Super Smash Bros. for Nintendo 3DS/Dr. Mario


 * 3DS unlock conditions: Beat Classic Mode on at least difficulty 4.0 with Mario or play 60 Vs. matches, then defeat Dr. Mario on Mushroomy Kingdom.
 * Wii U unlock conditions: Complete Master Orders on hard or play 50 Vs. Matches, then defeat Dr. Mario on Delfino Plaza.

After his absence from Brawl, Dr. Mario is back to administer KOs! Out of the "trinity" of moveset clone characters, Dr. Mario is the most different from the character he is based off of. Dr. Mario can best be described as a slower but stronger Mario, with some elements of Luigi mixed in. Due to this mixture of traits, Dr. Mario requires a more defensive, spacing heavy playstyle instead of a combo-oriented one like with Mario or Luigi. Unfortunately, Dr. Mario's flaws a more significant than Mario's. While he has a bit more options to KO, Dr. Mario suffers from mobility issues and has a notoriously terrible recovery, one of the worst in the game. Nevertheless, if you were a fan of Mario's Melee moveset or are a more incremental and defensive player, Dr. Mario is a solid choice with a bit of effort.

Basic attributes
Dr. Mario is made to be a stronger but slower version of Mario, and it really shows in his statistics. Dr. Mario is nearly identical to Mario in terms of weight and fall speed. However, Dr. Mario is much slower, both on the ground and in the air, and has a lower jump. In exchange, Dr. Mario's attacks deal 1.12 times more damage and knockback across the board. Just like Mario, Dr. Mario can wall jump, a minor feature to improve his lackluster recovery.

Final Smash - Doctor Finale
Dr. Mario unleashes two massive Megavitamins, which spin around as they expand vertically, forming a cone of pain. The pills do continuous damage to any fighters caught by it, while dragging them forward. There aren't any special properties compared to Mario Finale; it's simply stronger. It is important to note that the Final Smash KOs by carrying fighters off the screen by constant, minor knockback instead of one heavy-hitting blast. This means that while using the move on the edge of a stage facing the center will let you cover the most range, using it nearer to the blastline you're facing gives you a higher chance of KOing low percentage opponents.