

 
In the 1990 puzzle game Dr. Mario, Mario threw on a white coat and decided to take a shot at that whole "medicine" thing. In this game, he's a balanced fighter who can throw Megavitamin capsules and nimbly deflect blows with his Super Sheet. He's not quite as quick as normal Mario, but his attacks deal a bit more damage.


Move Guide

Neutral Attack / Special
Press the attack or special button only without using the Circle Pad.
Side Attack / Special
Hold the circle pad to the left or right then press the attack / special buttons
Down Attack / Special
Hold the circle pad down and press the attack / special buttons
Up Attack / Special
Hold the circle pad up and press the attack / special buttons
Up/ Side / Down Smash
Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough.
Dash Attack
Tap left or right to dash then press the attack button.
Air Attacks
Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations.
Recovery
This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd
Final Smash
After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack.


Gameplay

Dr. Mario is agile and has a diverse set of moves that can help him overcome much faster and more powerful opponents. He is basically patterned after Mario with some slight differences. Dr. Mario is considered more powerful than his original version but his jump and movement speed is lower.

The Megavitamins he throws are good distracting projectiles since they don't follow a straight trajectory upon launch. Dr. Mario can even launch these while in the air. One of Dr. Mario's most useful moves is Dr. Tornado which is a good multi-hit move that can be used both for attack and recovery. Dr. Mario's Super Sheet is equivalent to Mario's cape. While the two of them functions the same, the Super Sheet seems to have a larger vertical range to reflect projectiles. Super Jump is also a good way to surprise aggressive opponents since its initial damage is higher at the start of the jump.

Basic Attacks

Neutral Attack


Dr. Mario punches the opponent twice before kicking him/her away.

Side Attack


Dr. Mario unleashes a mid kick.

Up Attack


Dr. Mario does a spinning uppercut.

Down Attack


Dr. Mario sweeps the foot of his opponent.


Dash Attacks

Dash Attack


After running, Dr.Mario slides on the ground, tripping over the opponents hit.


Smash Attacks

Side Smash


Dr.Mario unleashes a powerful palm strike that can send an enemy flying.

Up Smash


Dr. Mario performs a powerful overhead smash.

Down Smash


Dr. Mario performs a wide low sweep that can launch enemies.


Special Attacks

Megavitamins (Neutral Special)


Mario throws a vitamin capsule to the opponent.

Super Sheet (Side Special)


This move allows Mario to reflect projectiles back to the enemies.

Super Jump Punch (Up Special)


A high punching jump that can launch targets in the air easily.

Dr. Tornado (Down Special)


Dr. Mario spins round and round like a tornado, with his arms outstretched. You can hit the special button repeatedly to make him rise in the air. You can also move from side to side while doing this.


Air Attacks

Neutral Air


Mario does a simple jump kick.

Side Air (Forward)


A powerful arcing punch to the side.

Side Air (Back)


A mid-air drop kick.

Up Air


While in the air, perform another jack knife kick that will lift Dr. Mario a bit higher.

Down Air


Perform a spinning downard kick.


Final Smash



Doctor Finale
Dr. Mario releases a wide range barrage of vitamins that get larger the farther they fly away. This is best used in the other side of the stage since the special's range broadens up at a distance.


Recovery

Recovery


Dr. Mario's Super Jump Punch can help him in most situations, especially in vertical falls. You can slightly steer the direction of the jump to the left or right but this leaves you in a helpless fall state. For horizontal recovery, Dr. Tornado is a good move to cover good amount of distance while saving your double jump limit.




 
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