• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Not Mario

Not Mario

Game Versions
Smash 3DS, Smash Wii U
Chapter 1: Zoning

A buffered full-hop neutral-B is the source of Doc's dominance assertion. It helps nerf pressure from a plethora of bad match-ups, and allows him to gain stage control. A frame perfect full-hop pill will allow you drift further, act quicker, and double jump to look slicker. The input window is tight, but there is a practical way to be consistent. Simply map your special to 'Z' and jump to 'Y'.

Zoning with pills is exceptionally effective against heavies. Literally some of those match-ups would be borderline impossible if Doc couldn't spam to keep them at bay. Although, other match-ups you will rarely use them.

Chapter 2: Spacing and Baiting

As we know, Doc shares identical frame data on his normal attacks (save for down-air, and jab) with Mario. It is, to say the least, blinding. We also know that his dash speed is unfortunately mediocre. Regardless, Doc can utilize his frame data, and vertical movement to become deceptively fast in neutral. Spacing with back-air will be your most powerful tool, but don't get carried away with it.

Also, Doc does exceptionally well with whiff punishes. Due to Doc's short initial dash, He can land a critical hit using perfect pivots. In most cases a perfect pivot will displace Doc just out of range from an approach to force a whiff.

Doc can also feint approaches with side-b reverses. The cape's momentum will carry to whatever direction he switches to. A short-hop side-b will auto-cancel, and a grounded side-b will slide doc. Being creative with his cape might be your ticket to victory.

Chapter 3: Approaches

Doc has an inconvenient ability to approach due to his sub-par horizontal mobility. Although it is possible, and sometimes necessary. Approaching with a grab is often optimal, but actually getting in is the hard part. However, there is one little trick that will give Doc a huge edge when used right. The short-hop air-dodge.

Doc's short-hop air-dodge can essentially be used like a wave dash in melee. It allows him to weave back, and forth without changing his facing, and it has a nearly frame perfect auto-cancel. A couple things to note about short-hop air-dodge is that you can double-jump out, and you can weak neutral-air without double jumping (this also auto-cancels). It can be punished during the jump squat, and it can be punished after the air-dodge. This will be your most effective tool for getting in range of a confirm, or escaping pressure. Especially against sword characters and projectile throwers.

Although, here are some mix-up approaches that might trip up your opponent if they expect an air dodge:
  • Reverse aerial rush back-air
  • Dash > shield
  • Perfect pivot down-smash
  • Full-hop > neutral-B
  • Reverse jump-cancel up-smash
Achieving a rejcus (reverse jump-cancel up-smash) can be very strict. Although, I have a secret tip on consistently doing it. Simply turn on 'tap jump'. This removes the 'jump' input and the tight input windows around it. With tap jump on, the inputs are as followed: dash > pivot > quarter-circle up/'A'.

If you feel like this messes with your short hop up-airs, remember that you can buffer an up-air with c-stick.

Finally, I want to mention Doc's weird ability to cram multiple inputs into one jump despite its' vertical length. These will be very useful for catching opponents off guard.
  • short-hop up-air neutral-air
  • full-hop neutral-b down-air (does not auto-cancel)
  • full-hop neutral-air neutral-air/up-air/back-air
  • short-hop air-dodge neutral-air
He can also double jump out of a few buffered inputs:
  • full-hop neutral-b double jump
  • full-hop down-air double jump
  • short hop back-air double jump

Chapter 4: Building Damage

I'm not going to go into too much detail about Doc's combo game. He has a plethora of options, but just about everything is weight, fall speed, and DI dependent.

Doc's best combo starters:
  • down-throw
  • up-throw
  • up-tilt
  • down-tilt
One combo that is always true is full-hop neutral-b > up-b at 50%+

Doc also racks a lot of damage from his re-grabs. They chain around early mid percents, and it would be very wise to do this rather than trying for long combo strings. When you re-grab, not only are you getting free damage, but you're also setting up for no-techs which are explained in the next chapter. The best way to set up for a re-grab is by utilizing the up-air. It has a wide hit-box, comes out on frame four, auto-cancels on frame 18+, and has low knock-back.

Chapter 5: No-Techs, Footstools, & Locks

So Doc does have a few ways to reset an opponent. While the locks are guarantee'd; the no-techs and footstools are 50/50. I will list potential set-ups, their percent windows, and try to give insight on how to make them work.

No-techs:
  • Foward-throw (11-33%)
  • weak neutral-air (80%)
  • strong neutral-air (70%)
  • short-hop sour-spot back-air (38%)
  • weak neutral-air (chance to trip)
  • jab 1-2-3 (47%)
No techs are stimulated through mix-ups. I would suggest having a plan to bait your opponent into making a poor DI decision that will lead into a missed tech.

Foot-stool setups:
  • down-throw/up-throw (any%)
  • sour-spot back-air (15-21%)
  • up-air (15-21%)
  • full-hop down-air (0-5%)
Foot-stool set-ups require some input practice to utilize properly. One tip I can give is that when executing an aerial > footstool, never fast-fall; only hold the direction of your opponent's trajectory, and spam the jump button.

Note: The sour-spot on back-air is located at Doc's head

Locks:
  • Neutral-b (any%)
  • weak neutral-air (>34%)
  • forward-tilt (>40%)
Locks are only obtainable after a no-tech. Remember your locking percents, but only expect to successfully land one as a reaction.

Chapter 6: Edge-guards

Doc has great edge-guards, but they are risky if you don't know how to manage your recovery. A rule of thumb is to stay close to the ledge. Doc is easily gimped so you'll need it for emergencies.

The most effective set-up I have noticed is to full-hop > down-b right above the ledge to bait a low recovery, and then intercept with a falling attack. Although, if the opponent is already recovering low, then there is no need to down-b off stage.

Be careful when edge-guarding low with down-B. the hit-stun of the attack does not register inputs. You can easily SD not knowing this.

Lastly, if you are ledge-guarding you have a good amount of tools at your disposal.
  • up-B oos (ledge attack)

  • down-B (ledge get-up)

  • up-smash (ledge roll)

  • full hop down-air (ledge jump)

  • ledge trump back-air (ledge camp)

  • down-tilt (two frame punish)
Chapter 7: Recovery

Yup. Doc's worst weakness. There's not much to say here other than a few tricks that might save you.

When trying to break a juggle your best option is to side-b reverse. You can also try down-b reverse if you're closer to the ground to halt landing punishes. If you think they will chase you in the air, consider a surprise fast-fall down-air. Lastly, you can attempt to keep your opponent at bay with pills while drifting to a ledge.

Next is Doc's off-stage recovery. It's poor, but not in the sense that he has a hard time making it back. It's poor in the sense that he gets gimped easily. When you get launched, the first thing you should do is forward-air (Be careful this could kill you if you're too close to the blast zone). This will accelerate you slightly forward without using a recovery option. Only use down-b far from the edge, it's recovery frames will get you punished if you can be reached. Also, be aware that his up-b has no intangibility. However, he does have magnet hands, and I recommend becoming familiar with how far away Doc can up-b to the ledge.

Also familiarize yourself with RCO air speed. After using an up-b to ledge you'll need to find time to do an up-air to get rid of it. One of Doc's best ledge options is to ledge-drop double jump up-air. He can land on stage with this, it auto-cancels, and removes RCO air-speed.

Regardless, Doc has a few other options he can utilize on the ledge.
  • ledge drop > wall jump > back-air
  • ledge hop > forward-air (this will auto-cancel)
  • ledge hop > neutral-b (risky but effective)
  • ledge hop > side-b (also risky)
  • ledge jump > down-air
  • ledge hop > air-dodge > neutral-air (this can set-up for an up-smash stage spike)
Chapter 7: Recap

In conclusion, Doc needs to zone with pills to keep off pressure, and gain stage control. Then, space with aerials to apply pressure. Be mindful of your approach options. Next, build damage by using combo starters and re-grabs. Don't forget to mix-up your offensive neutral by utilizing bait strategies. Finally, edge-guard safely and intelligently. If all else fails, remember your recovery hazards, and RCO air speed. Follow these steps, and maybe you can prove the smash back room wrong!

Match-up References:
http://www.youtube.com/playlist?list=PLULe8wZzrRWhZT3PKaOSC0hXKb9bm-_ZL
  • Like
Reactions: ProfessorJ
Author
ASAP_Smash
Views
566
First release
Last update
Rating
5.00 star(s) 2 ratings

More resources from ASAP_Smash

Latest updates

  1. Not Mario v.5.2

    After reviewing some footage, I noticed how much mileage Doc was getting from buffering inputs...
  2. Not Mario v.5.1

    The more i play Doc the more I realize how well his up-air combo's into grab. So I re-added...
  3. Not Mario v.5

    It's time to get technical! After some long hours of labbing, I recorded Docs best ways to...

Latest reviews

Do you have an optional pro control button setup for doc?
ASAP_Smash
ASAP_Smash
Yes! just map your special to right bumper. :)
excellent guide
Top Bottom