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"Not to be Taken Orally" Doc Guide - originally posted by Cyphus
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9:01 PM Apr 7 2009 2009
Joined: Feb 2008
"Not to be Taken Orally" Doc Guide
The Doc Guide.
"Not to be Taken Orally..." Version 5.0
The Doc Guide v5.0
Um...Howdy. This is a Doc Guide. You will eithe read it or not. It matters not. Just remember that it you do it will CHANGE YOUR LIFE! Seriously...but not really. I'm going try to save us both some time and not describe how the moves look and what they do. Instead, I'm going to skip right into where and how to use the attacks properly.
I'm sure you'll find typos throughout this guide and most likely disagree with stuff I'll say. I encourage experimenting with what I suggest, and if you still don't like it, I gladly welcome your opinion, ontop of any other criticism or comments that may be appreciated, useful, or whatever.
For a sexy vid of tons of Doc's basics and advanced tactics check out SmashMac's...
The Doctor's Checkup
Cyphus's Doc Guide
Table of Contents
1 About the Author
3 Doc Overview
4 Ground Attacks
8 Dumb Facts
9 Comparison to Mario
10 Advanced Tactics
11 VS. Character Strats
12 Turf Advantages
About the Author
I've been playing this game since the day it came out and soon as I unlocked Doc I realized how fun and creative his style is. I enjoy priding myself in using less-picked characters, and shortly after learning him, I realized I'd be maining him forever.
I've been to dozens of tournaments in my state of Louisiana, and was confident enough to separate myself as the best for a good time. I took my skills to Indiana's national tournament: FC3 and finally had the opportunity to get owned and improved through some beatings- as well as some teachings from BobMoney himself. Then followed other semi-large tournaments and eventually the mighty FC6 which held over 200 players.
I continue to play in smash fests usually twice a month in my state and I'm happy to say our small cajun competive scene has grown into an underdog machine I hope will put LA on the map soon. Aside from Doc, I mostly use Ice Climbers and Falco competitively but also fool around with Peach, Link, and a plethora of other low/bottom tiers.
But enough about me....ON WITH THE DOC!
Heres a quick defintion list for you n00bs...
ShortHop(SH)- Quickly and lighty tapping the buttons(or stick) so as not to jump at a full height.
Fastfall(FF)- While in the air, hitting Down, once you're character has stopped moving upwards, to fall downward much faster.
L-cancel(LC)- Tap L (or R/Z) as you land on the ground from your air attack. Your recovery animation will be cut in half.
Shuffle(SH.FF.LC.)- Shorthopping, then fastfalling as you attack, and L-Canceling it- so that you've successfully attacked low, quick, and safely.
Wavedash(WD)- Sliding across the ground by air dodging diagonally into it immediately from a jump, so that the character actually never leaves the ground.
SexKick(Sex)- For most characters, simply pressing A in the air to have an attack that covers wide area and lasts a long time. (Sex kicks become weaker the longer they are held out, except for Doc's- which starts weak but grows stronger)
ShieldGrab(SG)- While shielding an attack and holding L(or R)...pressing A to grab. This allows you to grab immediately
without dropping, your shield.
Crouch-Canceling(CC)- Holding Down at low percents to redude your knockback and retaliate with a D.tilt/D.Smash (not good vs. multi-hitting moves like peach's D.smash)
Teching(Tech)- Pressing L or R as you hit a floor, wall, or ceiling from an oponents attack to bouce quickly off/up. (You can influence your direction by combining it with the stick)
Directional Influence(DI)- Having a direction held, at least momentarily, to encourage your character to drift in that direction after being hit. (useful in escaping combos and surviving KO moves)
Dash Dancing- Tapping Left and Right, back and forth quickly, so that your moment of attack or retreat is advertised but not known.
Light Shield- Lighting holding L/R so as to have a larger, more protective shield which doesn't shrink as quickly, but slides the characters apart- making shieldgrabbing not likely.
Power Shield- Defending with the few opening frames of the shield that allow projectiles to be reflected if they are 'inside' as it opens. It also spreads the players further apart then normal shielding.
Pillrush- A doctor mario offensive technique that consist of shooting a pill and quickly following behind it with another attack that is safened significantly do to the pill's coverage.
Pillspam- A doctor mario defensive technique that involves pilling at different heights and moments, possibly while retreating, to force the oponent to take offense.
Pros and Cons
Above average KO Power and combo potential
Can spam projectiles and resistant to oposing spam
Can take advatage of all advanced tactics (WDing, SGing, CCing, shuffling, ect)
Very bad recovery distance
Lack of a broken move (fox's shine, marth's f.smash, peach's d.smash, falco's laser, etc)
Doctor Mario is rated 9th out of 26 in the latest Tier List from SmashBoards.com, meaning he is a good character but far from the best. He is currently placed in the "Middle Tier." He isn't as fast as fox, or easy to combo with as Sheik...nor can he simply abuse correct spacing with reach like Marth, but he can hold his own if played correctly in each matchup.
Mastering Doc requires you to learn to fully utilize his Megavitamin, be the master of the edge(guarding it,
coming back), combo each type of characer effectively, know the right moves for each situation, and avoid his pink color form at all costs.
4%, 7%, 6%
Hold off from using this on fast fallers...its easily CCed and punished...It's a great technique on average to semi-floaty characters though. Mix up how many times you Jab (1 or 2 is best) and follow up with a D.Smash or Grab(or neccessary dash grab is they DI away). The unpredictability of how long they should shield mixed in with the possible following fast sweep or grab makes this a valuable mindgame tool in his arsenal. Take note to learn what your oponent is accustomed to doing in the situation and abuse it. If they drop their shield after the jabs- D.Smash them. If they shield too long- grab them. And occasionally go for the full Jab combo since nobody ever expects it!
A great anti-air move to take out aerial offenses much like a DragonPunch works in Street Fighter. One of Doc's combo tactics that leads to low chasing juggles and finishers. Its speed is quicker than you think because it hits low before his fist grows, so it can be thrown out immediately after another attack if you are in the oponents face. It can be repeated in bunches, but if the victim DIs well, you'll need to pursue with another attack such as a F.Tilt or shuffled UpAir. Possibilities are open for almost anything, so be well accustomed with it and its followup options. Sometimes its better to followup with something safe and guaranteed than attempting to string more attacks that just open risk and invite punishment. Also strangely useful in edgeguarding since its priority is good enough to knock fox/falco right out of their Forward Bs as well as other characters.
This move actually is his furthest reaching in his entire arsenal. It is an easy follow up to almost any weak attack or any low juggle(ex.SH UpAirs). I try to occasionally incorporate this move in combination with wavedashing & pills, since it can sneak from a distance after an oponent drops his guard or is stunned. Try not to use in close quarters range at early damage- they can retaliate immediately, especially if they CC'ed. Useful for playing keep away or bully someone horizontally like using it from a WD when someone tech hits away. Used as a poking annoyance, it is unlikely to be countered. You can angle the attack upward to snipe close ShortHoppers or downward to toe-stomp small shields. A pretty good move, best thrown out when you seem out of reach. Also useful for edgeguarding when aiming below the edge for vertical recoveries or forward for fast horizontal ones since it has good priority.
This move has absolute horrible range and is very weak...but oddly sends oponents towards you, and behind. I don't advise trying to incorporate it into your main game. It doesn't directly combo from alot or into anything really, but it does have its strange uses. By a ledge it can be a pseudo-spike where you ready yourself for B.air guarding. It can also be a crouch canceling move, but the D.Smash is really just better suited for this. This is one of Doc's worst moves, that should rarely see the light of combat.
As Up Smashes go...its weak, and as reach goes...its pathetic. but this isn't a useless move. its a good link from throws to finishers. It is noticeably slow to start, so thats why you don't use this out of the blue. Unique to many moves, hitting someone above your head boasts more power and damage than if they were standing in front of you. Though you can use the 'weak-spot' to drag out combos longer if you are good like that, it is more situational and not likely to happen. It much easier follows up into a F.Smash or F.air at the higher damages. This is sometimes a better juggling tool than his UpTilt, against huge targets like Ganon, but only if you are quick enough to chase his DI into another well-timed one. Overall, a situational combo tool only. Good DI makes it neccessary to follow this up with a shuffled UpAir to dash attack possibly.
Though the range on this attack isn't great, (Alright. Its downright pathetic) this is not a useless move in the least. Unlike other smashes, its power is consistent no matter where and how it hits. In addition to having the ability to angle it upwards and downwards, it is somewhat famous for hitting people ontop and sometimes behind Doc too! Point being, its the finisher of choice from a low juggle if you can afford the mild startup time. It works easiest from a D.throw(on lighter characters) but can be squeezed in after a shuffle or dash attack, too. In most cases though, the D.Smash is easier to connect and harder to punish if it goes wrong. Never a move to be spammed, it must be used intelligently. Probably the best situation you can create for it is a reverse WD into F.Smash, to counter an oponent's aerial diving.
18-23%(15-20% in the back)
This is Doc's key CrouchCanceling technique...best used early in the match, when nubby hits have you seldom move. Just hold down, and C-stick smash'em out your way...its a great clear out move, but don't try to abuse the technique since it doesn't work once you packed on a little damage. Its overall one of his best moves since it boasts good range, speed, and power! And its incredicbly hard to punish since it pushes shielders away most of the time. Its no Peach-D.Smash, but its still slightly spammable and is the safest bet as a finisher to any combo. Do note, that it is NOT however able to hit someone hanging on the ledge. Use your F.Tilt/Cape instead for that.
The dash attack is your friend. Don't abuse it, and it will serve you well. Statistically, it hits low so if your oponents shield is weak it can trip them from under. The earlier you connect with the attack, the more you'll have to wait for the animation to finish and thus...have less followup opportunities. Therein lies the problem. Do you start early to combo easier, but risk advertising the move? In best odds, you can combo into the Slide from an UpTilt or Shuffled UpAir at lower damage and link into Smash Attack. Outside of combos, from a pillrush it can be good to throw out when you are in your oponents face. If done correctly you'll pass to the other side of their shield, able to punish them as they attempt a shieldgrab and miss! Their shield will be out early if they begin to predict it, so in turn this can be useful if you feint it and perhaps Sex Kick through or grab. The dash attack also clashes with sword attacks if timed right, and can put pressure if followed by a Jab or UpTilt, once you have broken in close range!
Doc has a slight poor-reaching grab. Like most grabs though, it can sometimes appear to be 'glitchy' and occasionally grab someone who has already passed behind you. This isn't anything special to doc, but happens moreso frequently with characters like Mewtwo.
Apon running...jump, but press Z before the jumping starts so that the grab is reset to a standing grab. This is slightly faster than a normal dash grab and useful for some low-damage chainthrows that doc can do. Outside of that...not something I personally keep in mind during a fight since its other use is less lag...which, if you're good, won't happen since you don't plan on missing, right?
His throws are awesome, so if you can grab...do it. Grabbing can be accomplished by predicting a tech and WDing, being followed after a Jab, or comboed into after a falling air attack. Also remember to WD out of your shield! This is useful in blocking ranged attacks (like Marth's F.Smash, Samus' D.Smash, etc) then zooming inward for a grab. Extremely useful.
If you plan on shieldgrabbing a powerful attack, such as a well placed F.air from Ganon, you may need to walk towards him a tad before shielding. This way, when you block the hit and slide back slightly, you're still in range to grab him. Of course this isn't neccessary for characters like Marth who already have great grab range.
Once grabbed don't bother attacking them at early damages...on the other hand if your oponent's focus is to DI the throw correctly, many times they won't think to mash out at the start-fearing they'll miss their chance to DI. If you notice this, feel free to hit them some. If they begin to mash, then throw them and hope they weren't ready to DI. Very simple.
This is easily followed with an Up Tilt, UpSmash, or Aerial(its a quick lil' damage that is hard to avoid and punish and paves the way to more hits.
At higher damage I advise a DI chasing UpSmash for the FastFallers and heavyweights and then a quick d.jump into a ForwardA(docpunch) if possible...since it KOs. You may chain his UpThrow(by upthrowing, dash grab or upthrow uptilt dashgrab or upthrow shuffled upair to grab, etc) on low damage to fastfallers and heavy targets, but it can be unreliable on most stages due to platforms.
Normally one of the strongest throws in the game, its power is severly reduced with DI thanks to its huge windup animation. If you're by a ledge...just do it, who cares if they make it back? You can damage/edge-guard them so they'll be off the offense. I'd say this is one of Doc's overrated moves becuase how bad DI ruins it. Nevertheless 12% is great damage from a throw, and you can't go wrong by a ledge. A much more reliable move when tossing FastFallers since they can't save themselves with height as much.
This is like his up throw in that it can settup up for combos, but it is a weaker throw, which in turn can prove useful for keeping the oponent in range for a finisher at higher damage. One deadly tool is to D.throw and SOON as possible and follow it off with a F.Smash. As quick as it is, correct DI may not come easy, and you may find yourself with a nice KO settup. It works on many people at mid-high damage, and of course is extremely powerful. You may chain the D.Throw at higher percent, but DI is easy to escape, so I'd advise you chain it only once or twice before turning it into a more reliable UpThrow instead(which by the time they DI, won't be as useful!)
thing to note on this throw is that it combos into his F.air. It works on basically
at some percent or another. A classic, simple vertical KO. Just be quick to jump(or SH) towards their DI. Doc's signature KO combo.
It is never really
, when you have his back and up throws. If you do it, i advise taking advantage of the breathing room, by either pill spamming...or keeping the pressure on. Another use, after F.Throw is to walk forward as they are teching then WD-grab them again! This works extremely well when you throw them by a ledge, where they cannot roll backwards far- a good way to punish their lack of tech options. This is an extremely fast throw, so if you're by a ledge, you may want to launch them quickly since there is a good chance they will not expect it, and in turn not DI it properly!
This is a move that you should use alot....Its easily underrated at first but it juggles from tilts/throws and can be repeated in handfulls with perfect shuffles and DI chasing skills. Since you will be traveling good distances while comboing with this move you will have to make a judgement call on how to end it from either stage limitations or their gradual distance building up. Usually your best bet is a shuffled F.air, but if you're too close, D.Smash works best. If its too low of damage to call it quits, you may want to just land with that UpAir into a Jab and begin the Jab-MindGame with them right there! UpAir is also useful as a counter attack where some reach is neccessary such as Marth's F.air. You can jump out your shield and immediately UpAir to punish him for it.
Oh yeah! The "Doc Punch" aka "Gangsta-Punch!" His signature move aside from the Megavitamins. Aside from normally hitting in front, it does slightly arc from top to bottom- though the hitbox range is very small in those situations. For the most part this attack is used as a combo finisher from a fast SH chasing the oponent. As an aproach tactic, unless your shuffle is 100% perfect, you will get shieldgrabbed. The best follow-up from a shielded F.air is the A,A to grab mindgames or the straight up D.Smash. The F.air is Doc's classic finisher from a D.throw at high damage. Use it and abuse it! The F.air also should be noted for having good frontal reach, and I find it valuable against oposing shufflers! A backwards SH F.air is extremely rewarding for those who approach with shuffled SexKicks like Fox who rely on speed over reach(which you will now beat out!)
The Drill. Great damage, but what i like is using it to pass to the other side of the oponent with a quick SH/Jump(to prevent being shieldgrab). Sadly you won't get the refreshing 19% often, as you usually miss multiple spins as the situational shuffles require. If you're sent up and the oponent continues offense, this actually will usually out-prioritize with its reach...and since it has a slight startup but lasts a long time, its better to use it slightly early in this situation. While hanging on the ledge it is a safe D.Jump stage-returning attack. The D.air itself is just an interesting move since it protects Doc well from underneath- so you can full jump over someone while doing it and then stick them with an unpredicted B.air as you land behind them. A well placed D.air in a combo can link beautifully into a Upair(or sex/b.air), but take note in possibly fastfalling near the end of the Drill.
With reach, speed, unnoticable lag, and a low trajectory angle, the B.air is one of his best moves. It can be repeated several times, with good timing. Works on everyone on some damage or another, and is fast enough to beat out most other attacks. The attack of choice if your edgehogging and waiting. Fall off/jump back and with this protecting your turf! If you find a lucky opportunity, you can carry someone at low damage away from the stage by releasing it one after another while falling down with them. Almost always you will end up taking out their Double Jump this way. Just make sure to either reserve yours and use it intelligently! Also, it's good reach and speed are key in beating out superior aerial oponents like Jigs and Peach so be well educated on the correct timing on using this attack either from a rising SH or landing Shuffle. Passing through shields is also possible with this, especially with the gained speed of a reverse WD. Staying on one side, you should take note to continuously tip with his shoes to avoid shield grab. It serves well too annoy the oponent and wear shield as you mix up your methods of using it.
Doc's A in air is very odd. instead of losing power the longer it is held out- it gains! Of course you can use it to get out of low juggles, but don't expect any knockback. Likewise it usually isn't a great finisher to an air combo...its moreso safe, than strong(at its greatest strength, its still nothing to brag about) The best feature about the sex kick is that its a freakin' SEX KICK. Approach oponets with a shuffled sex into Jab-grab or mix it up by passing through them. A cool technique is SHing with it towards an oponent who just projectiled. The projectile gets nulled apon impact and doc continues to move forward soon to hit he oponent(when the sex is strong!). Works great against missles, fireballs, etc. Pretty tricky but always keep it in mind if you predict your oponent will beam.
Another interesting trick you'll get from it is jumping over the oponent...then falling straight down with it hitting the oponent's backside!(avoiding shieldgrab). It does boast great priority so it can also be used in edgeguarding floaty characters who can be in reach with a fast jump or KOing fastfallers off the edge. Also a neccessity for his move is when you block an attack and are unable to shield grab the oponent. Simply jump out your shield and counter them with a free sexkick-hit. An example of this: Doc standing on a platform. Sheik is below and does a rising UpAir, that doc shields and retaliates immediately (SH Sex) before sheik can escape. Always keep that in mind!
Super Jump Punch 13%
As recovery, you can extend its horizontal distance by holding left/right(whatever you're facing)...making it a 45 degree angle jump. Recovery wise, you want to use it at the last possible moment so you take full advantage of its reach and grab the ledge perfectly. On the flip side, this is expected so using it unneccessarily early or creatively late can surprise oponents waiting to edgeguard!
There's few opportunities to risk this in a real battle, but its ok to use on very light targets (exploding right out of your shield...or in combo) on platform stages where you can fall through for safety. I also occasionally use it to substitute an UpAir in a high combo but only when they have enough damage so that I'll land before them. Overall, a move that should rarely ever be used.
Super Sheet 12%
The almighty super sheet punishes missles, chargeshots, lasers, you name it! Of course an intelligent oponent won't be projectile spamming against doc...which is still good because its one less thing you have to worry about! It momentarily stops your fall in air so it has some tactical uses in having your oponent misjudge his timing...but in the melee its best used in close quarters on an oponent's completely predicted offense. Using this out of desperation, hoping it saves you out of luck is a poor choice and against good players will only serve to get you punished.
Also, it edgeguards UpB's...some alot easier than others, like Ganon and Falco, but timing gets difficult for fox illusions and Marth's UpB, and you're better off edgeguarding elsehow. One thing to note is that it's hitbox is slightly lower than you would think so in reflecting someone's UpB from the edge, its better to start it a tiny bit early since they may get "tippered" by the invisible area anyway.
Doc Tornado 13%
The faster you press B, the higher the lil' man will spin. Pretty cool, huh? You can control his horizontal trajectory by holding left of right(helpful on recovery, more on that later) This is a bad move to use in a fight and since it takes a sec to load...its good knockback never gets used. Sure its possible to punish laggy moves by moving towads them with it, but aren't you better off with something....better? (aw...nevermind! it just looks so darn cool!)
One use out if...if your oponent is juggling you and remains groundbased, is as he anticipates your fall (such as a marth waiting to UpTilt...) start it right before you come in range of his attack. You'll stop in air temporarily(press B 1 or 2 times if you need) he'll miss...then you'll continue your fall with DocTornado still in action, popping them with the last 1 or 2 hits. If they so happen to shield it, DI to the opposite way they are facing to avoid shield grab. Personally...I've found the above tactic very useful. Overall, a risky yet crowd-pleasing move for the ages.
yeah, I guess you were waiting for this -_- The Megavitamin is great in damage, spam, and settups due to its interesting slow speed (best compared to Guile's Sonic Boom)...projectile and follow it. Its a defense against your oponent's defense to your offense. gEt It!? @_@ anywho...
From the air you can shoot them while moving so you can attack after them easier that way.(note: they will actually bounce a lil' higher if tossed
Learn to WaveDash and SH shoot these in every possible way.
There is no way to actually give a definite pattern to use them...it depends on your oponent, his character, and what they're doing...but abusing the pills is crucial to Doc's game- it just takes time to master it! They can cripple slow oponents, but never spam them against a character faster than you, because that only invites punishment. Also note, you can shoot them backwards in air (tap back
press B) to strategically turn around in air. Might serve you well for a situational B.air or falling-into-edgehog.<!-- / message --><!-- edit note -->
9:01 PM Apr 7 2009 2009
Joined: Feb 2008
Maximizing Doc's Recovery
First off, if you're going to be sent flying, try DIing more upwards...exchanging your horizontal punishment for vertical potential...Now- Doc Tornado(if you can't press the B button fast, skip this step) press B fast as you can while holding left/right(your desired direction) IMMEDIATELY following...
D.jump out of it. Its important to do quickly because after the Tornado he falls basically straight down(he can't drift left/right good), but while from a jump, its good(so the earlier you jump the better). Drift as far as you can and do his SuperJumpPunch(while holding left/right) when you about 45 degree angle from the ledge. An optional cape just before UpBing is also there too. (It doesn't help nor hurt, as long as it is used before you are falling past upper portion of the 2nd Jump's arc. Obviously, repeating it hurts though!)
DONNOT bother with his tornado if you are below the height of the edge....unless you are extremely fast at mashing! If not, you will only hurt your recovery and PHAIL!
If you are not sure if you are pressing Down-B fast enough, see if you can fly up with it and land on top the lower platforms of Battlefield. If you can do that consistently, your tornado should help you a tiny bit in recovery. If you can turbo press B fast enough to D.Jump/Attack before you land on the ground again, that speed helps alot!
Yes, its a significant increase from the simple D.Jump to Up B.
No, his recover is still very bad and easily intercepted, but its better than nothing, and might just save you the game!
If you run towards a ledge and do his taunt, he'll pull out his taunting pill, but then go into his 'balancing' animation for a sec. (or fall off) He's the only character that can do that. Likewise, you can reverse WD into an Edge-Hog while taunting for the ultimate pwnage.
If Doc is caped during his taunt the pill he juggles will not be affected and result in landing behind doc instead of him catching it. Shortly after it dissapears on its own.
The first hit of Doc-Tornado does damage, but will not stun.(like fox's laser)
Doc is the only character who can CANCEL his own UpB. Try it! First you must start an ANGLED UpB(influence it either left or right). Now soon as you can- whack the control in the opposite horizontal direction. If you did Up/Left B...smash Right. If you did Up/Right B...smash left. This has to ben done extremely fast. This sends oponents upward while you remain grounded. The distance they fly is SOLEY based off their weight/fall speed. It has nothing to do with their actual damage.(Like Roy's UpB, Yoshi's D.Tilt, etc) Therefore, this is only combo friendly against big guys and fast fallers. The only real way of using this in a fight, is exploding this from your shield as a shield-grab substitute. All in all, a fancy move that may be just sexy enough to make your oponent lose his focus.
Buddha's Palm Technique
If Doc's F.smash hits oddly (in a very, Very small spot behind the palm) its extra powerful (charged max-27% as oposed to 25%) with a very low trajectory angle. Not a realistic use, being its probably the smallest sweet spot there is.
Doc has the only SexKick that starts weak, and grows in strength the longer it is held out. All others, come out strong then soften.
Double SH Aerial
It is possible to sneak in 2 aerial attacks in a single SH. Difficult? Sure. Chances of it being useful? Slim to Nothing. It requires an immediate B.Air from a SH, then a SexKick right before you land. I can only assume its potential use would be hitting someone who shielded the first and dropped their guard afterward. But I personally prefer just shuffling the aerial into a Jab/D.Smash instead. This is not a realistic tool for combat...
Doc is a ninja
Comparison to Mario
This is to end the brainless arguements on who beats who in what.
Doc's F.Smash is very short reached but powerful no matter how it hits...if Mario's hit is poorly spaced, it's strength is weak- though his has much better reach. All in all, Mario has a much better F.Smash.
In version 1.01 and 1.02 of Melee, Doc is slightly heavier(due to Marios weight being lessened)
Hit for hit, Doc's attacks totalled up, deal more percent than Marios.
Many of Doc's attacks send oponents at a more horizontal(or lower) trajectory angle(equals easier kills from edgeguarding). Mario's attack keep people more vertical, allowing him better combo opportunities.
Mario's cape brings him up some (but you knew that) and covers more horizontal distance, while Doc's covers greater vertical distance- creating an easier edgeguard.
They don't have a single attack that is the same (always different power, hitbox, percent, and/or trajectory angle)
Noticable examples are Doc's B.air sends them lower, his downsmash is stronger, while Mario's Upsmash is slightly stronger and UpTilt knocks people straighter up than Doc's.
And the ever obvious fact Mario has a WallJump while Doc doesn't.
Similarly to Doc's UpB Cancel, Mario has his own UpB Glitch that allows him to WallJump after using it.
Doc is much cooler than Mario(plus he gets to wear black)
Medicine > Fire...and any attempt to misguide the innocent noobs who may think otherwise will result in their face being peeled off by a rusty spoon.
Mario does not attack faster than Doc. Their attacks all come out at the exact same time(minus A,A,A). It can be part blamed from the illusion made from HOW they move. Examples are: Mario does twice as many backflips during his backward D.Jump, His Mario Tornado and SuperJumpPunch does alot more hits(but still less damage). Their jumps are identical in height, distance, and startup.
But what Mario actually DOES have in "speed" advantage is from a few frames less lag from aerial attacks, while Doc actually has slight further reach from an extending or stretched hitbox on some aerials. This allows Mario to move briefly earlier than Doc would, after landing an aerial attack. Combo wise, it can allow Mario that slight bit of neccessary time to followup...but the fact that it can help him move from shuffles earlier, avoid shield grab, is a Huge advantage.
The differences can be summed up in short: Doc has better KO opportunities and a better projectile...at the cost of worse recovery and laggier aerials. Mario has an easier time comboing while Doc can settup finishers easier.
Draw Game, imo. Some characters Mario will do slightly better than Doc against and visa-versa. If you're not happy with a tie, my vote goes to Doc. lol.
(note: megavitamins are easier to pillrush from if they are dropped from air. They will bounce higher if dropped from above SH height. Reason SH pills are easier to follow then ground is because you can drift forward in you SH, and already be moving behind it before you even run- and likewise retreat with a SH pill so you space while you guard.
Jumping towards the oponent, you shoot a pill at your height, then WD backwards instead of landing straight down.The pill will act as a neutralizer to their potential counterstrike. This trick allows you to observe how your oponent will react when he thinks he has an opportunity to attack. If he doesn't attack...even better.
This is really just moving in a triangular pattern with spam. Don't allow yourself to get too close to your oponent with this: the pill is only going to stop 1...weak...attack-remember!..Overall NOT a great pill trick to use alot, since the payoff is minimumly insight. Best used in the beginning of a fight to test the waters with a fresh oponent.
This is for oponents who prefer shielding the pill (cowards ^__^). Like above, run-jump/SH-pill then dash/WD Grab- Immediately following the pill impact. This is best when you set them up after a couple Placebos. This is actually quite rare to work, and commonly gets Doc grabbed himself...so it should only be used after you
them in the habit to expect attack followups!
Take 2 and Call Me in the Morning
Jump, pill, d.jump, pill. Consider doing this from a reverse WD so you continue to drift...giving yourself more room and not letting your oponent dash under your pills and beating you to the attack. Its mainly to stall when you're hunting for openings...but its still great when you continue it with another backwards wavedash into SH pill, ect. Pillspam FTW....biches.
Taking Offense From the Spam-PILLRUSHES!!
There are basicly 2 pill settups that you can combo off of...SH pill. And jump pill. SH pill is slightly safer, while jump pill leaves you with no lag to land on so you might get a stronger-slower attack in. All things considered, SH pilling is superior, since it leaves you alot less vulnerable.
After a SH pill you can do any of the following...
WD Grab: Rarely does it work, but payoff is huge, depending on your grab combos.
DashAttack: the later you hit them with it, the more time you'll have to combo off of it. Aerials and tilts are easy, but smashes are possible too. Too easy to get
ShieldGrabbed though...but abusable if their shield is weak!
JumpPill: this will have the pills hit near the same time Its mostly useful in putting pressure on turtlers, since you can time it so that you land behind them with a B.air and such, tearing apart their shield.
DrillKick: you can end this with a downsmash/grab if you're lucky, but the mild startup makes it seldom comboable off the pill.
DocPunch: shuffle PERFECTLY or get shield grabbed. Great pressure tool in chipping their shield if timed into the Jab to Grab mind games or straight up D.Smash!
SexKick: this can be your quickest followup and most reliable since it is the safest, and easiest to pass through them with.
Those were all just examples...anything really works here...WD to D.Smash, or maybe just a F.Tilt. Simple WD-Jab can be a surprise. Use your head and pay attention to your available time, their damage, and
mix it up.
If you're bored...try linking 3 pills together in one combo. Its not easy and it leaves you open afterward, but golly, it looks sexy! I'm sure you can figure out how to do it on your own ~_^
You really need to incorporate all of Doc's pill tricks into one chaotic game. Depending on one settup will lead to predictability, and even the best maze of vitamins can be punished. Soley turtling does
work versus good players, so master WDing and SHing into offenses
Fleeing the Drug Scene
While running away, jump and tap in the horizontal direction of your oponent, THEN press B. You'll shoot a pill backwards(from where you were facing) and change directions. This is a surprise slap if you need more room. Also note you can DJ and shoot another retreating pill with good drifting. Depending on how smooth you imput the controls, you'll either nearly stop zooming in the air, and just shoot...or continue to drift away while shooting the reverse(which is alot more useful) Practice til you know the exact 'feel' to get it right. The difference can be avoiding a counter hit.
If you're sent high into the air off the stage, but relatively close with plently extra time, throw a pill or two while you're falling. Don't risk it when you get very close though since ranged moves and high priority SexKicks will eat right though it and knock you away.
A grounded edgeguarder who doesn't move versus the pill is susceptible to a landing UpAir into whatever, but to increase your odds of evading a final blow take note, sometimes the best move is to admit defeat and airdodge right when you get close to them and hope for the best. Doc owns when he can control the fight from the center, but don't get fancy with unneccessary recovery...its just not worth it with the doc.
Getting Back On
Many times you can make it back to stage with your UpB and grab the edge...BUT your oponent WDes off and steals it! To buy yourself some time,(all you need is one second) til their their invincibility wears off...Doc Tornado(if you haven't already) extremely fast(if you can't...you die :D). After flying up...and starting to descend downward, UpB to push them out of the way and grab! You'd be surprise how much that COULD have saved you, if you knew about it!! Cape also works, to boot, but won't buy as much time)Your oponent does have the option of dropping off and hitting you away then returning to the stage...but there's really nothing you can do...since you were screwd over anyway, when they grabbled the ledge in the first place, right? Doesn't hurt to try!!
If you're grabbing the ledge, you can fast fall out of your grip, but immediately DJ back onto the platform with an attack like DocPunch(using his little time of invincibily wisely) It is not uncommon for people to expect this, and SH backwards and hit you while you miss or just shieldgrab...so play as safe as you can. UpAir is quicker and safer in this situation anyway....but the Doc punch just looks too darn cool to pass up! Actually your safest attack is probably a rising DrillKick. The invincibility plus the lasting attack frames makes a very safe landing.
Or, if you have the space, you can fall, DJ shoot a pill, and regrab the edge without ever moving left or right. Obviously, don't do this if they are very close. Either way, its usually just a better idea to get the hell back on and not get cocky.
It IS possible however, immediately grabbing the ledge, to drop from it-jump up-then WD across...STILL BEING INVINCIBLE and able to get a free attack...Jab is most common because of its speed and follow up options...but you can downsmash/grab if you like, which I personally prefer. Eithe way...this is a VERY, VERY hard technique to master, but it is deffinately his best way of getting up. But like everything, don't grow too dependent on it...mix it up, n00b.
Hogging and Back Kicking
Edge-hogging is the easiest way to prevent someone from grabbing the ledge. This is done quickest by facing away and WDing backwards. Or if you're further away, dash and jump towards the edge and Cape backwards(or shoot a pill backwards) to change your direction and land right into the grab! If you successfully protected the edge, but they landed ontop you can let go and DJ back on, hitting them with a DocPunch. But if you need to
your invincibility frames, let go of the edge, DJ and grab it again a moment before your oponent gets close enough to grab it himself-that way they are screwd.
From the hanging position you can also fall off or jump off with a Back Air and push the fool away. If its not good enough you can always DJ using another one, but be sure to not stray TOO far, because you need to get back yourself! By jumping backwards towards them, feinting the b.air, you can bait the oponent into airdodging towards the level...and inevitably punish them tremendously with a f.air or f.smash. I enjoy randomly SHing before the oponent gets close to the level, so they get paranoid for the B.air and sometimes they will assume you actually won't...and thats when I get them it! =)
Staying atop you have your Super Sheet (aka cape) to many UpBs. Ganon, Falco, Samus, etc are easy to cape, assuming they are UpBing from
below the ledge
. Other forms of recovery such as Marth's UpB, DK's UpB, and Fox's Forward B are not easily caped. You need alternative means...
F.Tilt is a good edgeguarding tool. It has great reach, priority, and because it can be angled, is useful in sniping those trying to recover from below by tipping the edge, such as Link, Kirby, and Bowser. This is your best move to knock somebody back who is trying to just make it back with their 2nd jump.
Uptilt starts very low, and comes out immediately. It may take a while to reach above your head...but you are edgeguarding, not defending aerial combat. Uptilt will send the oponent backwards at a low angle, or if it connects when his fist is bigger- will launch them upward. Easy prey for a F.air KO. Most useful in forward moving recoveries like Fox Illusion, which it always penetrates. Its valuable for those split second reflexes where you need something low and immediate.
The Money Shot
Difficult, yet deadly...its also possible to land a B.air on the tip of the edge and somewhat...slide off automatically...allowing you a 2nd b.air immediately! This can act like a Vertical Wall Of Pain, since you can carry the oponent downward and kill their 2nd jump with a rising 3rd B.air, then hog the edge yourself even at rediculously low damage. Not something that is capable of happening too often. I'd even say it takes luck.
Pills can be great edgeguarding tools under the right circumstances. For one...Slow starting recoveries like Falco and Ness can be destroyed by a single pill. Perfect pill aiming can also complicate slow recoveries, like Samus. With experience you can anticipate Fox/Falco illusions and intercept them with a pill, thus allowing you ready to Cape their remaining option-UpB from below the level.
Likewise, at the right opportunities, like Ness or Fox charging their UpB, jumping off and falling into them with a SexKick is a brilliant interception. Why bother trying to time an edgeguard tool when they recover, when you can prevent them from even recovering? Keep it in mind, for those with poor recoveries, such as Mario or Roy.
Close Quarter Combat
SH Aerial DJ
SH and immediately B.air or UpAir. Its possible to DoubleJump right before you would land on the ground. This can be helpful in repositioning yourself behind the oponent who shielded your first aerial attack. So if you wanted, right after the SH b.air, you could do a Rising aerial attack (perhaps another B.air?) and then come down with attack as well (B.air, anyone?)
SH Aerial WD
Similarly its possible to SH B.air and WD the landing, instead of just landing. The main use of this comes from if you're shielding an attack while your back is turned. First you SH B.airing (immediatley) out your shield then reverse WD pursue their trajectory. This also opens the door to new combo options. Pursuing an oponent via the SHBAWD sometimes can be your only option to keep your oponent off the ground. At its best use, you can carry someone across FD even at high damages because you can chase them so quickly! Though it can be repeated at specific damages, SHBAWD should be mixed up with cousin, Shuffling, for maximum unpredictability. Although its also possible to SH UpAir WD, it is difficult and not very useful.
This tactic isn't very complicated, but its occasionally useful: wavedash into F.Smash(or D.Smash)...it sounds simple...and it is. Nothing better to punish oponents who become predictable in their offenses.
Though this tactic is useful for many, I thought it appropriate to mention it still since it is underused. Lightshielding completely covers Doc's entire body easily. It also causes him and his oponent to be pushed further apart after the attack than normal shielding and the size/remaining strength of it won't be nearly as effected from absorbing hits than a normal shield. Lightshielding makes shield grabbing alot less likely to happen...but nonetheless, on the defense it can be great. After killing the oponent, jump on a platform and lightshield by the edge. They
jump and aerial attack you, and you will shield it, slide off, and land on the ground (with them now on the platform). Now they have to fall through the platform to attack you. Congrats. You just wasted their 2 seconds of invincibility!!
Another thing, most people don't think about, is lightshielding when you don't expect to be able to shield grab! Why not conserve your shield if you can tell they are going to land behind you. In fact, lighshielding, increases the chances that they won't land behind you, anyway.
The Importance of Feinting
If you're having trouble finding an opening, Feinting (or faking them out) helps. This is only an example, so you've gotta figure out what works for you and against each oponent...
By now your oponent prolly knows about your little pillrushes, and is flinchy to the point of paranoia to stop your pursuit. Mixing it up can only go so far. Sometimes its better to jump around and do nothing.
Running and jumping with enough distance leads people to anticipate an offense. Its your job to know how close you can get without putting yourself at risk, but getting any reaction out of them that doesn't harm you, is the best thing in the world.
Dash backwards then immediately forward into a Shuffle can work great. As with jumping and fast falling towards the oponent, only to DJ back into the air and
come down with an attack. Running forward then WDing backwards into another WD forward can help too. DashDashing back and forth lets you spring in any direction at any moment.
The more unorthodox you can move (without getting hit) the less preditable you become and the more pressure you create for your oponent. Do not underestimate the power of getting inside your oponents head. Its what separates 2 people with the same technical skills.
For a sexy vid of tons of Doc's basics and advanced tactics check out SmashMac's...
The Doctor's Checkup
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9:02 PM Apr 7 2009 2009
Joined: Feb 2008
VS. Character Strats
Below are some basic rundowns on what might help you when fighting each character. I don't claim to be anywhere near perfect, nor do I have tons of experience fighting some of the lower characters...but this is the best help I can presently offer. I hope you find some of the info useful!!
There are extra precautions needed when pilling Fox. Don't. Fox can avoid pills so rediculously easy, by tossing them you only give him oportunity to laser you or jump behind you. But if you do find some shiny moment...avoid full jumping near him since he can dash under your pill and punish. Secondly, keep your pillrushes safe as possible...and by that I mean, use your flying sex kick as a pillrush follow-up more. If he reflects the pill, you'll still be able to attack through it and hit him afterward. Keep in mind your cape to defend against his laser spam, but realistically a precise fox should win in a projectile war since he can feint and then laser during your cape's lag. Fox's drill shine combos leave no room for shield grabbing, so you are better off retreating or intercepting.
Conserve your shield well, mixing up lightshielding when neccessary as well as aiming your shield upwards to possibly throw off his L-cancel timing which
grant you a lucky shieldgrab! Don't drop your shield too early, either, since the 1-frame reflector will inevitably follow (along with his DJ escape, like always). Sometimes rolling is your best option, so keep in mind your own patterns and try not to get in those situations where you find yourself wanting to roll.
The only thing you have over Fox is horizontal reach, but it still doesn't count as anything too useful because of his speed. When he comes down towards you, reverse WD and throw out an occasional F.Tilt or if you anticipate the moment of his offense you can UpTilt or UpAir to exchange hits. Either way, the safest move is to retreat and catch him as he goes in the air. Fox's sex kick approach is impossible to beat out, but given the right percentages, be wary to sacrifice an exchanging of hits for an advantage in stage position. If he's at higher damage, his need to tech (with you only temporarily stunned) is the window you'll need to WD and bully him off the level. Avoid spamming Jabs in close quarters, since it really doesn't follow up. Simply put, grabbing fox is difficult. But he is also one of the most punished characters, when he is.
You can chain upthrow him from 20% easily, but using JC'd grabs you can go as early as 0% and then normal dash grab all the way to 55-60%. From there, a shuffled UpAir into D.Smash is your standard finish. Shuffled UpAir-Jab-dash grab is also a possibility. Or If he doesn't DI the UpThrow at mid-percent UpTilt to regrab or UpTilt into F.air at higher percents. Practice chainthowing level 3 CPUs(they DI left/right) before attemping on a human, and don't be afraid to headbutt him between catches- humans will be too worried about just DIing out of it. And if they
try to mash out, D.Throw to F.Smash is an appropriate wake up call. At higher percents, UpThrow links beautifully into a F.air as well, which if he DIs, usually sends him off the level horizontally. Relatively speaking, be wary to DI when he wants to UpThrow
as well, into his UpAerial. Double Jump away immediately and use your D.air to return back to the ground.
You want to fight Fox as close to the ground as you can. Because of his fallspeed, he's easiest to KO by knocking him off the sides. While edgeguarding, Instead of just waiting to Cape...anticipate the Illusion. Up and Forward tilt knocks Fox right out of his illusion and below the ledge...then you can cape his UpB since its much easier. If UpTilt connects late and launches him, pursue for a F.air KO. If Fox is out the screen but still able to make it back, a full jump pill off the stage can interrupt his Ilusion recovery, which with experience, becomes natural to pull off. Then fox is left only with the option to UpB from under the level..where you Cape...(and if he UpBed perfectly upward) charge your F.Smash as he comes back down.
If you're off the ledge, watch for him to drop into a ShineSpike. Its most common for fox to do this as he would anticipate your D.Jump since most people don't attack during it, nor use their UpB til after the DJ is used to its fullest. UpAir as you DJ for safety. If you can, save your DJ til you get under the level then use it and your UpB close back to back. This will not broadcast you're recovery as much and add alot more risk to a fox player who now must sink lower and possibly be coin spiked under the level. In recovering from above, watch for his fast B.air and SexKick through aerial pills- into you! Like many characters, if he simply edgehogs and attacks with a rising B.air, Doc is guaranteed dead. Consider a good moment to airdodge behind his b.air and hope for the best. On FD, the fight is pretty fair, but platforms ruin Doc's combos and chainthrow, and let Fox's lightning fast jumps and UpAir combos reign unmatchable. You will need to rely more on your B.air for spacing and low percent edgeguarding to increase your chances on smaller/platform levels.
Though the combo mechanics you'd use with Fox basicly apply with Falco, it is a very different fight. SHL(short hop laser), being his single most important staple, is at least weakened in the spam zone, since you have the cape. Although it is still a bit too slow to be always reliable in defending against close lasers (especially if he is merely a SH from your face). An exception to the rule, Full Jump Pills can be most useful, since it allows you to projectile right above his. Just be sure do this when you have noticable distance, and be ready to fall with your cape to send his own lasers back, as well. Anytime you are caught above him, DrillKick is a fairly prioritizing move that should go through anything he has. Your best reaching attacks like your D.Smash, F.Tilt, and BackAir need to be focused on. A good Falco will also use his SHL to approach you into a grab if you shield too much. If he approaches you with a laser an inch from your face, you can actually grab him first.
Realistically like fox, he can be
shield-grabbable. While you defend on the ground, don't drop your shield too early since the reflector soon follows. Aiming your shield upwards might throw off his LCing slightly though. Apply the same chainthrowing rules as stated in the anti-Fox guide above (UpThrow to 55-60% shuffled UPAir-D.Smash or UpTilt F.air or even shuffled UpAir-Jab-DashGrab). Falco will rely on his sex kick/D.air-shine-DJ as his offense and combo starters. DI left/right to at least make him work for his pillar combos and UpAir/Sex if you regain control right before being hit again. Be ready to backwards WD into F.Tilts (or lucky F.Smashes) or exchange blows with your UpTilt here.
At higher damages UpThrow to DocPunch(with the possible UpSmash/UpTilt in between). His recovery is poor, yet safe...so have all your edgeguarding options ready on deck for possible low damage KOs. Keep in mind UpTilt for his Phantasm, and surprise B.airs to carry him down. When recovering, encourage yourself to Tornado in clear sight of potential lasers. The slight stun barely moves you, and allows you to tornado again, increasing your distance! Also take notice for Falco's positioning for a Spike; its possible to just tip the ledge, hopefully avoiding the whole confrontation. If you have time, Cape to stall.
In the end, if his D.air is coming, as you UpB, Hold L to automotically tech against the side, and UpB immediately to push him the hell away and land back on safe ground! Like Fox, Doc is at worse odds when platforms are involved. They grant Falco longer and stronger spikeshine combos, and cause Doc to lose control of the match, when he gets stranded on one. WDing off the platforms with air attacks can come in handy and in addition with horizontally bully attacks, might reward you a possible early KO.
Be careful pilling since needles tear through and punish Doc. Caping them, albeit hard as hell, basically accomplishes nothing anyway. Full Jump pills can be your only option to approach a Sheik, or at the least lure her to you. Her F.Tilt was made to cancel out pills, but as long as your remain pitching and not batting, you still control the fight. Do not approach her from heights. Her grab range is huge and her UpAir and F.air will beat you to the punch. Use your shuffled Sex to close the gap and either pass through her or time it into the Jab to Grab mind game. You'll want to use your D.Smash alot versus Sheik because as a low, fast clearout move, its invaluable to break away from her tilts through crouch-canceling.
Anticipate moments to sidestep out of your shield to punish her grab with it. If you do get grabbed, mix up your DI in response to her D.throw, and Sex Kick as soon as possible to hopefully exchange hits with her Tilts. DIing upwards and towards her may be a surprise and get you lucky enough to DJ and escape as well. Worse case scenario- you DI away to get grabbed more (although most of the time they simply F.Tilt instead) If you're way above her, feint with DJ and fall with your D.air to increase your odds of getting past her UpAirs. Be very intune with what DI you need at the right time. DI away from tilts, but be immediate to respond to F.airs with upwards DI, unless of course you're at very low percents, since you might get relaunched by staying close.
Doc can actually chain-d.throw sheik at very early percents, but 20% seems to be less risky damage to start at. Though its possible to keep it up unto 50-ish, Sheik actually can DI diagonally upwards and DJ out from any grab not absolutely perfectly executed! Because getting out is odd, its good to test the waters with it since it may take several attempts with DI for them to escape. Its usually best to only chain a few times before turning it into a more secure UpThrow instead- which sets up well for air attacks, including F.airs at mid percent.
D.throw links into shuffled F.air at higher percents or a direct F.Smash if you were too fast for them to DI properly, but sadly neither are true finishers and Sheik will always live. UpAirs are good against Sheik if she is above. She actually isn't comboed well, but she is slightly more vulnerable than most, when she is above the oponent because she doesn't have a fast d.air or strong sexkick. If you have a break from her, WD Jab to keep the pressure on. Close up, she has the advantage...but from a distance its even worse, since approaching her is so hard. So keep your offenses tight and have a strong focus never to put yourself at being risk for grabs.
Her needles destroy your recovery so reserve your DJ when you are out of her sight. Also take note for her aerial needles. Caping them, doesn't accomplish much, other than damaging your recovery less than if they would have hit you so keep that as an option. Her B.air not only cuts through pills and edgeguards completely, but also is ideal in falling off for the edgehog position if you decide to tornado stall, etc. In recovering from a height toss a pill or two, but be wary to airdodge if neccessary, and in recovering from below, try to make it back quickly before sheik is in the dominant position.
If she is off the level a good distance, reverse WD, SH off, and hunt her down for a B.air. If not...you're better off simply hogging and feinting for a B.air, by letting go and DJing back into the grab to reset your invincibility as she Teleport above and back on. If there is little time, you can just let go and DJ F.air her as you land back on. But if you pulled yourself back on, during her teleport you'll be ready to move before she and able to B.throw her back off or F.Smash(with a slight charge if you can afford it). If in fact she is only capable of grabbing the edge from her teleport's 2nd phase, she is easily caped right as she reappears before she grabs on!
Anytime you have the space, Pill the hell out of Marth. He can easily swipe them away and come closer, but at this point you are still controlling the match. WD-F.Tilt is an invaluable tool against a defensive Marth, if timed perfectly from a SH'd pill since he will generally Jab it away and eat the punishment. Use it. Force Marth to come towards you if you have the room. If you just try to approach him, he will space himself to outreach you, but if you can get him to progress forward, and at the same time you sneak in, you can get inside his range and have the advantage instead. Reverse WD SH pills are your best bet. If Marth goes aerial, dash close (baiting for his F.air) and open your shield. Work as many safe feints and retreats as you can to make your offensive rushes less expected.
You want him to think he will catch you off guard with a dash grab. But stay low, since from above, his UpTilt stops everything you have. If his shield grows weak, your dash attack will trip him, and combo into an UpTilt or F.air at higher damage. The dash also clashes with his D.tilt so it can be a good approach for a ground-defensive Marth, if you follow up immediately with a CCed D.Smash or Jab. Jab puts Marth in the air for a Grab, so mix up single and 2 hits, and dash Grab when he DIs and possibly air dodges backwards hoping to avoid it.
If you can bait him into F.Smashing, shield it and WD out of your shield into a D.Smash/Grab. At low damages D.throw links well into you UpTilt, and UpAir, and possible D.air into Up/B.air/Sex for nice damage. UpThrow is even easier to get a clean SH UpAir at beginning percents. At mid damage its possible to shuffle UpAirs under him but his percent and your distance and speed have to be perfect or he will escape. 40-50% is your best odds at starting the chain. But take note to Sex as well, if you are close and don't think UpAir will come out in time. The slightest difference in speed is worth substituting than risking his escape. At 90% and above, D.throw works well into a F.air KO. Keep in mind to possibly turn around and jump the other way, if he DIs behind you (which is his smartest option).
When you're grabbed, be quick to DI in the direction of his throws to put as much distance from him, since F.Smash connects easily from his F.Throw. If you're thrown up, his UpTilt and UpAirs are going to rape, if you get caught. DJ away if possible and continually DI away from his attacks until you are able to land on the ground. Air dodging into the ground might be your only option if he's shuffling F.airs at the same pace that you're flying. If you shield a close-ranged air attack, but can't shieldgrab because he's moving to the other side, jump out your shield and hit him with B.air or Sex. If you get hit by the F.Smash, you can also DI down and tech roll across the level, but if you're late its usually just better to diagonally DI up and towards him. Even if you are thrown off the level, DI away and recovery from below. If not, an early F.Smash death at 40% is not something to be proud of.
While recovering from the air, pills can be useful in canceling out his F.Smash edgeguard, but they won't protect you from his aerials or Nuetral B. It you can get past his range, feint like you're going for the edge by fastfall and airdodge behind him. Other than that, you are safer going for the edge, from underneath. Hold L soon as you UpB to tech off the side and UpB either- immediately again if he is close enough to be hit, or let yourself fall and try to sweetspot the edge again and repeat. If you are holding Up as you tech, though, you will wall-jump away from the level. If you donnot UpB immediately from this, you will probably not make it back to the stage.
It can be hard to B.air edgeguard him, but faking edgeguard attempts works great since he is floaty. Jump backwards towards him, but then fastfall to avoid a possible hit, then rise back up with your B.air, or F.air him if he airdodged infront of you. If he is recovering from below, simply edgehog and wait to see if he makes it back on top. If so, a rising F.air works well, as with D.throw to F.air if you pulled yourself up as he landed on top since he is vulnerable during his lag. On small, platform levels you are UpTilt and F.Smash target practice, as with the pill being tactically weakened so you will want to stay under Marth, and be ready to jump out your shield with attack in response to his. Doc can actually hold his own very well versus Marth if you play by the book.
Because Peach is a larger character and suffers a slow moving jump, she is forced to take on pills one at a time. F.Tilt, DashAttack, B.air, and Turnips will be her main tools in quickly moving through pills. Be very cautious as she approaches, since her priority can easily whipe out pills and continue to connect with doc. Cape distanced turnips but be careful not to take bait versus turnips where she can counter attack over it. You have the option of catching them too, but only work that into your game if she is on the defensive. If she has a turnip in hand, your safest aproach is to sexkick through her, since she won't be able to shield grab, but be wary of her own SexKick out her shield. Her shieldgrab is large and fast. Land shuffles in front of her and you will get shieldgrabbed. Safest approach is Sex but you've got to be creative about it and to follow it up perfectly if you successfully donnot get punished. With all things considered, you want to run away if possible and attack her in between her moves- not during. Which is why, feinting is most important in this matchup.
Doc cannot take on Peach head on, but if you can get under it is possible to combo her very well. Peach float-cancels her aerials to have virturally no lag between them and the possible Jabs, D.Smash, or Grab afterward. So shieldgrabbing a peach doesn't come easily, and often times just results in a weak shield or you getting grabbed yourself. Immediate F.throws are most common from her, so be ready to DI upward, but D.throw into a possible followup is sometimes used too. Your best chances of grabbing her will be from your Jabs, which set her up nicely. Take note to dash grab apon her DIing/airdodging away. D.throw into shuffles or UpTilt at low percents, and F.airs at 90% and above. Repeated shuffled UpAirs are possible around 40-50%, but her Sex Kick breaks her out often, so end your combo with whats most reliable- not most gratifying.
UpB can also be useful after an UpAir if no other attack could connect. If platforms are involved, fall below them for safety after this. Following her approaches, her D.Smash will be spammed. Punish her D.Smash by SHing over it with a F.air if she uses it habitually after landing. Do not ever CC this, because you will absorb multiple hits from it! And while shielding her Jabs, side step her dash grab which almost
follows (much like yours). D.Smash is a good clearout move against her, but be careful not to instinctively CC it. Your B.air is your best tool against her, since it outreaches her, and can be spaced well enough so that its hard for her to approach through. When you're trying to return to the stage, be ready to airdodge behind her and fastfall to safety if she is airborn. Or fall with D.air into her and DI the potential exchanging of hits.
If she floats off the edge to hit you with a B/F.air, UpB early into her, if you can make it to the ledge. Or fastfall under her if you can make it around. If she is waiting by the edge, Hold L soon as you UpB to ledgetech her D.Smash-spike by the edge, and retaliate with another immediate UpB pushing her out the way.
When she's off the ledge at approachable height...a feint, a couple B.airs can be enough to work into an edgehog KO. Pills are decent distractions to her recovery if she is floating back from a lower height, too. If you cape her parasol before its finished, she'll be stunned based on damage and fall some before able to UpB again. Repeating this process can inevitably result in good damage racking and eventually a "cape spike", but if she techs the cape, and bounces of the wall your F.Tilt will suffice. Most of the time, you will have to rely on your F.air for the vertical KO, but keep in mind a suicide sexkick edgeguard, as well as a surprise UpSmash out of your shield at very high percents. On small levels doc will become cramped and feel no breathing room, but her insane recovery at least gets handicapped.
Pillrushing will be difficult because of his high priority, ranged attack such as UpAir. In fact, you're better off just not pilling often. Don't be in the air near him because he can cut through pills easily and juggle you across and prevent you from getting back on the ground because of his speed. Pills from distance work well enough, if you take note to stop when he gets closer and either space yourself again or attack him. Your B.air, F.Tilt, and D.Smash will help reduce his pressure game on you, but watch out for sex kick which defends well against pills and your physical approaches. Its a great technique to maneuver through pills and stun you long enough for a dash grab.
Its easy for Capt to run away from Doc and force him to get closer, but remember that doens't mean you have to become anxious and attack him directly.Your B.air and Pills are enough to force him to get close as long as you remain patient. This includes his dash dance game, too. Keep him busy, without putting yourself at risk. And be wary for knees and never attempt to UpTilt Capt as an anti-air defense. Exchanging hits with a knee is not (I repeat) not a smart idea! Because of his fallspeed and size he's easy to horizonally escape combos and tech roll away. At early damages, focus more on punishing with pokes until he's at higher damage. Shield grabbing won't come easy because of his reach but you can still grab him with good WDing and Jabing. Rolling out your shield can be a useful tool when you're pressured with his shuffle-jab-grab game, but don't over do it. UpSmashing out of your shield actually works very well versus Capt, since he is constantly shuffling behind you, and UpSmash is jus one of those moves that hits...well behind!
At any point its possible to chainthrow him with UpThrow to around 60%. But it is alot more difficult than Fox/Falco, because Capt is heavier and takes longer to throw- so your forced to wait half a second before dash grabing.(The biggest mistake is trying to dash too early and it not coming out) JumpCanceled grabs are easier, but still quite hard. Either way, its better to finish him with a clean WD Smash or UpTilt to F.air. Upthrow also surprisingly link to F.air at mid-high damage. Though this isn't a large combo, its instinctive for him to DI horizontally the F.air, which sets him up for edgeguarding!
Chances are though, you'll be getting grabbed more than him. He can chainthrow you with D.Throw at early percent, but in addition to DIing away, remember to possibly UpAir as you regain control to stop a potential oncoming knee! DIing up just gives him an easier time kneeing you, but it may occasionally come as unexpected and cause a misjudged knee instead. Anticipate his Jab to reset you in the air for his dash grab, and Sex Kick if possible. If he is knocked away, WD and don't give him breathing room.
Once you have him off the stage, edgeguarding is relatively simple. Obviously enough, if he's below the level the cape will rape his UpB, but more often he will have DIed upwards and be less predictable because of how he can move in one direction then lean back in the air with his DJ and UpB. Your B.air will take him out easily, but expect him to expect it and DJ over it or try to trick you into using it early and leaning away from it. Don't wait by the edge, if you can jump off and take him out far away. If thats not an option, feint a B.air and force him to DJ or UpB as his last resort and send him back down with another B.air. At that point its only a matter of time, til he gets caped or edgehogged. Capt can grab the edge UpBing backwards though, so if you cape his UpB in that situation he still makes it on. What you can do for below-the-level UpBs is simply dash off the level and B.air as you fall, hitting him into the stage and to his doom.
Edgehogging is interesting, because he can't UpB you off of it, so if you can simply force him to go on top, pull yourself up as he recovers and send him back off again. Assuming you didn't get hit by a knee by a ledge, be extra careful in falling pills because of his UpAir. You don't have anything to beat that, so airdodging may be your only hope. And if you're horizontal to the edge he may shuffle off into distanced UpAir (or if they know how....even MoonJump off into a B.air).
When you're near the edge, he is very unpredictable. Timed D.airs and B.airs need to be teched by holding L and re-recovered from. Edgehogging Doc is very easy for him, and a knee punishes a doc well, if you land above him. From hanging on the side though, he doesn't attack well if you're under, because its easy for him to kill himself in the process...so look out for him to stall the edge by pulling himself up, and Tornado Stall.
Pillspam as much as possible. Nana's delayed reactions cause her to be projectile practice, and forces Popo to play slower to keep her safe. Retreating low pills guard the ground beautifully from their WD approaches. Force them to chase you, because they have to stop and treat each pill one at a time. Their airgame is very bad and your B.air outspeeds and reaches them very greatly. And you'll want to tip with range as much as possible to prevent getting shieldgrabbed by them (which is fatal). Your sex kick serves great in approaching, and follow it up into Jabs and D.Smash.
Among their desynches the most common to look out for are SideStep-to-Nana-IceShot (allowing Popo to dash behind the IceShot to grab someone who shields it), Backwards-Roll-to-Nana-Blizzard (a defense that lets Popo dash in for a grab if the oponent rushes at that moment), and DashDance-to-Duck-to-Nana-Blizzard sharing properties of the previous but better as a mindgame for a turtling foe. You have one sole focus in this match, and that is not to get grabbed.
If you're at early enough damage when you get grabbed, mash out quickly to break out. If not, the classic combo is for Nana to Blizzard you while Popo Headbutts, and then be thrown down into a Nana smash attack. Pay attention to which smash attack is coming out, and DI accordingly. Upward DI for D.Smash and F.Smash, and DI away from UpSmash. Also possible is for you to be chainthrown with D.throw and Nana's D.air intercepting your trajectory back in front of Popo. Unless perfect timing is executed, you can DI towards Popo, and land behind him and possibly escape from there, but its not guaranteed.
If you grab one of them, immediately B.Throw, spinning and hitting the other climber and temporarily separating them severly. At this point...kill Nana. Smash her in the opposite direction of Popo, and if you can get her off the level, B.air is easily landed on her.At higher damages, D.throw also works well into a F.air KO on Popo, too. If Popo is by himself, don't underestimate him. Since now he has nothing to lose- lone Popos tend to be played a little faster and feint oriented. Keep him away with pills, and catch him off guard with WD F.Tilts.
Once off the level, he relies on his Forward B to recover, so look for windows to B.air and trick him into airdodging or recovering with you waiting on the level to D.throw-F.air and your F.Tilt will aid if he stalls in air to tip the edge. IceClimbers usually edgeguard by having Popo edgehog, and pull himself up as you recover and have Nana D.Smash at that moment for double the chances of keeping you away. Interestingly enough, they can't really edgeguard by attacking off the level though...so if you can cape or tornado as Popo pulls himself up, then UpB (and be ready to tech hit off the side and re-recover) then you have a shot at making it back. From above, pills and D.air work well enough to get back down, just watch out for wave smashes. This is one of the least complex fights for Doc, and can be in his favor.
Another character who pills are affective against because of her size and floaty jump. She doesn't have a particular pill-destroyer move on the ground so expect a mix of F.Tiling and shielding. Her missles reach further than your pills, so on big levels, you will have to approach at least a little...and her chargeshot shot also puts pressure on Doc to stay even closer so she doesn't keep charging up her blast. Keep an extra eye on her missles when pilling, because careless mistakes easily happen if you're concentrating just on your pills. Mix up your defenses to her missles so that she doesn't punish you for patterns.
Shielding is extra useful against Samus because her grab sucks. If you shield the missles too much though, your asking to get grappled from a missle rush, and if you cape the missles too much your asking to get dash attacked through.Your F.Tilt also works nicely to cancel out missles out as well as simply jumping over them, but avoid racing over missles to her as fast as you can. Her reverse WD F.Smash works great against Doc's approach as well as Sex Kicking him out of the air.
You may also eat an UpB out her shield, to substitute for her lack of a good shieldgrab. SexKick works good to close the gap, also cutting through predicted missles, beautifully. Follow into Jabs to open her up and grabs and D.Smash to keep the pressure on her, but be wary of her CCed D.Smash. Be ready to DI upwards so that you don't get sucked horizontally into a low percent death. He roll is bad so she will rely more heavily on her WDing and sidesteps. Her sidestep also works in aiding for her fast, reaching D.Smash. Sometimes not attacking at all and shielding in her face can bait her into instinctively D.Smashing and grant you a WD D.Smash/Grab. In that situation just be ready to roll towards her if she grapples.
D.throw her into aerials, but at early damage don't rely on shuffled UpAir combos because she will retaliate with her Sex Kick before you can follow up with your 2nd UpAir, even though she's positioned correctly. Its better to just hit her with what leaves you the most safe...like a rising Sex or B.air then pill afterward, until she is at mid percents. Doc's other throws are pretty useless against Samus, really. In Fact D.throw really isn't awesome by any means, until around 100% for that F.air, which needs to be carefully executed with the possible immediate DJ (for height issues) or a last minute decision to exchange it for an UpAir when the F.air is most likely not going to come out in time.
Likewise, her grabs are nothing to brag about either, but her most common will be D.throw to F.Smash/Sex Kick. So DI away from the throw, then DI Upwards the KO move at high damage. Favorite places for her to charge shot is when she is off the level (when you would normally least expect it) and in response to a predicted shuffled. Don't spam the cape, when samus has a charge shot filled, because she can hit you during your cape's lag at a close distance. And its always better to just shield it on the ground, if you're not sure your cape will come out in time.
Feinting with lots of pills and WDs can encourage Samus to go aerial. Don't challenge her there, unless you can punish a mistake with a quick B.air. For the norm though, you want to worry about feeding her damage by damage by sticking and running until she is ready to be KOed. Unless you're far away, you should stay grounded and play off her mistakes instead of taking unneccessary offensive risks. By a ledge, a shuffled sex or D.Smash work well to knock her off the level. Occasional WD-F.Tilts from a distance are great wake-up calls to further bully her horizontally.
Once she's off, pills can be useful since her recovery is incredibly slow. Unless she is above the stage, pills can be tossed into the edge tip to bounce off and keep some height to force her lower than the level Pills over the edge may possibly interupt graple beam attemps. Either way, her UpB is very easy to cape, and jumping off with the cape works well at stopping a predicted grapple beam, too.
Your B.airs are usually avoided since she can recover low enough to avoid them at first, but they're deffinately still worth a try because she is a slow moving target, outside her option to fastfall to avoid them. Edgehogging can be difficult to accomplish against her manipulative recovery, but if you can stall it long enough your F.air suffices nicely to punish her if she lands ontop.
When you're off the level, missles will come before her tradional anti-doc edgeguarding tool- the Sex Kick. If she jumps/runs off the stage with a SexKick, Doc is screwed in avoiding it, as well as recovering from heights where it can cut through your falling pill defenses. Your more desperate recovery means such as airdodging and early UpBs should be considered more. Her UpTilt also works great at hitting doc out his UpB from underneath, so be ready to tech that. a Bomb lay off the side of the edge, can also come off as a shock, but as long as you time another UpB not too early (eating an UpTilt) or late, its only a distraction from what is to come right afterward.
Although her range is pitiful, decent spacing is a must when pilling against Jigs. Her B.air and F.air both easily jump into pills and attack you through them. She easily maneuvers over, under, and through them quickly so as she approaches you may want to turn around. Your B.air will be your best friend against Jigs. Take full advantage of its reach by SHing with it and being creative in how its used with WDing to cover distance and followup easier. UpTilt works well to exchange hits with her SH approaches and occasoinal Pound. If she shows pattern of tipping with her F.air/B.air at your shield and leaning away immediately, your cape works great in forcing her to mix things up. Anticipated offenses can be met with a Sexkick or F.Tilt interception. Jigs is very feint-oriented though, and because of her small size, can easily skim away from attack barely and punish quickly...so if you can afford to play more defensive it can benefit (since Doc has crappy reach as well). UpBed, can be situationally effective in picking her off, if she floats too close above you. be sure to fall through any platforms afterward.
Since she is almost entirely aerial and leans away with her attacks, grabbing her is incredibly difficult. You won't be missing much, since she can't be comboed well, but if you can grab her at 70%, a D.throw to F.air is the best feeling in the world! A well placed dash jump-canceled UpSmash at 90% is also a clean KO, if you can pull it off as she attacks from above. If you get grabbed, watch out for her fast F.Throw by a ledge. Other than that, just keep away from her in the air as she pursues you. If you get juggled by her UpAirs, DI away, DJ out and use your D.air to cover your return or bust out the Sex if you have that tiny opportunity to break her combo.
The edge is where Jigs
dominates Doc, though. Unless she is below the level, Jigs can't be edgeguarded. It takes at least 3 B.airs, all at different moments as she approaches the edge, to guard successfully. If she's at very high damage a flying, early-activated sex kick can be hard for her to avoid, especially if you aim slightly high and fast fall it (timed to hit her when it is at its highest strength). While edgeguarding, be careful not to get sucked into her Pound, since it reverses the roles of who is recovering and who is edgeguarding, which in this particular matchup...Wall-of-Pain = death on doc. nuff said. DIng upward to reduce your distance from her F.airs does
help! It only aids in allowing her sooner F.air followups. DI away with the attack to increase your distance from Jigs- even if it means going off the level. The longer time it takes Jigs to hit you again, the more likely you will be able to UpB immediately before and save yourself!
Don't underestimate Rollout. If you have alot of distance from her as its being charged, approach from the air and land in front of Jigs using your cape, so that if she releases that moment or any moment later...she at shoots in a safer direction. Its not worth taking chances, making a mistake and dying at 50%. If Jigs happens to miss a rest, you are very lucky! Instead of just charging a F.Smash...Cape her as many times as you can
, since this won't wake her up. After 3 or 4 capes (42% is nothing to sneeze at!) C-stick F.Smash her for the win!
If your knocked away from the level, remember to air dodge behind her when meeting her in air, then risk 1 hit (that turns into alot) or even UpB right before you get in her face(even if you're very high) to push her away, so you can afterward fastfall to the ground, since her floatyness prevents her to catch up. If your recovery takes longer than 1 second, Jigs is going to pursue you off the level and sink you with her F.air. UpAir with your DJ to protect it, and UpB soon as you can hit her. From heights, a D.air works well to outreach her and increase your chances of a safe landing. Puff is resistant to alot of doc's strong points: combos, edgeguarding, and spam, so if you're not used to fighting Jigs this can be a very hard match.
Against someone who you can't exploit any strongpoint and weakpoint, it becomes very much a brawl of mindgames. Your greatest strengths are nulled, and your biggest weaknesses forgiven. There's little advice I can give, so here goes! Exploiting the near-meaningless recovery, backthrows by ledge into edgehog is the way to go. But to get there you're going to have to fight safe as you can without spamming, since its gonna be caped. Dash SH sex kicks THROUGH his pills and hit him when the sex is stongest....D.Smashes every chance can't go wrong, but UpTilts will work good to defend against SH attacks, yourself. Caping is good against Doc, since its a miracle if his litle nubs called apendages can actually hit you anyway...and Projectiling is good, but better left as aerial pre-offenses. Doc tends to break out of combos well with his smaller size, average weight, and sex kick...so try to start early with UpAirs and finish him with what seems the most reliable. As a great offense a jumping reverse Cape into a falling B.air is mighty sexy. It can turn around their anti-air movement(even though you're not facing them) and them snipe them with your shoes last minute.
Ditto matches donnot prove who is better, so don't be discouraged if you lose. It only means today they were better fighting doc vs. doc. What point is made in beating a character who you cannot stress Doc's real advantages and disadvantages against? The very characteristics that makes him THE D0C?...I'll tell you what. Nothing...its like Doc is no longer doc, but a souless vessle trapped in a psychological game of rock-paper-sciccors floating into the corners of the universe just waiting to implode-THATS WHAT!*#@!! >:O.........well, maybe not. But I thought it sounded cool.
This really isn't THAT much different from a ditto fight, but nonetheless he's a different character who requires a little more on comboing and staying around...then going for the straight kills. Like against another Doc, Sex kick is your best friend. Since Mario doesn't have any great reaching move, and the sex has oober-priority...throwing it out a little extra more can just be a less risky way of racking up damage here and there. Since Mario's fireballs only sink...you can jump Pill right over his and be ready to Cape if he caped it back at you. Mario gets out of combos very easily, so you're better off trying to shuffle him w/ UpAir and Sex as fast as possible instead of trying to stick in that f.air, which he'll sex kick out of before it connects. Shuffle'd backkicks also do wonders against the lil' man, as well with directed F.Tilt spamming against all his SH offenses. If you overuse your pillrushes and/or shuffle offenses...Mario is going to reverse WD F.smash you and you will not be happy...ESPECIALLY if he nails you after you've already used your D.Jump trying to feint him. Please...don't let this happen to you! Keep that scenario in mind, and when that first frame that tell you its about to happen reaches your eye, cape or airdodge away!
Mario is a little more potent under the oponent than Doc is, since his UpTilt keeps people more vertical, his UpSmash is stronger and his UpAir is somewhat better at juggling. But you can always try to sex through since Mario is of no threat in the air, lacking any powerful move. He is harder to shieldgrab because of his less aerial lag, so if you can move out the way and counter, it would be alot smarter. Mario and Doc are of considerably close playing potential, and I can't call a favor between the two fighting.
To get it out the way, this guy has like the easiest recovery to edge guard with Doc...just cape. If he still makes it ontop, F.Smash him back off and repeat. Pill spam is very easy to start, but you must be extremely cautious to keep your distance, his bulk hides tricky reach, that can severely punish you! Spamming defensively works great because he HAS to take offense or suffer the side effects. His weight makes him an easy combo dummy for UpThrow-UpSmashes, and when he's at mid percent exchange that combo or D.Throws and UpTilts into Shuffled pusuits. If you're going to pillspam, don't underestimate his reach...because with your horrible recovery, it only takes a few hits from his bunnyhopping-F.airs to rape Doc into a KO, and even if you shield it, you can still eat a Jab after he L-cancels it, and protects himself...so either way you're screwd when he's in your face. He is simply NOT easy to grab. Ganon should also be jumping so that his F.air so that he is also as far as possible. If this is a habit for him, when you predict it, walk towards him before shielding. This way you are close enough to shieldgrab. Though if you do manage a grab at super-low damage you can chain upthrow him a couple times! And from there he can be chainthrown with D.throw a few times! Pillspam only takes you so far on big levels. A good Ganon can work his way through easily with F.Tilt and timed Jumps. Its actually the smaller levels Doc can beat him on, because it suffices for alot sooner B.air to edgeguards! As long as you're careful and stay under him the fight is yours.
Ganon may also use a directed F.Tilt to knock you when you jump close, and can find a Pill to ForwardB under then follow up with his D.Air/UpSmash/ect...Like others though, Ganon doesn't possess a real sex kick and only hones a very slow D.air...so a great offense on him is a rising UpAir from a Pill. If its successful, you can UpAir again while falling down, then F.Smash as you both land. Overall Ganon is only easy to combo with Doc at mid-high percents, from his weight and size. If you're above Ganon, expect his prioritizing UpAir to keep you away from the ground, or even pseudo-spike you, back-turned. you can lure him to a ledge to backthrow-cape, but from there two hits and you're out, as well...and he doesn't even need to get a grab. Behind the simplistic illusion that "Doc > Ganon because of th3 Cape!11" you'll find a skilled Ganon can be a tough fight because of the simple reach plus knockback advantage. But if you reserve your shield well by not holding it all the way, you'll buy yourself alot more time to think and find openings to combo and edgeguard and make the fight a good one!
Outreaching Doc with his sword...(and awesome sex kick), a fast Link player will seem to always beat you to the punch. Though we slowly take our journey down the Tier List one by one...Link is not to be taken lightly. He is, IMO, at an advantage against Doc. Pillspam is your friend...not to do damage!~ but to defend against his weapons!! Sadly the cape will not help you in this fight. Reflected boomerangs shoot above Link's head, and since you turned his projectile into YOURS he is able to throw a 2nd boomerang while the 1st one is still around! Bombs thrown accurately at the head are also impossible to grab, not to mention always feel like exploding in your face when you cape them. (Caping backwards has a high success rate) That is why pills are your best defense here. Just don't get too dependent on them as the gap between ya'll lessens, because Link may launch towards you and fall with his SexKick through pills easily and tip you with his foot, providing just enough stun to follow up with many things, including a hookshot. If you get grabbed and thrown upwards, DJ immediately to avoid his UpTilt. If he predicts that, then he's going to jump Air, so be sure to DI any potential hit away from him, since when he's under his UpAir can't be beat. Approach him with sex kicks often, and Jab an opening for a grab. UpThrow works well enough for UpAir chains, but shuffled sex tot shuffled F.air is possible too if you're lucky. Link's sword spin can pull a mean number on Doc, so DI upward if the u see that its inevitable. Its better to keep moving, and don't let Link create a settup with his weapon combos. If you are off the ledge, Link's falling sex kick is one of his best edgeguarding tools, so if you can reserve your D.Jump until you last need it so you may sink below his sex-zone.
EdgeGuarding Link isn't easy...Link's recovery is not only very safe, but pretty good, so I advise timing to grab the ledge and use that window of invincibility to back kick him away, since its asking quite alot to sneak one in normally from his spinning sword. Mastery leveled hookshots at the edgetip provide almost an impossible to edgeguard recovery. If the Link has it down and uses it too often, jump off and cape him so he shoots it the wrong way. Like a skilled Link, you need to balance your offenses and defenses into a single solid game. If Link gets in your face, he can mix up shuffled Sexs and Jabs into hookshots and pseudo-chain grab with his D.throw if he chases your techs into more hookshots. DI one direction then Tech hit the other to make him really work for it at least. Link holds his own easily with Doc and argueably has an advantage in this fight since he avoids easy edgeguards and edgeguards Doc easily.
Mr.Moonwalk glides across the ground quicker than anyone, punishing your mistakes before they even happen. I'll spill the no-nos....don't pursue aerial combos...you will be sexkicked into luigi-fun. Though Luigi can move on the ground quick as falco's laser, his jumping is horridly slow and horizontally challenged, this limits his offenses greatly. In addition he has one of the most useless projectiles. With those in mind....low Pillspam O.W.N.S. Luigi. He will most likely F.Tilt and shuffle his way through them and wait for an opportunity to WD D.smash as his combo starter. Be ready to F.Tilt.
If you shield a SH attack from Luigi..don't drop your guard yet..he can pull another one before he lands(usually nuetral), making it difficult to bag the slipperly devil. Since comboing won't be easy...focus on quick SH backkicks whenever you can, to nitpick up his percent. It can be very difficult to land a finishing blow on him as any followup, so in your projectile-whoring watch him carefully...the easiest KO's on him are going to from a split second prediction...not your combos. His recovery pretty much blows, wait by the ledge and cape when he comes close...not just his Forward B...cape his upB as well...its really not that hard, since you can tell when he's going to do it, since he has to be directly underneath. If he is high enough to avoid normal edgeguarding you can jump off with a sex kick to nail him since he barely moves in air.
Weegee's finishers don't have low trajectory angles and his edgeguarding blows, so Doc's extended recovery is all you need, most of the time to make it back. But his D.air, and F.air are extremely fast, so bad DI is common in assisting those early aerial deaths, so be careful. Backwards SH F.air are effective against Luigi's offenses, and can be repeated as a mind game making him hoping to counterhit the first one with his WD-D.Smash only to get nailed by the 2nd. Backwards WDes into flying Sexkicks work great too, since Lu is usually one to play follow the oponent. This fight is most easily won when you play it safe, and run Luigi out of options. If you can cripple his ground speed, you automatically win, but if you are too offensive he will reverse your combos and KO you in the air.
Quick and a projectile-wh*re, a skilled Young Link can be annoying. Y.Link's tend to fight more like Pikachu, continually moving around and jumping in any opening. Except he does this alot better than pika because his boomerang and bombs will be bouncing everywhere. The same rules stay here, for Link. Catch bombs and try to avoid the boomerang over Caping(unless your very close) Y.Link's main KO moves are his Dash/D.Smash by a ledge, and D.Air/UpAir. So if you watch yourself by a corner, his KO options are even more limited. Between your pillspam and his jumping around with his weapons, you're just as likely to get hurt as him, since its hard to Cape when you're keeping track of your spacing and availability to pillrush. Dash SH-Sex kick owns many projectiles, flying right through into the oponents face. But Never go for this if he has a bomb in his hand. Doctors are flammable, too!
In close quarters range, F.Tilt and D.Smash give you a reach advantage and KO him like you would most, but remember he's lighter so that Backthrow might come in handly earlier than you think. If your rushes are shielded, expect his handy hookshot grab into upthrow-uptilt/aerial. So be ready to DI left/right. Normally, the better Y.Link players have a mean defensive game; sometimes camping. If you are winning(or tie) don't let play their game...make then come through a maze of pills, instead. If you're losing...well..then you really don't have much of a choice, and they will be ready to projectile, Jump, walljump, airdodge, flying sex kick through..., etc, etc, etc. If they know what they're doing this can be very annoying since its hard to hit them. Keep your cool and study them. Sometimes just a random flying lucky DocPunch is the perfect cure to put you back in the lead. Play a few safe rules, and Y.Link has trouble getting that finisher in. If he misses his hookshot, WD into him charging your F.Smash then let'r rip last moment! Y.Link can charge his D.Smash as a great edgeguarding move and release it when you UpB!...So reserve your cape to buy yourself more time for a safe return.
Th3Ph1r3Pwnzj00!!!!1.......or does it? Good Roy's know to abuse the D.Tilt. Quick, reaching, exellent settup, hard to punish. This and his grab are what you want to avoid more than anything since those are his easiest openers to his powerful hits. Pill Spam works good on Roy, because his fall doesn't allow him to get very far over them, but this also makes him a quick Shuffler into a F.Smash. Don't get cocky though, because a good Roy knows to use the reach effectively...so do the same to Marth for laggy reachy moves: Shield-WD-grab! He's not that hard to grab, because despite his reach, he's dependent on getting close if he wants his attacks to be anywhere past weak. So work those into some nice aerial settups. You can chain UpThrow him from 0%, but its possible for him to DI + DJ out. If you launch him, pursue him to the point of risk because making a mistake up there is like being slapped with a wet noodle. On the otherside, if he launches you with D.Tilt, expect a F.air/Sex into D.tilt, etc. A classic Roy-finish is his D.throw to F.smash(much like yours) always DI away from him when you're grabbed.
Roy doesn't get much use from his Up and F.Tilt so pillrushes into F.air, D.Smash, or flying Sex all work nicely. In close quarters range remember about your Jab, that basicly outspeeds all his attacks and opens him up for a stronger hit at higher damage. Roy's edgeguarding owns many character, but luckily Doc isn't one of them, especially once you learn to stall a second with the tornado/cape to psyche them out for a new window, and considering Roy has no low trajectory power hits, you'll probably be able to come back, if you weren't blasted out the screen. If Roy goes aerial, expect his very quick FF into a F.air L-canceling into who knows what. You may want to WD away into a pill or time an UpTilt. When you knock him off, edgehogging is the easiest way to finish the job, and if he has height to go over, just drop with a back kick to take him out. Roy has a Very good ground game, and his with DashDancing and turn-around Forward B combined he can dodge and counter and also use it to test the waters with you. Stay in control by mixing your offenses and defenses and bully him horizontally for the easy edgeguard KO. This is one of Doc's easier matchups if you play patient.
Pika can be a little hard to hit, with its great evasion and flimsy attacks. But because of its poor reach, its jellybean body is easily caped around and KO'ed with DocPunch and F.Smash. You really want to go for the KO and not the edgeguard, because of its good recovery distance. Pikachu can use his Jolts much like pillrush, but its physical followups from it are basicly weak and slow. Its actually just easier to cape, since its pretty slow and broadcasted with a friendly, "PIKA-...!" beforehand. If you get Thundered(I hope you don't) by pika you're pretty much dead...but the only Thunder that should hit you is while your in the air after an aerial settup-usually upsmash/uptilt. Pika's wavedash, grab, dashgrab, F.Air all blow...so you can basicly cream it, head on.
Pika's pros are great low percent juggles, but its really hard for Pika to make it under, when its reach is so poor and theres few moves that can open that opportunity. Shieldgrab into downthrow-f.smash to beat up the rodent at low percent...and aerials at mid. Just don't Sidestep into its lasting F.smash, and you should die hard. You can also cape Thunder to hit pika instead, but note Thunder has more than 1 motion of attack, so you still may be hit by a later part of it! If the Pika player tries aerial Jolt Spam, where the cape doesn't cut it and its hard to find time to throw pills...you can always dash with a Sex Kick through the jolt and hit pika behind it. Likewise, Pika can use its own flying sex kick to quickly blast into the air and pop you. This offense leads into his UpAir easily, which need to be cautious of by the ledge, since it can pseudo-spike you(meaning you can't meteor jump X____X) if he is slightly above you when he does it. If in that predicament, might I advise you UpB to a fast fall back to the ground to avoid that scary confrentation! Overall, a simple fight since pika doesn't have the privelage of punishing with reach, especially if he gets pushed back some. If your get stuck in a low juggle your prolly screwd for a few UpTilts than its UpSmash, so try to stay on one side of the rodent and not fall for its UpSmash out of its shield!
You're dealing with a character of good reach, and great punish-moves including the GiantPunch, which will be charged if you leave him alone. Pillspam and rushes own this huge target. Normally DK is very hard to approach with his good reach and his good reach misleading how close he is. If not, his F.Smash plows away many dash SHs, and if he grabs you, your invited to be slapped on his back, thrown up into his combo-crazy UpAir that are devastating on platform levels where we may actually break even with Doc. So as a focus, refuse to let him grab you. One of DK's better offenses is his shuffled N.Air. It lets him safely get in close for a grab, whereas yours wouldn't reach. In this situation its best just to back off with a better reaching and quicker move. UpAir out of your shield to make your escape when his approaches break in.
The easiest way to get in DK's face is faking him out. Run at him, wave dash back/wavedash forward into sidestep...(with pills every now and then to play it safe) Whatever can get him to miss an attack. Go for the grab and UpSmash that monkey into UpAirs! You really can't miss. When he needs to pack his bags, play the same game, but look for any chance to sneak in your UpTilt into Shuffled UpAir pursuits into D.Smash. His weight proves to be a nuisance for any UpKO move minus DocPunch at 100+%. EdgeGuarding DK is really tough. Unless you've got a sword, it ain't easy to hit him before he stops spinning. And caping him can give him even more height, including several spinslaps hitting you anyway. I prefer to just sit by the ledge(but not at the edge) with a shield and wait for it to stop. Play defensive when you can and spam pills out the butt. Between chip damage and learning his limited approach tactics Doc should win.
The FOOT! Beware of Lightning Kicks. Zelda players like to space themselves just out of reach, so if you make any short reached offense, you get to eat a foot. If you want instead, you can probably pillspam Zelda all day without getting hurt but on a small level its a very tough fight. Try to find any defensive pattern she uses...but double check yourself before you pillrush. Just try to imagine what happens when you and a pill are flying into...Nayru's Love!(FEAR!) One good offense is WD into a shield. If she doesn't attack, she's probably shielding too(waiting to grab)Look for that, and take the initiative to grab first, then. Zelda can use her F.Smash as a mindgame tool by using it for no reason, luring you in....to get hit by a 2nd F.Smash. That's why its important to be defensive(at the least, a little bit) to catch on to any tricks.
Sadly...she's way floaty to be comboed easily. So just go straight into a single powerful hit, instead..unless you manage to get right under her at low damage-in which case spam UpAirs! Edgeguarding Zelda is cake, her recovery sux.(so look for her long-lasting airdodge, commonly used instead)Watch her height in relation to the edge when she UpBs. If she uses it early enough to appear on land...just stay still and be ready to WD-FSmash whenever she is grounded. If it looks like she can grab the ledge instead, WD off to steal it first. In that same scenario, she might have went up. So just jump up afterward and wait for her to land. Zelda is also easily multi-B.Air away from the stage from low damage. If you're grabbed by Zelda, DI left/right and you should be safe from a followup unless at low damage. On the other hand at high damages, be quick to judge if she attempts a F. or B.Throw and DI accordintly. Basicly, Zelda plays a mean defense. So keep her off of it, by luring her in with pillspam, and staying on your guard for strong hits, both you and her. Overall...its a close fight that is easily swayed in either favor depending on if you can make the Zelda grow too dependent on the foot.<!-- / message --><!-- edit note -->
9:03 PM Apr 7 2009 2009
Joined: Feb 2008
Don't worry about Bucket(his DownB) sucking up your pills. As long as you pillrush, the horrible lag of absorbing them, will give you all the time you need to punish him greatly. Mr.G actually has good reach on all of his aerial attacks, so concentrate more on attacking groundwise, where he suffers great lag for his attacks. Mr.G&W can SHUFFLE his F.air as a combo alone, or link it to his D.Tilt. Overall this is his best offense, so F.Tilt his SHs to limit his game. Feinting him with WDs severely punish him, so do what you can and slide back in with Smashes/grabs.
At higher damage, you're better off finishing him via a vertical KO. Since his recovery is good. You should be able to D.Throw him into a DocPunch, at very high damage(since he has a nasty habit of sticking to the ground from d.throws <.<). In Plan B, edgeguarding can be tricky since his 3rd jump goes so freagin' high and he can use it whenever he wants...to hit and land or grab the ledge. Turn your back to him by the ledge, and wait. If he UpBs...shield his rise, then punish. If he waits it out, WD backwards to steal the ledge. If you get grabbed, DI left/right, and hope you can avoid his Parachute. When recovering, reserve your jumps if possible, and stay low to avoid his F.air SHing off. Be wary to ledgetech his D.Tilt as well. Avoid over-caping Mr.G. His jumps go far, so in air, he usually passes through you, and hits you from the other side...and on ground you're better off playing at a distance or close wit the reach game with F.Tilt in addition to your pills. Its at mid reach where G&W can punish laggy moves with his shuffled F.air.
D.Jump cancelling aerials...w00t. With his poorer reach, Doc can get pushed by Ness's F.air pretty easily. But outside of that, Ness has even worse reach than the Doc...making Doc's F.Tilt and Cape extra useful. In the air, WD shuffled B.airs can surprise him, and if he gets F.air happy everytime you approach him in air, just feint and punish him with F.Tilt. Doc isn't much of a fast faller, so Ness's combos can't be very long, bu Doc still has potential to UpAir dance under him at mid damage. Doc advances with his not-so-good-for-you vitamins, despite Ness's PSI magnet(since its too laggy). You should avoid challenging Ness in the air, his F.air and headbutt go through pretty much anything, so your safest bet is basic pillrushes, not playing defensive. If you get under him at early damage spam UpTilts til he DIs away, then chase him with shuffled UpAirs.
Caping Ness's recovery doesn't always work as you hoped for, and though Doc's recovery is horrible on its own...I advise you jump off the stage and get hit by his PK Thunder on purpose, if you have the time. Ness will fall to his death, as you bounce up, then UpB back to the stage. In most cases, the battle goes by too quick for you to risk that, but if you have the right moment jump and pill at either his Thunder or him(i HOPE you can't miss when there's 2 targets)..and he's toast. And you can simply backthrow and time your B.air to get him there. Ness can be difficult to sheild grab with his psychic reach and D.Jump canceling shifting DI, but his grab range and dash speed is horrible so relatively speaking..poor at punishing techs and rolls since his F.Smash is slow and F.Tilt simply put...bad. It would be easiest to control this fight at mid distance tossing pills, forcing him to offense. Aside from edgeguarding him, the classic D.throw to F.air works like a charm.
Yosh is one of the most unique charactes, and has tendency to be played 'odd-ball'ish, that can throw off your game if you don't catch on. Pillspam him like you would anyone else, and juggle him using UpTilts at early damage. Yoshi has laggy Smashes, so if you can fake him out by WDing backwards from an offense(or shield-wavedash-grab), then back in...you'll get your reward. Yoshkid can D.J.-cancel through attacks and aerial you, if you challenge him in air, so take note not to UpAir when he can DJC Sex kick through. His resistant priority can even dominate the cape, hitting you the opposite way, as he passes through. But if you can trick him into doing this in vain, a single punishment can lead to a shameful fall for Yoshi, since he has not a 3rd jump. Speaking of which, expect Air-dodge recoveries frequently. UpTilt works as a good edgeguard move against Yoshi, and if he evades through you, just turn around and B.Throw his green @$$. Yosh-masters can Ledge-cancel their Eggs, by continually tossing as they fall and jump while hanging. Its Very difficult to get in once they start this, so always move in, before they grab a hold. Or just keep feinting til they mess up and accidently SD since what they are doing is insanely hard to keep up for a while.
Yoshi can put great pressure with his CCing D.tilt/Smash, sweeping you to the corners of the stage, and pursuing you with attacks like B.Aerial, into a DJC Sex, a favorite of offenses, along with actually being able to combo his B.air to Smash Attacks! When you do SH rush, preferabably go over/through his eggshield, his options are down to none, when his back is turned(unlike you). And if you didn't go behind him, just Jab him after he drops the shield and you L-cancel, or sidestep his tounge-grab, then charge a F.Smash. If you do happen to get turned into an egg by the ledge, don't bother trying to break out, until you' DI'ed completely back to the stage, first. It's always possible. Yoshi actually has the best shield since it Always protects his entire body no matter how weak it is...but unlike everyone else, he cannot jump out of it and his roll sucks. This is one reason Yoshi cannot defend, so if you can keep the pressure on he'll be extinct. His best option of leaving his shield is sidestepping out. Be aware of this when you think he needs to lose his shield, and perhaps use a long-lasting attack like F.Tilt or SH Sex. Also note after he shields a shuffle, wait a split second before rolling behind him. If he attempts a grab, you'll get to punish, and this way, if he D.Smashes, he will have just ended the backwards swing when you finish rollong so he is back-turned defenseless. If anything, know they love to shuffle B.air into Jabs, so just be quick to attack before he can get off the ground.
The telekinetic kitty shines in prmarily one thing-Grabs....This is your focus on what to avoid. Pillspam is simple enough, but remember Teleport can actually be used smartly here to bypass them and surprise you with a grab if you aren't looking out for it!! If he's defensive, continue to pillspam. If he becomes offensive, especially breaking his way through to F.Tilt and Sex, flying SH sex kick through him, to avoid shield grab, Always. Early combos work best on his light self, but due to his floatiness and teleport he can break out of combos early. Luckily the added stun from being at higher damages, don't allow him the time to escape from a D.throw to Doc Punch. Mewtwo has further reaching tilts, so make sure your offenses are prepped. Mewtwo's best KO moves on Doc will be UpThrow(DI left/right, duh), Backthrow to edgehog/guard, and the occasional lucky Shadowball or F./D.Smash. Expect his slow yet reaching B.air, shoving you further away frome the stage while you are recovering, so UpAir duing your D.Jump if possible. Mewtwo's WD is awesome and if you see it coming, take precaution that its mostly like a grab or D.Tilt. SideStep to Jab-Grab-d.throw-uptilt/upair or at least be F.Tilt-happy. His standard combos will consists with D.Tilt to grab or to UpAir into F.air then UpAir. So if the D.tilts start coming, DI away and try to Sex out.
Shadowball has a brief startup, so if you can cape it at 60%, he's automatically dead. Edgeguading Mewtwo is very hard, but thats why you just give him those few extra hits, so you can just KO his light self, instead. Your B.air isn't a bad move either to spam in this fight if your back is turned, which is conveniently fast to pop out of your shield. Mewtwo has a great sex kick since only far reaching attacks will penetrate his electrified body. And since you don't have any far reaching attacks, you are slightly out of luck here since it will be quite abusable against you, Especially on platforms where he can poke half his body up and down through. When you get a chance just jump away and land back on the low ground instead of trying to SG. If you're too defensive in this fight, you're going to get grabbed alot because once they find an opening either it be WDing or Teleport its over. If you keep moving and don't let him frustrate you this fight should be yours.
Not nearly flexible in the air as JP, Kirby falls back on a much simpler game than most. Without reach or power, he's reliant on a defensive-style play. Kirbys attack primarily only cover the specific direction used, meaning he has no attacks that cover good range. With that in mind, SH pillrushes crush him, since he lacks anti-aerial defenses. Likewise, his offenses are very limited and easily guarded with your best reaching moves: B.Air, F.Tilt, D.Smash. When that barrier is broken and he's in your face, Jab works great to set him up for a grab. At higher percents, D.Throw to DocPunch rapes. While ducking and WDing Kirby can be a very swift sniper using his D.Tilt and fast jump to B.air when his back his turned. Also be wary of his UpTilt as an anti-air move into his powerful UpAir. Case being...don't let him taunt you into playing how he wants you to! Play a very simple defensive game, focusing on how the player reacts. Kirby's offenses are limited, and once you've found his favorites you can sneak under him and punish.
A really scary part about fighting kirby is when he's by a ledge, or hanging. They love to stereotypically take you down with them using Inhale. I prefer to just pillspam til he crawls out his hole, so I can finish him with a D.Smash or DocPunch. But in edgeguarding keep your distance and don't be afraid to roll back to avoid the Inhale. If you are sucked in, DON'T try to mash out. This only makes you drop from him, dying anyway(for doc's case), and him puffing back up to the stage. Don't move a muscle and pray your damage was high enough for him to keep you in long enough to guarantee his own death at least, too. Kirby may actually just want to take your ability and use Pills himself, instead in the match. He may easily duck under your own pills, and now be able to spam his own with his multi-jumps nicely. But you still have the cape, so any effort is in naught. Kirby's B.Air is very fast, reaching, and combo-friendly into a Wall-of-Pain, so to speak, so be wary of it to explode out of his shield when his back is turned.
With insane weight and power, he takes KOs and can further cheat death, since his UpB goes up after being caped, allowing him to land back on anyway. His CCing game destroys Doc and his UpB ruins all of Doc's SH offenses. Bowser is a counter character to Doc believe it or not............By the way....I'm just messing with ya! XD Just run and pillspam bowser, theres realy not much he can do, and when he's at higher percent, UpSmash/SH UpAir juggle him into a finisher. Bowser can D.Smash edgeguard your recovery and will UpB out his shield to punish your blocked attacks. Bowser's CCing game is overrated since he doesn't have any fast attacks that can be CCed. It's easiest to edge-guard him with just the F-tilt and use the cape if he tries to grab the edge. While hogging, if he goes over, just edge-wave up into a F.Smash or B.throw if he tends to shield immediately.
Just because Bowser is slow, doesn't mean you can roll around him. He actually has a great grab range to punish rollers. Aside from his UpB...his UpSmash covers a footballfield and is extremely powerful. One of his best anti-aerial too. On the offense Bowsers shuffle their F.airs and pseudospike you with their B.Air when you're by the ledge. If you get in the habit of shielding his shuffles, you're going to get aerially KoopaKlawed. Keep your UpTilt in mind, and WD punish all his tech rolls at mid damage. So when you are close don't get out of his face, and when your away, keep away. This is a no brainer win for doc, as long as you don't underestimate your oponent. You can even chain throw him with the Up at early damage and the Down at mid.
Evasive. Thats the pro. Extremely Light. Weak. Horrible Reach. Self-Damaging. I hope thats not too much trouble for you. Pichu has a virturally useless defensive game, since he has nothing but self inflicting projectiles. If they have a brain, expect pixie-jumping around into Sex or other 'pop' attacks. All it can do is hope you miss with laggy attacks so it can hit and run. Prevent this by using high area-covering attacks, like D.Smash, cape, and Sex. Well, technically you really don't have too...but its just easier to hit Pichu with...(I mean, you should win anyway).
Pichu's better killing moves are UpSmash, F.Smash, and flying Sex-edgeguard. How he goes about using those, depend on how long you let him dance around you. Edgeguarding Pichu is indeed difficult with its mixable recovery options, not to leave out double quick attacking into the edge or past you. As long as it doesn't QuickAttack into the ground, it has virturally no lag. If it does..its stuck for about a second, in which case you WD.Fmash it. If your by the ledge just cape, hehe, you might get lucky and turn around quick attack, if he's recovering from a lower angle. If the Pichu does Jolt-Spam,(the idiot) cape what comes, then flying Sex into his face. Combo-wise, since he's so small and light, you just might be able to throw it into a UpSmash, then DocPunch. I don't care how good the player is. Basicly...if you lose, either that Pichu player is really good or you just really suck. =(
To put it simply, Doc is a very balanced character...but he still has good and bad matchups. Relatively speaking, characters above him on the tier list tend to have an advantage over him, and characters below him are usually matchups in Doc's favor, with a few exceptions here and there. Please remember these are just my opinions, and are based on my own experience on a synthesis on all the nuetral stages (FD, FoD, Battlefield, Stadium, Yoshi, DL64) . Your oponents and your own skills may reflect entirely different impressions!
Disadvantaged: characters who tend to exploit Doc's weaknesses, resist his strong points, and/or simply outspeed him.
Sheik, Peach, Falco, Capt, Fox, Luigi, Marth
Fair: characters who are very close; their favor can be taken or given depending on the stage, and/or possess no real advantages or weaknesses vs. doc.
Jigs, Link, Samus, Ganon, Ice, DK, Mario, Zelda, Y.Link
Advantaged: characters who fall victim to pillspam easier on some levels, are easily KOed/edgeguarded and/or simply inferior in moveset and stats.
Mewtwo, Roy, Pikachu, Mr.G&W, Ness, Kirby, Yoshi, Bowser, Pichu
Because he is relatively balanced, his difficult fights can really be ANYONE that the player is not farmiliar with. As long as you adapt to your oponent and his character though...Doc really cannot be countered...only outperformed.
so like...i'm still redoing my guide, and skipped ahead to this part and here's what i got so far.
Tourney-Legal Stages to...
Battlefield, DreamLand 64, Rainbow Cruise
His recovery is poor, so he hates far away deathzones because while he won't be able to return....many others can, given the same opportunity. So stages like Dreamland 64 make Doc's recovery seldom useful. But above all else...
Doc hates high platforms such as Battlefield. Doc gets wrecked because his jump is too slow, and not high enough to take near the advantage those with fast jumps and reach can (such as what RainbowCruise is all about) Plus, platforms stop his chainthrows, and he can't tech-punish with anything fast and powerful. And platforms ruin doc's combos, unlike enhancing them like Fox/Falco. Plus platforms hurt his pill game, since it adds just another road, that the oponent can change lanes on.
Although they have platforms, Yoshi's Story and Fountain of Dreams can be useful versus another character who sucks with platforms, especially if Doc already has a nack at edgeguarding them, and since the deathzones aren't
far off, Doc has good chances of making it back, if he isn't KOed.
Characters to take here: Peach, Jigs, Samus, Ice, Zelda, Ganon(The aerially-slow characters)
Nearby deathzones, plenty room to run and pillspam (especially from fin), slopes for creating tricky pill angles, and a walled corner for returning pills. Also note the potential tool to UpB into the GreatFox fin and immediately drop with an attack, while shortly invincibile and repeat! Floaty/light oponents with good recoveries should be taken here, where they become vertically KO'ed and their distanced recoveries aren't abused.
You'll want to avoid fast aerial characters on this level though. Fox will rape with infinites in the corner and early UpSmash/upthrow-upair KOs. And the UpB-into Wing trick is abusable by Marth and Samus alot worse than you, so make sure to avoid the corner versus them.
Most of the lower tiers will get wrecked on this level against Doc, but avoid Y.Link, who can camp on the guns forever by ducking, if he gets a stock ahead!
Characters to take here: Fox, Falco, Capt, Roy(the aerially-fast characters)
Most the time, there is a lack of platforms which equals chainthrows, and less combos that can be done on you by these pixies. The lack of a grabbable edge also means edgeguarding is improved by everyone, which helps balance out theirs to yours.
Speaking of which, the small platform area you do fight on strongly encourages horizontally bullying and KOs, both of which the fastfallers are weak too. When the platforms and cars are around, its best just to hold your ground and not get overly aggressive since its not the playground you like. Because of the inconsistent space, which is usually small, Falco's SHL isn't overly abusable and Fox and Capt don't have alot of running room. Small combos, such that ends with a DIed F.air...sending them horizontally are usually suffice enough for an appropriate early damage edgeguard.
Characters to take here: Everyone else
This may be Doc's overall best level, in that there is no one to paticularly avoid, and yet it fully utilizes his pros. It allows his chainthrows to be ruthlessly abused without the worry of platform interference! The huge horizontal reach allows great pillspam and easier opportunities to pillrush. There is enough depth under the level for Doc's recovery to be used when it can, while at the same time, not effect his ability to edgeguard well. Certain characters' advantages over Doc, like Sheik, cannot really be taken away with a stage...but it is a better idea to fight them here than one which will only exaggerate his weaknesses.
I'd like to thank the stupid geniuses who made this game...because they created a horribly-cloned character, whom could have been someone original like LittleMac, Pitt, Wario, ect.
Smashboards.com for being the place I learned most things that evolved me from the n00b I was when I first came like 5 yrs ago.
People who read this guide, because its all the motivation a person needs to make one- knowing it will be used for the greater good of the community...........or maybe I was just really bored...yeah, thats is. Now I remember.
Usea for finding the info on the diffs between Mario and Doc's "speed".
Vilness for the find on SH B.air to Sex/WD/DJ.
BobMoney for helping me improve my Doc at FC3, and making the doc combo vids.
SmashMac for creating "The Doctor's CheckUp" video guide, which works beautifully with my guide. Also for helping me expand on techniques and tricks.
Gea for having my baby.
AND ALL THE DOC PLAYERS OUT THERE.
I don't care where my guide is posted...everyone has my permission to do as they wish with it...as long as it is not edited out of context and credit remains towards me.
12:14 PM Feb 17 2010 2010
Joined: Aug 2009
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