Mario wiki

Let's-a Go!

2008.08.28 00:24 Let's-a Go!

Mario is the premiere community for the Mario franchise, spanning video games, books, movies, television, cereal, and more!
[link]


2011.01.12 20:16 nstinson Mario Kart

Reddit's home for anything and everything Mario Kart.
[link]


2018.02.01 02:35 Amiibofan101 Mario Kart Tour:

The home of everything Mario Kart Tour! Here you can find everything from useful charts and trackers, to memes and edits. We hope you enjoy your time here!
[link]


2023.06.03 19:43 bobmac102 Super Mario Galaxy is now a featured article on the Super Mario Wiki. Feel free to check it out!

Super Mario Galaxy is now a featured article on the Super Mario Wiki. Feel free to check it out! submitted by bobmac102 to SuperMarioGalaxy [link] [comments]


2023.06.03 19:30 bobmac102 Super Mario Galaxy has attained featured status on the Super Mario Wiki. Feel free to check it out!

Super Mario Galaxy has attained featured status on the Super Mario Wiki. Feel free to check it out! submitted by bobmac102 to Mario [link] [comments]


2023.06.03 17:19 No_Leadership_662 The Road Trip Story Arc

"The Road Trip Story Arc" is the upcoming first arc of the seventh season of The Loud House.

Cast

submitted by No_Leadership_662 to theloudhouse [link] [comments]


2023.06.03 16:06 TotemGenitor Speedruning argot

Speedruning argot submitted by TotemGenitor to CuratedTumblr [link] [comments]


2023.06.03 11:22 itsIzumi Congratulations to the winners of 3v3 Crews at WINNERS!!! -3on3- #2!

Top 8 Bracket

Youtube Stream VOD

Place Player Player Player Sent to Losers by Eliminated by
1st yuzu (Rosalina) MRG ∣ Tsubotsubo (Olimar) TKM (Diddy Kong & Peach) --- ---
2nd DFM ∣ Zackray (Pit, Dark Pit & R.O.B.) R2G ∣ Eim (Sheik) kisa (Steve) yuzu, Tsubotsubo & TKM yuzu, Tsubotsubo & TKM
3rd Harasen (Ice Climbers & Falco) Futari no Kiwami Ah~! (Ice Climbers) Kurumis (Ice Climbers) Zackray, Eim & kisa Zackray, Eim & kisa
4th SZ ∣ Paseriman (Fox, Diddy Kong & R.O.B.) Songn (Mr. Game & Watch) akasa (Cloud) yuzu, Tsubotsubo & TKM Harasen, Futari no Kiwami Ah~! & Kurumis
5th Kumap ∣ Lax (Chrom) MRG/EnG ∣ Omuatsu (Min Min) M0tsunabE (Falco) Harasen, Futari no Kiwami Ah~! & Kurumis Paseriman, Songn & akasa
5th Eiku (Peach) Fuwa (Ice Climbers) Nako (Greninja) yuzu, Tsubotsubo & TKM Harasen, Futari no Kiwami Ah~! & Kurumis
7th Renami (Mr. Game & Watch) Take&Watch (Mr. Game & Watch) Across (Mr. Game & Watch) Zackray, Eim & kisa Lax, Omuatsu & M0tsunabE
7th hinaks (Roy & Dr. Mario) Eijima (Steve) TRIGGER (Simon) Paseriman, Songn & akasa Eiku, Fuwa & Nako

Grand Finals

"yuzu" [W] // Twitch Twitter Wiki "Tsubotsubo" [W] // Twitch Twitter Wiki MURASH GAMING "TKM" [W] // Twitter Wiki vs. Sota "Zackray" Okada [L] // Twitter Wiki DetonatioN FocusMe Seima "Eim" Tomonoh [L] // Twitter Wiki RayRoad Gaming "kisa" [L] // Wiki
yuzu, Tsubotsubo & TKM Player 9 - 8 Player Zackray, Eim & kisa
--- MRG ∣ Tsubotsubo (Olimar) Hollow Bastion DFM ∣ Zackray (Pit) 2 stocks remaining
1 stock remaining TKM (Diddy Kong) Town and City DFM ∣ Zackray (Pit) ---
--- TKM (Diddy Kong) Final Destination kisa (Steve) 2 stocks remaining
2 stocks remaining yuzu (Rosalina) Small Battlefield kisa (Steve) ---
1 stock remaining yuzu (Rosalina) Small Battlefield R2G ∣ Eim (Sheik) ---
Generated partially by Tournament Tabler

Stocks taken:

R8000: (9) Tsubotsubo - 1 TKM - 3 yuzu - 5
なんかいつものやつ: (8) Zackray - 5 kisa - 2 Eim - 1
submitted by itsIzumi to smashbros [link] [comments]


2023.06.02 22:59 Your_averge_deegen Mario

Mario submitted by Your_averge_deegen to namesoundalikes [link] [comments]


2023.06.02 15:33 CaspianX2 Arcade Archives VS. Super Mario Bros. for Nintendo Switch - Review

Arcade Archives VS. Super Mario Bros.

Genre: Platformer
Players: 1-2 (Local Alternating), Online Leaderboards
.
Review:
The classic family-friendly Platformer, Super Mario Bros. (not to be confused with Mario Bros.), was originally released on the Nintendo Entertainment System in 1985, and would later go on to be ported to almost every major Nintendo platform in some form or another. The game received a port to Arcades as well in 1986, though this wasn’t exactly the same game that we received on home consoles. Rather, VS. Super Mario Bros. was a slightly-altered version of the classic game, with changes made to the game to add in greater difficulty.
These changes are fairly minor - a few power-up blocks have been changed or removed, some stages have been swapped around, and more challenging versions of stages appear in place of the earlier ones. I won’t go into a detailed list. Suffice it to say that this is almost exactly the same game as the classic Super Mario Bros. we all have seen countless times before, save for a few differences sprinkled throughout the game.
For those who have somehow missed the original Super Mario Bros., that is one impressive rock you’ve been hiding under. However, for the sake of being comprehensive, this game is a classic of the Platforming genre, and one that virtually all Platformers since owe much of their existence to. Without this game, there very likely would be no Sonic, no Crash Bandicoot, no Spyro, no Castlevania, no Mega Man... in fact, there may very well be no Nintendo, at least as we know it today. What's more, after the Atari Crash of 1983, the videogame industry as a whole simply would not exist as it does now if not for the rejuvenating effect that this game had on the entire medium. Super Mario Bros. is, without question, one of the most important videogames ever made, if not the most important videogame ever made.
This is not just due to being one of the first games in the genre, nor for being a quality game at a time when the videogame industry really needed a winner to revive the market, nor for innovating design in countless areas from screen scrolling to power-up systems. The original Super Mario Bros. still holds up surprisingly well even today, though of course it pales next to more modern entries in the series. The game design here is superb, the physics are excellent (though still rough compared to later Mario games), the pixel art visuals are iconic, the game’s chiptune themes are some of the most memorable tunes ever seen in a videogame. Even to this day, Super Mario Bros. is still one of the greatest videogames ever made, even if it has been eclipsed by its later sequels.
This release of the game, as a part of Hamster Corporation’s Arcade Archives series, gives players a decent array of options, including various display options, sound options, challenge modifiers, button mapping, and online leaderboards. There is also a new “Hi-Score Mode” (for the aforementioned leaderboards), that challenges players to make as many points as they can on one life. There is also a new “Caravan Mode” that does much the same, but with the limit being five minutes rather than one life.
So there are only two remaining elephants in the room to discuss. First: Is this game worth its $8 price tag? And second, is it worth buying if you already subscribe to Nintendo Switch Online, which includes a version of this game on its Nintendo Entertainment System app. To be perfectly honest... no, I don’t think so, at least not for most people. The changes to the “VS” version of the game aren’t enough to really set this game apart and make it feel like a different game, but they are enough to frustrate the muscle memory of players who are used to the NES version of the game. What’s more, in prior Virtual Console releases of this game, the price was set at $5, making the $8 price tag here seem like gouging. Finally, with the NES version of the game already on Nintendo Switch Online, the only reason to buy this game is if you aren’t subscribed to that service, or prefer to own outright the classic games on your Switch, and don’t mind that this isn’t quite the version of the game you may be familiar with... or if you’re a collector or completionist who only wants this game as a fun little curiosity rather than an actual game.
Either way, despite being mostly the same game as one of the greatest videogames of all time, it’s hard for me to give this release a full-hearted recommendation. Arcade Archives VS Super Mario Bros.is a decent enough port of the Arcade game it’s based on, but that game is a frustratingly-altered port of the classic Platformer it is based on, and the combination of a high price tag and the original version of the game being available on Nintendo Switch Online remove most of the reason anyone would buy this.
tl;dr – Super Mario Bros. is an absolute classic Platformer, and VS. Super Mario Bros. is a version of the game that’s altered just enough to be frustrating without changing enough to make it feel truly new. On top of this, the price seems too steep, especially with the NES version of Super Mario Bros. being easily accessible on Nintendo Switch Online’s NES app. As a result, while this is still a great game, it’s a game that almost no one will find worth buying.

Grade: B-

You can now support this subreddit on Patreon! Please click HERE to become a Sponsor!
This month’s sponsors are Ben, Andy Miller, Exlene, Homer Simpin, Johannes, Talissa, Eli Goodman, Francis Obst, Gabriel Coronado-Medina, Ilya Zverev, Kristoffer Wulff, and Seth Christenfeld. Thank you for helping to keep the reviews coming!
submitted by CaspianX2 to eShopperReviews [link] [comments]


2023.06.02 15:32 CaspianX2 Arcade Archives Mario Bros. for Nintendo Switch - Review

Arcade Archives Mario Bros.

Genre: Arcade / Platformer
Players: 1-2 Co-Op (Local), Online Leaderboards
.
Review:
Mario Bros. (not to be confused with Super Mario Bros.) is an Arcade-style Platformer released in arcades in 1983, released on Nintendo Entertainment System in 1986, and subsequently released on multiple Nintendo platforms in the time since, including a remake of the game included with the Super Mario Advance series of games on Game Boy Advance. While neither as groundbreaking as Mario’s first game, Donkey Kong, nor as immensely important as Super Mario Bros., Mario Bros. still remains a fun throwback to classic Arcade-style Platformers of old.
This game’s premise is that Mario (now joined by his brother Luigi in his first appearance) is a plumber trying to rid a section of sewer of a pest infestation of hostile turtles, crabs, bugs, anthropomorphic icicles, and fireballs. To do so, they must bop the platforms these enemies are standing on from underneath, flipping them onto their backs so they can subsequently be kicked off the stage. Those who played later Mario games expecting to hop on the turtles (called ‘Shellcreepers” here, not Koopa Troopas) will find themselves losing a life due to this muscle memory.
The 2D pixel art visuals and chiptune sound design in this game still use the same classic style as the prior Donkey Kong games, and this game is nearly as iconic as those games are. Despite this game’s age, it still looks pretty decent thanks to its nice cartoony art style.
The gameplay here is mostly pretty good too, and far more fluid and forgiving than the Donkey Kong games were, though modern players will likely be put off by how slippery the physics are, as well as how sketchy the game’s hit detection for jumping on platforms is. Also, this is sadly one area where the game’s Game Boy Advance remake vastly outclasses the original thanks to not only improved visuals, but much better physics that makes the game easier to control. As a result, the dated elements of this game feel even more dated once you’ve played that remake.
This release of the game includes a new “Hi-Score Mode” that challenges players to make as many points as they can on one life. There is also a new “Caravan Mode” that does much the same, but with the limit being five minutes rather than one life. In addition, this release of the game gives players a decent array of options, including various display options, sound options, challenge modifiers, button mapping, and online leaderboards.
So there are only two remaining elephants in the room to discuss. First: Is this game worth its $8 price tag? And second, is it worth buying if you already subscribe to Nintendo Switch Online, which includes a version of this game on its Nintendo Entertainment System app, as well as the remake of the game being included in the Super Mario Advance games on the Nintendo Switch Online Expansion Pack’s Game Boy Advance app. I’m going to give an emphatic “no” on both counts. As I’ve repeatedly pointed to, the Game Boy Advance remake of this game is far superior, and if you have access to that version you’ll likely never want to go back to this. However, even if you’re a purist looking to play the original, the differences between the arcade version of the game and the Nintendo Entertainment System port included on Nintendo Switch Online are negligible, and in fact the Nintendo Switch Online version even has the edge because it supports both local and online multiplayer while this game only has support for local play. In a game where co-op is one of the major selling points, this is a pretty significant factor. To top this all off, the $8 price tag definitely feels inflated when prior Virtual Console releases of the Nintendo Entertainment System release of the game sold for $5.
Finally, I would be remiss if I didn’t mention one frustrating issue I encountered while playing this game. When playing away from a network, this game froze and refused to get past the title screen despite repeated attempts. It was only after bringing it home and connecting it back to my network that it worked for some reason. I’m not seeing others complaining about this issue, so perhaps it’s just a fluke, but it felt important to bring up in any case.
Look, don’t get me wrong, Mario Bros. is still a fun game, a classic Arcade-style Platformer, albeit a somewhat dated one. However, being released with such a high price tag, when there are not only multiple other versions of the game on Nintendo Switch Online, but versions of the game that are better, it’s hard to recommend this game to anyone but the most avid of collectors and completionists. You’re better off sticking with the Nintendo Switch Online versions.
tl;dr – Mario Bros. is a classic Arcade-style Platformer where players must clear a sewer of an infestation of vermin. It’s a classic throwback game, albeit somewhat dated by today’s standards. However, the real issue here is that there are multiple versions of this game available on Nintendo Switch Online’s apps, and those other versions are all better. On top of this, the price seems too steep, making it difficult to give this game a recommendation.

Grade: C-

You can now support this subreddit on Patreon! Please click HERE to become a Sponsor!
This month’s sponsors are Ben, Andy Miller, Exlene, Homer Simpin, Johannes, Talissa, Eli Goodman, Francis Obst, Gabriel Coronado-Medina, Ilya Zverev, Kristoffer Wulff, and Seth Christenfeld. Thank you for helping to keep the reviews coming!
submitted by CaspianX2 to eShopperReviews [link] [comments]


2023.06.02 15:27 CaspianX2 Arcade Archives Donkey Kong Jr. for Nintendo Switch - Review

Arcade Archives Donkey Kong Jr.

Genre: Arcade / Platformer
Players: 1-2 (Local Alternating), Online Leaderboards
.
Review:
The classic Arcade-style Platformer, Donkey Kong Jr., was originally released in Arcades in 1982, and would later go on to be ported to almost every major Nintendo platform in some form or another. This is a sequel to Donkey Kong that flips the script on the original game, casting Mario as the villain jailing the original game’s ape, with the player controlling Donkey Kong’s son and trying to rescue his dad while avoiding the mechanical traps and hostile animals Mario sends to take you out.
For those who have somehow missed prior releases of this game, that is one impressive rock you’ve been hiding under. However, for the sake of being comprehensive, this game is a classic of the Platforming genre, though not nearly as impactful as its predecessor, nor the Mario games that would soon come to follow this.
Donkey Kong Jr. still to this day has incredibly iconic pixel art visuals and chiptune sound design (though both differ slightly from the Nintendo Entertainment System port of the game that Nintendo has usually favored when porting the game to other platforms), and the level design here is superb as well.
Having said that, we are talking about a videogame that’s over 40 years old, and it definitely shows its age considerably. The controls are stiff. The physics are extremely unforgiving, with Donkey Kong Jr. dying from falls of just a few feet. And the game’s short length and infinite repetition really limit the game’s appeal with modern audiences who may be shocked to find that they can see everything the game has to offer within the span of fifteen minutes. Still, as a fun nostalgia trip, Donkey Kong Jr. is at the very least a very enjoyable fifteen minutes.
This release of the game is comprehensive in that it includes both Japanese and Western releases. I suppose this isn’t an absolutely comprehensive collection of all versions of the game, since the Nintendo Entertainment System version of the game and the Game & Watch version of the game are both absent here, but I suppose none of those would really fit the “Arcade Archives” product line. There is also a new “Hi-Score Mode” that challenges players to make as many points as they can on one life. There is also a new “Caravan Mode” that does much the same, but with the limit being five minutes rather than one life. In addition, this release of the game gives players a decent array of options, including various display options, sound options, challenge modifiers, button mapping, and online leaderboards.
So there are only two remaining elephants in the room to discuss. First: Is this game worth its $8 price tag? And second, is it worth buying if you already subscribe to Nintendo Switch Online, which includes a version of this game on its Nintendo Entertainment System app. I’m going to have to say... probably not, on both counts. While there are minor differences between the original arcade version of this game and the Nintendo Entertainment System port, those changes are negligible, and not enough to justify a separate purchase. And it certainly isn’t worth the $8 price tag, especially when prior Virtual Console releases of the Nintendo Entertainment System release of the game sold for $5. No, it’s not exactly the same, but it’s close enough.
This is a classic game, a great nostalgia trip, and perhaps a must-have for collectors and completionists, but the average player will find themselves unimpressed with the dated game design and limited game length, and certainly they’ll see no reason to bother with this when they can just play a nearly-identical version on Nintendo Switch Online’s Nintendo Entertainment System app.
tl;dr – Donkey Kong Jr. is a classic Arcade-style Platformer, albeit one that definitely shows its age, and most modern players won’t be eager to buy a game you can complete in fifteen minutes. On top of this, the price seems too steep, especially with the NES version of the game being easily accessible on Nintendo Switch Online’s NES app. As a result, while this is still a classic, it’s a game that almost no one will find worth buying.

Grade: C-

You can now support this subreddit on Patreon! Please click HERE to become a Sponsor!
This month’s sponsors are Ben, Andy Miller, Exlene, Homer Simpin, Johannes, Talissa, Eli Goodman, Francis Obst, Gabriel Coronado-Medina, Ilya Zverev, Kristoffer Wulff, and Seth Christenfeld. Thank you for helping to keep the reviews coming!
submitted by CaspianX2 to eShopperReviews [link] [comments]


2023.06.02 15:27 CaspianX2 Arcade Archives Donkey Kong for Nintendo Switch - Review

Arcade Archives Donkey Kong

Genre: Arcade / Platformer
Players: 1-2 (Local Alternating), Online Leaderboards
.
Review:
The classic Arcade-style Platformer, Donkey Kong, was originally released in Arcades in 1981, and would later go on to be ported to almost every major Nintendo platform in some form or another. However, most later ports featured a changed version of the game, with slightly-altered visuals and sound, and even missing one of the game’s four stages, the cement factory stage. This release of the game, a part of Hamster Corporation’s Arcade Archives series, is one of only a select few home console ports of the game to be truly accurate to the arcade game.
For those who have somehow missed the original Donkey Kong, that is one impressive rock you’ve been hiding under. However, for the sake of being comprehensive, this game is a classic of the Platforming genre, where the titular ape has kidnapped a helpless damsel named Pauline, who must be rescued by the plucky carpenter (yes, carpenter) Mario, who must climb various structures to reach Pauline at the top while avoiding hazards along the way.
It bears mention that this game’s success is something that Nintendo owes its entire videogame empire to. Donkey Kong was not Nintendo’s first videogame, but without Donkey Kong, there would very likely be no Nintendo today (or at the very least, Nintendo may well have shuttered its videogame development and stuck with the simple toys and playing cards they were known for making prior to their work on videogames).
The original Donkey Kong is not just the first appearance of the titular ape, but also the first appearance of Mario, amusingly named Jumpman in the Japanese release of the game and only getting the name Mario upon the game’s release in America. While this was not technically the first Platformer (it is preceded by the games Space Panic and Crazy Climber), it was the first one to include jumping as a primary game mechanic, making this game the grandfather of pretty much every Platformer ever made.
Its claim to fame isn’t just being the first, though. Donkey Kong still to this day has incredibly iconic pixel art visuals and chiptune sound design (though both differ slightly from the Nintendo Entertainment System port of the game that Nintendo has usually favored when porting the game to other platforms), and the level design here is superb as well.
Having said that, we are talking about a videogame that’s over 40 years old, and it definitely shows its age considerably. The controls are stiff and at times seemingly unresponsive. The physics are extremely unforgiving, with poor Mario dying from falls of just a few feet. And the game’s extremely short length and infinite repetition really limit the game’s appeal with modern audiences who may be shocked to find that they can see everything the game has to offer within the span of five minutes. Still, both as a history lesson and a nostalgia trip, Donkey Kong is at the very least a very enjoyable five minutes.
This release of the game is surprisingly comprehensive in that it includes three versions of the game - an “Early Version”, a “Later Version” that featured some minor changes, and an “International Version” that changed the stage order. I suppose this isn’t an absolutely comprehensive collection of all versions of the game, since the Nintendo Entertainment System version of the game, the Game & Watch version of the game, and the far, far superior Game Boy version are all absent here, but I suppose none of those would really fit the “Arcade Archives” product line. There is also a new “Hi-Score Mode” that challenges players to make as many points as they can on one life. There is also a new “Caravan Mode” that does much the same, but with the limit being five minutes rather than one life. In addition, this release of the game gives players a decent array of options, including various display options, sound options, challenge modifiers, button mapping, and online leaderboards.
So there are only two remaining elephants in the room to discuss. First: Is this game worth its $8 price tag? And second, is it worth buying if you already subscribe to Nintendo Switch Online, which includes a version of this game on its Nintendo Entertainment System app. The latter question is easier to answer, as the butchering of the NES version of the game makes this release clearly superior to the one that came on Nintendo Switch Online. However, that $8 price tag seems steep for a game that’s over 40 years old. One can argue that this being a rare opportunity to own the game on a home console might help justify that price, but... we’re still talking about a dated game that you can complete in five minutes.
Despite that this is the best version of Donkey Kong available on the Nintendo Switch (at least until the Game Boy version gets added to the Nintendo Switch Online app), I simply cannot see it being worth the price for anyone except the most diehard of Nintendo fans, collectors, and completionists. This is one of the most important videogames ever made, but it has aged quite a bit, and while the Nintendo Entertainment System app’s version of the game is clearly inferior, it should be sufficient enough for most players looking to experience the game.
tl;dr – Donkey Kong is an absolute classic Arcade-style Platformer, albeit one that definitely shows its age, and most modern players won’t be eager to buy a game you can complete in five minutes. On top of this, the price seems too steep, especially with the NES version of the game being easily accessible on Nintendo Switch Online’s NES app. As a result, while this is still one of the most important videogames ever made, it’s a game that almost no one will find worth buying.

Grade: C

You can now support this subreddit on Patreon! Please click HERE to become a Sponsor!
This month’s sponsors are Ben, Andy Miller, Exlene, Homer Simpin, Johannes, Talissa, Eli Goodman, Francis Obst, Gabriel Coronado-Medina, Ilya Zverev, Kristoffer Wulff, and Seth Christenfeld. Thank you for helping to keep the reviews coming!
submitted by CaspianX2 to eShopperReviews [link] [comments]


2023.06.02 05:14 Alaharon123 June 2023 Game of the Month - The GG Shinobi

Congratulations to u/anykck on completing Double Dragon (Game Boy)! If anyone still wants to try and complete it, you have 24 hours to still get a flair for your efforts. Comment with a Flair and I will give
It doesn't look like we've ever done a Game Gear game, so let's do a Game Gear game!

The GG Shinobi

  • Developer(s): Sega
  • Publisher(s): Sega
  • Platform(s): Game Gear
Red must save his fellow Shinobi, who have been brainwashed by evil. After being saved, you'll find that each has their own weapon, ninjutsu, and skill. These are great for finding extra power-ups in levels. These different skills and the boss set up slightly resembles Megaman X. The last stage is huge, and requires all Shinobi skills.
-/v/'s Recommended Games Wiki
Emulation Information:
I would tell you that you should buy it on 3DS virtual console, but Nintendo doesn't actually want you buying games on a console that's a whole... one generation old. So maybe take this as a chance to use ares, a multi-system emulator started by Near of bsnes and higan fame, now developed by Luke Usher and others. It's come a long way and is now a very good option for emulating Sega games.
Emulation General wiki page

Check out the gotm channel on emulation discord server!

Game of the Month Challenge!

Beat the game. As always, no save states. This is a really hard game, so besides for that, high score challenge! Post your high scores, whatever they are

Previous May GOTMs

See all Games of the Month
submitted by Alaharon123 to emulation [link] [comments]


2023.06.02 04:52 Lepony A look at some of the common complaints that frequent fighting game discourse

A Necessary Preface

To start things off, some baselines need to be set for the sake of sidestepping a lot of talking points. This post will come entirely from the perspective that fighting games are a multiplayer genre first. There's a lot of very valid criticisms of the genre's single player aspect. I am actively choosing to ignore them for this post. When these discussions occur, it's meant from the perspective of the fighting game community trying to convince people to play and stick with the genre. For hundreds or even thousands of hours. In the same way that people would League of Legends, Apex, Rocket League, etc. The single-player aspect ultimately have very little bearing on the multiplayer aspect since it only increases impressions and not retention.
I'll also make a deeply arbitrary distinction between accessibility and accommodations for the disabled. They're two very different issues where the latter needs to be tackled in ways that I, or most people, am completely uninformed in. I am going to be addressing the layman's accessibility concerns.
FGC-heads, I know many of you have also thrown in the towel and now sing the virtues of gatekeeping due to not wanting "intolerants". But don't be an ass about it and remember there's a lot more wiggle room than you think. This post already comes across as condescending despite my best efforts, so cool it.
Finally, you don't have to read all of this. Just keep an eye out for the bolds that catch your eye. I'll try to keep things as simple as much as I reasonably can, but things will ultimately be technical. You will likely need a passing familiarity of the terms I'll be using, and I'll try to assist you in that by linking to a definition when appropriate. I will avoid requiring rigorous knowledge of the subject matter though, so don't get too caught up in the details.
This conveniently segways to one common criticism.

There is too much terminology for me to learn

There sure is a lot of them. But they're not used to make things esoteric. They're words meant to concisely convey otherwise intuitive concepts for the purposes of discussion, learning, and troubleshooting.
In other words, you don't really need to explicitly learn them. Eventually, you'll implicitly learn all the terminology. Just not the words to express them. Think of it like how many of us trying out chess will start games by moving a pawn to allow the Queen to move around, completely unaware of the fact that what we're performing is likely a Queen's Pawn or a King's Pawn opening. In the same vein, many are likely already familiar with certain popular concepts in fighting games. You're just unaware of what they're called, or know them by another name.
Take for example, spacing or neutral. You're likely familiar with snipers in a multiplayer shooter. If a sniper is uncontested, they completely own or dominate the "space" they're looking at. Running in full view of a sniper is a terrible idea because of it, and hiding behind cover is a solid idea because they don't "dominate" the space behind cover. To shut down a sniper's control of an area, you need to either physically overpower them (kill them), approach from a space they're not in control of (ambush them), or to force them to move else where (flush them out) via grenades or simply shooting in their general direction. Or in fighting game terms, whiff punish them (kill them), by playing footsies (ambush them), or by zoning (flush them out) them out.
Frame data deserves a special mention. The simplest way to put is that they're measurements of time. If you play any game somewhat seriously, you're already familiar. Reload speeds, fire rates, attack rates, and even movement speeds. Hell, something as simple as not wanting to use Knights of Round on generic encounters due to the long animation is a decision rooted in frame data.

There are too many things I need to learn

That's fair. There's no way around it. Fighting games are so far removed on a physical level that most people will have to learn everything from scratch. But it's not for the sake of it. There's too little overlap for you to rely on to draw experience.
I'll try not to bore you with the details by delving deep into stuff like Razbuten's series about gaming for non-gamers. But there's an inherent language to video game conventions and how things control or happen. It's all very learned behavior and not all of it translates to every game. For fighting games in particular, almost nothing translates unless you play exclusively 2d beat 'em ups, spectacle fighters, Monster Hunter, and Soulslikes. And even then.
And that's all okay. We all have a finite amount of time in our lives, with responsibilities to attend to. We can't invest the time to learn everything we need for everything we have a passing interest in. We all pick our battles.

No, seriously, it's all really overwhelming even when I'm trying

It sure is. And there are lots of ways the on-boarding process could be significantly improved upon. These days, the games with the most renowned tutorials are from French Bread or Arc System Works. And they're very excellent... at being a reference. Primary learning material they are not. I could talk about all about the ways things could be improved, but I'm not part of the industry. Waste of character limits if you ask me.
Until things improve drastically, my only advice is to take things slow. A lot of the things you're tempted to learn are cool combos, special techniques to make people stop blocking, or every single move your character has. Maybe all at once. Don't. Pick one or two things to focus on. Play against people where your only goals in life are the one or two things. Move onto new things when you feel that you're comfortable. Rinse and repeat until you've had enough.

The controls aren't intuitive

There's a funny thing about intuition. Despite it being rooted in instinct, it's entirely learned behavior. If you've used mnemonics before, you probably know that some just aren't very useful no matter how hard you try. It's kinda arbitrary. Things being intuitive or unintuitive also don't matter that much in the grand scheme of things. Like mnemonics, intuition only go so far to help you remember or learn something.
Movement tech in other genres is often brought up as an argument for intuition. They're typically a "logical" sequence of inputs that the player is already familiar with. Smash Melee's Wavedash actually gets brought up as an example time to time. It's jump then air dodge directly back onto the platform. On paper, it's very simple and easy to do.
It's not. The dexterity required to do it is a lot more than you'd expect it to be. Then there's frequency of its use, which causes a very real, physical strain on you. No matter how you look at it, you'll spend several orders of magnitudes more learning the rhythm than you do remembering the sequence of actions. The sequence themselves are a very minor step.
Not to mention, there is a language to how fighting game controls. Most people aren't used to it because most games aren't anything like fighting games. Take for example the quarter circle forward input. It's also known as the fireball input. Why? Because the average QCF input is a fireball. If not, it's probably a move that lunges your character forward. The fact that it ends in forward usually indicates that it's designed to control space in front of you. Hey look, a made up mnemonic. It's also probably useless!

Motion controls are superfluous and should be simplified

A very popular misconception, no doubt due to the widespread popularity of Smash. But the matter of fact is that motion controls are not superfluous and have momentous consequences. But at the same time, the consequences kinda don't matter. It creates a different type of fighting game for people to enjoy, which people do. The problem comes when people assert that it should be mandatory across the entire genre thinking that nothing would change. It's the same as saying that every FPS needs to have parkour mechanics or every action game needs to have animation canceling or every RPG needs to be real time: it's incredibly short-sighted. There's a reason why Smash has poor cross pollination or why not every TF2 player likes Overwatch.
If you're willing to accept the previous paragraph at face value, skip to the next checkpoint. The following will be dense.
The simplest example of the consequences of simplified inputs is the single input invicible DP. Their existence completely redefines how offense is structured and how it is played out. In particular, it heavily emphasizes true gapless blockstrings because the ease of the DP make it so that any unintentional gaps are fundamentally bad pressure. Because of that, pressure becomes more telegraphed and rigid, to the point of turns becoming almost concrete. Or in other words, homogenized and potentially requiring study at all levels.
I also need to stress the word unintentional here. There are entire series and subgenres that thrive on forcing chaotic, ambiguous situations that neither player is fully aware of but have to place their bets anyway. But with a one button DP, intentionally causing mutually ambiguous situations will almost never be in your favor because doing anything will lose out to a DP.
There's some other reasons why the ease factor can cause new problems that need to be addressed, like how most motions don't end in a blocking input which means you must forgo blocking or how some inputs assume that you forgo your ability to move forward. But there are ways around this with surprisingly minimal effects on gameplay or even cause novel situations. But I'm ready to move on.
See, simplified inputs have a very inherent and significant design cost to them. Grapplers in fighting games historically have insanely fast grabs. It's not uncommon for a grappler's command grab to be tied for literally the fastest move in the game, while simultaneously being 2-4x the range of other similarly fast non-grabs, and typically leading to much more advantageous situations post-grab than fast non-grabs. As seen here. Not only are they incredibly strong offensively, but also incredibly strong defensively. Almost as strong as a DP generally, and sometimes stronger than DPs in very specific (but potentially common) scenarios. This is often balanced out by the motions tied to these moves have an associated time cost to perform them in most but not all situations, ontop of the fact that it requires some modicum of effort to perform. Combined, this results in a surprisingly low margin for error to utilize this move effectively, and even players at the highest levels fail it every so often in stress-free, at home in their boxers, scenarios.
Think of it like the choice between slamming on your brakes to minimize collision damage or swerving to avoid it entirely. With enough of a heads up, everyone would choose to swerve. But sometimes you don't realize that you have enough room to swerve and by the time you did, it's too late. You have to pick the next best option. Mental burden is the concept I'm stressing here.
Of course, we can adjust how one button command grabs work to minimize the differences. The most common answer to this is by making the command grab themselves slower. But by doing so, the command grab is now a fundamentally different move. It cannot be used defensively. It is offensively neutered and the scenarios where it is a good idea to use is significantly reduced. The alternative answer is by tying the command grab to a resource. In turn, it's no longer a move that you always have access to. It's something that must be built towards and then managed alongside all the other mechanics that likely share the same resource.
Nothing mentioned so far are inherent downsides and won't make games bad. You can even omit more nuanced moves like command grabs and DPs entirely and people can still like it. The problem is that these would be the only kind of games that could exist if motion controls would be permanently retired. My preferred solution would be not to remove them, but to add more characters who don't have motions.
Anyway if you've read all that, then you might think I'm making up assumptions. That I can't know for sure that this is how one-button specials would affect the game. Except they're not assumptions. They're real world observations of games that already have one-button specials.
Games with one button specials: Fantasy Strike, Smash, DNF Duel
Games with simplified-but-still-motioned specials: Blazblue Cross Tag Battle, Dragonball Fighterz, Skullgirls
Games with both: Granblue Versus, Street Fighter 6, Idol Showdown

Combos are too long

This is a really interesting complaint that comes up a lot. But what it means is one of three very different concerns that all need to be addressed in their own ways.

...because I keep getting stuck in one and dying to them

A very common and popular problem that is unfortunately born out of complete and total ignorance. Allow me to demonstrate with a clip.
Do you believe this was one combo? A really long infinite? A 100% to 0% combo? If your answer to any of these were a yes, then you are wrong. That was about six separate combos. I try to not get caught up on definitions as a rule of thumb and focus on the meaning instead, but this is a pretty big deal for this concern. Because people don't actually know the language, they misuse words all the time. They don't actually know how to express their concerns in an immediately understandable manner. This is... a huge can of worms that I won't get into for this post.
The thing about combos is that combos only work if the recipient of those combos have failed. One failure = one combo. Therefore, six separate combos means that the opponent has failed six times. But if it's the result of failure, then that must mean that success is an option, right?
Yes. It's called blocking, or more accurately, having good defense. Really focus on this bit here:
Players and characters with strong defense tend to be able to survive long offensive sequences from their opponent and take little overall damage
This leads into the next separate concern expressed in the same way.

...and there's nothing I could have done

Here's a clip. The player with the long whip (P1) looks really oppressive, right? The player with the hat (P2) had nothing they could do to stop the onslaught of combos coming their way. It was a miracle that they didn't take more damage from all of that. There's a bit of a hitch to all of this though:
None of those were combos. It wasn't oppressive at all. In the context of that clip, P2 willingly chose to do nothing but exclusively block because they wanted to see if P1 was capable of doing anything else.
What do I mean they weren't combos? They just aren't. For this specific concern, it's a simple misunderstanding of term. A sequence of attacks in quick succession are better known as strings. Not all strings are combos, but all combos are strings. What makes a string a combo is if it makes a character start physically reeling from an attack. This is a very important distinction for reasons that are irrelevant to this concern.
Okay, they're not combos but strings. Why does that matter? It still doesn't seem like P2 could have done anything. The thing with strings is that they must inevitably end. When and where they end is highly game and character dependent, but it's one of the few constants of the genre. From Street Fighter, to Smash, to Fantasy Strike. One of the most significant aspects of the genre is figuring out when someone is actually done so that you can take your turn. How a fighting game handles "the end of offense" is one of the most common ways to distinguish itself from other games. The clip I linked is a game that likes to keep things intentionally vague for the defender. Tekken famously requires you to know frame data to know when it's your time. Some games like to simplify things with rules of thumbs. Some games make it extremely short.
In the clip I shared, there were plentiful of solutions that P2 could have done that didn't require much thinking. Ignoring the DP that character has access to or any of the other moves they had, they could have ran forwards. They even had a second point to run forward.
What's really being complained about in this concern here is actually more along the lines of this:
I don't know what's going on and there's nothing I could do
This has a multitude of solutions. Some of them are tough pills to swallow. Some of them requires an adjustment of how information is conveyed. Some require slowing things way down. They all work, all with their own caveats. But you can't remove the problem entirely. It's not how video games work. It's like how you know it's safer to move while the enemy is reloading or charging or whatever.
Technically, you can make it so that it's theoretically always your time to shine regardless of what the opponent is doing. There are two games I'm aware of where this idea has been played with. A character named Baiken from Guilty Gear XX, and the Touhou games' Typhoon condition.
Nobody likes playing against Baiken. Typhoon is not a good time for anyone involved.

...and I can't be bothered

We're finally here. A complaint that actually means what it means. And it's 100%, completely, unarguably, fair. This a common complaint of fans from different series/subgenres too. There are games I love that have really long combos and I still have a limit. It's actually so common that it's been very consistently addressed:
Games with short combos exist. Games with almost no combos exist. We can go a step further: there are specific types of characters common to the genre that don't really do combos. There's usually at least one of them in most games. If you're okay with seeing them but not doing them, that's an option too.
One sidenote. The length of combos make a large difference in how games are played at a very fundamental level, beyond the combos themselves. Like everything else mentioned so far, short combos or long combos aren't better than the other. They simply offer different experiences. The problem is being shoehorned into a specific experience were one implemented genre-wide.

...and do too much damage

A bit distinct from the other concerns. It's suggesting almost a touch of death, but not quite. Fighting games do have an informal equivalent to time-to-kill from FPS that is measured in how many "touches" until you lose a round but that's a little too nuanced and tangential to get into for this.
Combos that do a lot of damage exist. This is true. There are lots of long combos. Also true. Here's one for example. It's a 30 second combo, where 17 seconds of it involves the P1 pushing buttons and then 13 seconds of watching a cinematic. You're probably not having a good time if you're on the receiving side of this.
There are some very, very important caveats. One, this particular game has an above average combo length in the first place. Two, that combo is an especially egregious example even in that game. Three, that combo is a culmination of a multitude of mistakes that required being hit by a very specific attack from P1 while P2 tried to attack, when P1 has at least 80% super meter, while P1 has nigh-max character-specific resources, while P2 is backed into a corner, while P1 has won a minigame. And it barely does enough to do 65% of a life bar. It's pretty rare for a combo this damaging to happen in most games. In some games, the opportunity can only occur once a match.
There's also the cinematic we need to talk about. Personally, I believe that the cinematic could be shorter. Especially in games where cinematic stuff happens all the time such as in Guilty Gear Strive or Tekken 7. One really big problem though:
Cinematics push copies. A very significant portion of a fighting game's marketing strategy is to showcase them because most people see something cool and think it's exciting. Think about how every time a new Mortal Kombat or Injustice comes out, gaming social media is flooded with supers and fatalities for a while. It just works. It also unfortunately has a very real effect on your personal experience when you're playing a game for >10 cumulative hours.
Games that try to make it obvious you didn't get the right answer: Guilty Gear Strive, Street Fighter 5, Skullgirls
Games with short combos: Fantasy Strike, Granblue Versus, Samurai Shodown
Games where combos don't exist: Divekick
Games that try to make it easy to do combos: Every fighting game released after 2014

There are too many buttons and it's too hard to keep track of

A pretty specific complaint that pops up time to time. And again, it's fair. Low button games do exist and actually in fact are more frequent than high button games, but that's besides the point. Let's address the primary purposes of more buttons:
I'll focus on the final point since I think the first two are self-evident. There are ways to make low-button games have the same amount of actions as high-button games. The problem is that no matter how you do it, the chances of input errors get increased. A clear delineation of input options makes being in control a lot more accessible. Which is a pretty big thing in this genre.
With a low button game, there are two choices: maintain a comparable amount of actions compared to higher buttons and accept we'll get more input errors, or accept that we'll have fundamentally less actions.
Games with two buttons: Smash, Divekick
Games with three buttons: Fantasy Strike, Granblue Versus, Blazblue Cross Tag Battle, Soul Calibur
Games with four buttons: Touhou IaMP, Touhou Hisoutensoku, Persona 4 Arena, Melty Blood, Under Night, Samurai Shodown, Blazblue, Dragonball Fighterz, Tekken, Mortal Kombat, etc

Combos have no bearing on strategy

Another complaint about combos, but a lot more directed. It's a complicated concern, as misguided as it may be, isn't without reason. Doing combos at some point can feel dialed in, and getting comboed is the equivalent of getting stunned in other video games. Except it can happen multiple times in about 30 seconds, which is frustrating to a lot of people.
A previous section already covered the idea of low-combo or comboless games, so I won't repeat myself on that front. I'll instead try to make a case for combos and why they shouldn't be removed entirely.

...because it is an exercise in rote memorization

This sort of complaint comes up a lot from very specific crowds. Primarily people who have experience in platform fighters like Smash or people who are very interested in the other aspects of fighting games but specifically dismiss combos.
I'll get the elephant in the room out of the way first: what's wrong with rote memorization? There are entire genres of games pretty much dedicated to tickling that part of the brain. If you were there for the 2000's rock band/guitar hero boom, you probably took part of it too. There are competitive rote memorization games. Jeopardy has been a worldwide phenomenon for decades. There's nothing wrong with it, and it's okay to acknowledge they're not your thing. Games that deemphasize combos exist.
Okay, there's still another reason why this complaint exists. People hate losing agency when playing video games and being comboed definitely takes it away. A very common example is brought up as a solution: Smash's Directional Influence. While a player's typical agency is gone, they do gain a new form and a new "game" forms between both players with it.
DI is pretty cool, and can be fun. Not everyone likes it. Some fighting games try to add agency in their own way through a combo breaking mechanic called Burst. Killer Instinct is famous for having a very specific way of handling combos through their combo breaker mechanic. Not everyone likes these either. There are likely other ways that agency can be added that haven't been done yet. And not everyone will like them. And that's okay.
Now, let me try to sell you on the idea that losing agency while being comboed is okay. Fighting games can be a lot. Some of them relish in being a lot. They can be overwhelming to absorb everything that's going on. Not to mention the whole part where you're trying to outwit the opponent.
You need time to breathe and get your bearings back in order. And that's exactly the window that being comboed provides. You can take a mental step back and look at what's going on. How many more times can you get hit and still survive? What is everyone's resources at? Are you winning that weird tug of war minigame? What has the opponent been doing? What's the chances they're going to do the same thing when they're done with the combo? Do you have a response to that thing?
Breathers are really important. People aren't built for full-throttle thinking and action for long stretches. Video games have realized this decades ago. It's why even the most spastic, twitchy of monsters in Monster Hunter will stop in place and roar. Why bullet hell games constantly swap between hyper dense, rapid patterns and patterns where you can kinda veg out for a moment. Why plenty of Zelda/Mario bosses will make you do some slow paced jump roping before they expose their weakpoint again.
This all also applies for the person performing the combo provided that they are at total comfort with the whole sequence. It won't always be the case, but it's worth mening.

...because nobody drops them so why not cut out the middleman?

A very modern take due to the prevalence of accessible high level footage, the massive growth of fighting games overall, and due to evangelical efforts for the genre. Not to mention, the vast majority of games these days have made it very easy to do very simple combos that everyone has access to and is practical at all levels. From more lenient input buffers, to simplified and standardized motion inputs, to autocombos, and an overall philosophical change on how games address damage, it can feel like having to perform combos is unnecessary work.
But people still fail combos. Even players at the highest level when there are zero stakes. The simple increased likelihood that one can fail doing a combo affects their decision-making. If they fail, the opponent can completely turn the tables. It creates tension. It opens up wiggle-room for the defender. It gives people hope. Allow me to paint a picture:
Both players are at low health and will die in about 1.5 "average" combos. P1 gets hit first, and is getting comboed. P2 has two choices: they can do their standard combo that has little chance of failing and place their bets on winning the next interaction after the combo ends. Or they can do their more damaging combo that should kill, but if they drop it (or even if the combo is carried to completion), P2 will be significantly disadvantaged for the next interaction. Or in some cases, even potentially the rest of the round. What do they do? What should they place their chips on?
This is such a popular aspect that certain content creators take this whole concept to its logical extreme and make a game show out of it.

Fighting games need no strategy beyond button mashing and combos

This opinion has largely died out in the past decade among the more dedicated video game communities, but it does still persist. Especially among the mainstream crowd.
Ignoring everything that has already been mentioned in the post so far, let's look at this clip. A very typical and basic interaction in the genre. It may be a little reiterative to what I've already said, but here's a twelve page explanation breaking it all down.

...because everyone picks the most optimal solution

This is a particularly strange complaint. It kind of arbitrarily ignores the fact that fighting games are primarily a real-time genre. Which fundamentally means that fighting games have imperfect information. Ignoring the real time aspect and 4head game theory stuff that most people — including myself — don't actually understand aside, fighting games at their core are sort of like weighted rock paper scissors.
A single dominant strategy doesn't exist, because every strategy loses to something. You know what always picking the most logical strategy in any given situation makes you?
Predictable.

I don't have the reaction time for them

This is a really fun complaint, because addressing it actively involves understanding what reaction times are. Most people will not want to be convinced that their use of it has been wrong their entire lives.
What is commonly understood as reaction time is as follow: how quickly one is able to respond to stimuli. Simple enough. The thing is that this is not actually how most people respond to things except as a very last resort.
There's an excerpt I like to share. It's not at all a formal study and it's pretty anecdotal. You don't have to read through it all, but I do recommend it. This is the relevant part though. The rest of the excerpt then explains how people are hitting something that is physically unreactable with the human body: because they're reacting to something else long, long, looong before the ball goes airborne.
This is what good reaction times really are. People recognizing a situation long before it happens, and reacting accordingly by adjusting their rhythm. Trying to rely on pure stimuli to react is ignoring the entirety of a countdown and only responding to the "Go!" There's a reason why basically every track event starts with a countdown through the words "On your marks".
This is actually such an age old argument that someone made a flash game to make a point back in 2011. You can get it going through an emulator if you'd like, but that's optional. I'll be explaining under the assumption you haven't touched it at all.
The two moves that you are meant to block here is the weird flip kick and the moon. There's something really important to note here: both moves take about 256/288ms (moon/flip) before they can actually hurt you. On a technical level, they land squarely within the average human reaction time.
Millia Blocker is really fucking hard. Most fighting game players can't actually react in time. But in the actual game these moves are from, blocking them isn't that big of a deal in most situations. You only ever really see these two moves in very specific situations that often occur a mile away. It ends up becoming a fairly binary "are they gonna use them or not" sort of situation where you're already blocking with whatever you decided to go with, sort of like pre-firing, or by blocking both. Defending against them is so little of a deal these days that more experienced players tend to opt for more complicated options instead.

...because I'm too old

When I first started playing fighting games ten years ago, the top players were in their mid-thirties. Most of them are still top players in their forties and the young rising stars of the time are now in their thirties and top players as well. Something like 40% of the current top 100 tennis players are over thirty. Baseball and soccer both have very significant 30+ year old representation at the highest levels. 20% of the NBA is comprised of dudes in their thirties.
You can go out to your closest metropolitan community park or gym where random people meet up for a game of ball once a week. You're probably going to find an older person playing and keeping up with the rest of them, if the group isn't primarily older in the first place. And they'll steamroll the average high school senior who only play sports for gym class. They could probably keep up with the average HS sports club too.
Why? It's not that they're physically built different. It's because they decided to continue giving a damn about a game of ball in their older age. It's a conscious decision they've made to balance ball on top of whatever responsibilities they already have. This whole reaction time business ultimately boils down to a lack of experience, not actual reaction times.

...because too much is going on

It gets easier. If you decide to stick with it that is. When you're brand new to something, you're at a total sensory and information overload. It's difficult to parse through all that and you get decision paralysis, but it gets easier. This is known as cleaning up your mental stack. Or more concisely, turning the unfamiliar into familiar, into routine.
If you have a driver's license, remember when you first learned how to drive. There are 2-3 pedals for some reason, you need to keep track of what's behind you and to your sides, what's up ahead, the traffic laws, how the fuck a steering wheel works, etc. Forget trying to have a conversation or turning on the AC, you're way too focused on trying to not to crash the car. But eventually you get used to it all and now you do something very complex almost automatically. Some people are so used to it that they think texting during it all is no big deal. Please don't text and drive.

I don't like how you have to take out your credit card to unlock characters instead of unlocking them like you used to

This is a really interesting complaint born from yet another misunderstanding. In the overall microtransaction discourse, this can be valid regarding things like cosmetics. The good ol' SFxT DLC fiasco during the early days of DLC really does not help things either. But I'm going to spell it out in absolutely no uncertain terms:
You always had to pay money to get new characters in fighting games. The "unlockable" characters were not new characters, they were always part of the base roster.
When most people look back on history, they look at the character roster a game ends with and compare it to a post-DLC era roster and note the differences. But it's missing such a fundamental detail that is always conveniently forgotten in these complaints: fighting games used to have an insane amount of rereleases. Consider the age ol' meme of Super Street Fighter 2 Super Championship Turbo Edition.
Ever considered why that was? It's because fighting games were console ports of arcade games, where changing updating the game was relatively "trivial" on the arcade's end. Consoles? Consoles couldn't patch games until the 360/PS3 era. Which is around the time DLC started being a thing outside of PC games. And do you know what one of the main selling points of new patches/editions were? New characters. Compare Street Fighter 2's original roster of eight eventually growing up to a total of 16 in its final version. And you had to fork over money to buy the same game again to get those new characters.
To obfuscate things even further, each franchise had their own nomenclature to refer to patch versions. Street Fighter did "editions", reserving new numbers for actually brand new games (ala Alpha/Zero and 3). Tekken just increased the number. King of Fighters used the year they came out. Both franchises didn't properly distinguish whether it was a brand new game or a new patch either.
Anyway, it's 2023 now. Companies usually don't sell patches for $60-70 a pop anymore. Balance updates are entirely free these days with characters being the only things you have to purchase.

Fighting games are too expensive to get all the characters

Yup. Fighting games don't exactly have a better monetization method yet either, so we're kinda stuck with it.
In practice, it surprisingly doesn't matter that much. Even with the entire roster available, the vast majority of players don't actually play more than 2-3 characters. For most games, learning new characters can be really difficult for people. A new character can feel like playing a different version of the game in of itself. Combined with the fact that most people have struggle readjusting muscle memory, a lot of people put very little effort in actually playing new characters.
Alright so learning them is hard, but surely people need to study new characters because matchups are important, right? They totally are. But most people don't actually bother since the community is far more casual than people outside realize. That said, most people do agree that we should be able to try out characters for free. And hopefully that becomes standard in the genre. In any case, it sucks. But for most people, it's an inconvenience and not a money sink.

Fighting games lack progression

My personal disdain towards progression systems and love for abstract improvement aside, it's true. Fighting games lack engaging progression systems that are popular amongst multiplayer games. And I do believe that a well-made progression system would actually do wonders to resolve a lot of the misunderstandings found in this post. But forget well-made, most fighting games don't have any progression.
Until then, if your desire to play multiplayer games rely on concrete and highly measurable goals, fighting games are going to be a hard pass for a long while.
submitted by Lepony to truegaming [link] [comments]


2023.06.02 03:08 Thunder_Cylcops3456 Mario and Luigi: IndethiCrust

I've been thinking about a Mario and Luigi rpg metroidvania with my characters and the characters from Shantae, Skullgirls, Overwatch, League of Legends, Amulet, Cleopatra in Space, Bleach, Double Cross, Homestuck, Minecraft Story Mode, Little Witch Academia,My Hero Academia, Kill la Kill, Dan the Man, Kipo and the Age of Wonderbeasts, Kemono Michi, Basin Lake City Magical Girls, The Only Living Boy, Steven Universe, and She-Ra and the Princesses of Power in it. Mario and Luigi are joined by Cait, Kim, Trel, Kalit, Aletheia, Ether, Astra, Mynoghra, Cethleann, Qalkniel, Emily, Navin, Trellis, Cogsley, Miskit, Cleo, Akila, Brian, Khensu, Kipo, Wolf, June, Tama, Zahra, Skip, Nonon, Uzi, Ira, Nui, Satsuki, Ryuko, Erik, Zee, Morgan, Dan, Josie, Steven, Garnet, Pearl, Amethyst, Lapis, Peridot, Bismuth, Connie, Tenya, Momo, Kyoka, Fumikage, Keigo, Mirio, Tsuyu, Mina, Ochaco, Katsuki, Izuku, Renji, Mayuri, Rukia, Toshiro, Yoruichi, Kisuke, Ichigo, Ichibei, Jushiro, Isane, Sui-Feng, Nuna, Tungar, Leilani, Ren, Kampan, Karkat, Vriska, Kanaya, Terezi, Aradia, Nepeta, Sollux, Eridan, Meenah, Equius, Gamzee, Tavros, Kankri, Mituna, Petra, Lukas, Ivor, Gabriel, Olivia, Axel, Radar, Xara, Nell, Soren, Shantae, Rottytops, Sky, Bolo, Plink, Vera, Zapple, Harmony, Mercy, Lucio, Orisa, Baptise, Tracer, Zarya, DVA, Filia, Cerebella, Nadia, Painwheel, Peacock, Parasoul, Valentine, Squigly, Big Band, Eliza, Beowulf, Annie, Umbrella, Leona, Janna, Volibear, Soraka, Zoe, Lissandra, Sylas, Thresh, Zeri,Rakan, Akali, Illaoi, Neeko, Lillia, Morgana, Blitzcrank, Lux, Braum, Taliyah, Quinn, Rell, Seraphine, Ahri, Ziggs, Orianna, Heimerdinger, LeBlanc, Sivir, Vi, Garen, Jinx, Sona, Katarina, Fiora, Lulu, Gwen, Poppy, Ahri, Kayle, Zac, Nidalee, Ivern, Akko, Constanze, Lotte, Sucy, Genzo, Shigure, Hanako, Carmilla, Celes, Adora, Catra, Bow, Glimmer, Perfuma, Mermista, Sea Hawk, Entrapta, Scorpia, Netossa, and Spinnerella.
https://itch.io/c/1097042/basin-lake-magical-girls-series
https://dan-the-man.fandom.com/wiki/Dan_The_Man_Wikia
https://indivisible.fandom.com/wiki/Indivisible_Wikia
https://twitter.com/olbcomic
https://kipo.fandom.com/wiki/Kipo_and_the_Age_of_Wonderbeasts_Wiki
https://shantae.fandom.com/wiki/Shantae_Wiki
https://leagueoflegends.fandom.com/wiki/League_of_Legends_Wiki
https://overwatch.fandom.com/wiki/Overwatch_Wiki
https://steven-universe.fandom.com/wiki/Steven_Universe_Wiki
https://theowlhouse.fandom.com/wiki/The_Owl_House_Wiki
https://skullgirls.fandom.com/wiki/Skullgirls_Wiki
https://myheroacademia.fandom.com/wiki/My_Hero_Academia_Wiki
https://kemono-michi.fandom.com/wiki/Kemono_Michi_Wiki
https://bleach.fandom.com/wiki/Bleach_Wiki
http://www.13amgames.com/worldofdoublecross
https://amulet.fandom.com/wiki/Amulet_Wiki
https://mspaintadventures.fandom.com/wiki/MS_Paint_Adventures_Wiki
https://kill-la-kill.fandom.com/wiki/Kill_la_Kill_Wiki
https://cleopatra-in-space.fandom.com/wiki/Cleopatra_In_Space_Wiki
https://she-raandtheprincessesofpower.fandom.com/wiki/She-Ra_and_the_Princesses_of_Power_Wiki

The game takes place in the Lumirian Kingdom which has many punk punk styles and cultures. The Mario Bros do get their attacks along with the later characters. The storyline features collecting pieces of the Matrix of Wisdom to stop Grindelwald who is now the dragon to Azathoth. Azathoth is the man behind all of the events happening in the game and he has lots of new powers and even has a massive palace that serves as the final dungeon. But there's lot of voice acting for the characters. There are even twenty Bowser boss battles. The Beanish do get appearances in the Lumirian Kingdom. Azathoth does have his own elemental form. There are many guest fighters such as Iron Man, Spider-Man, Captain America, Hulk, Magneto, Blackheart, Juggernaut, Shuma-Gorath, Wolverine, Psylocke, B.B Hood, Lord Raptor, Hsien-Ko, Jedah, Felicia, Anakaris, Q-Bee, Rikuo, Guile, Balrog, Akuma, M. Bison, Chun-Li, Dhalsim, Juri, Gouken, Ingrid, Akira, Zaki, Natsu, Hinata, Kyoko, Batsu, Tiffany, Plague Knight, Specter Knight, and King Knight joining the heroes. There are holiday modes such as Christmas, Halloween, Thanksgiving, April Fools, Valentine's Day, Easter, Lunar New Year, Diwali, St Patrick's Day, Cinco de Mayo, Fourth of the July, and Talk like a Pirate Day in it. Calterburry Castle is the player headquarters, and it gets expanded and upgraded.

https://harrypotter.fandom.com/wiki/Gellert_Grindelwald

https://lovecraft.fandom.com/wiki/Azathoth


There are lots of video game things such as game mods and expansion packs. I mean, what suggestions do you think I should do for this cool metroidvania and these cool characters that join Mario and Luigi? There should be evil clones of those sweet characters along with many stock monsters and other mooks and even standard FPS enemies, right?

https://dan-the-man.fandom.com/wiki/Dan
https://dan-the-man.fandom.com/wiki/Josie
https://kemono-michi.fandom.com/wiki/Genzo_Shibata
https://kemono-michi.fandom.com/wiki/Shigure
https://kemono-michi.fandom.com/wiki/Hanako
https://kemono-michi.fandom.com/wiki/Carmilla_Vanstein
https://kemono-michi.fandom.com/wiki/Celes
https://shantae.fandom.com/wiki/Shantae
https://shantae.fandom.com/wiki/Sky
https://shantae.fandom.com/wiki/Rottytops
https://shantae.fandom.com/wiki/Bolo
https://shantae.fandom.com/wiki/Plink
https://shantae.fandom.com/wiki/Vera
https://shantae.fandom.com/wiki/Zapple
https://shantae.fandom.com/wiki/Harmony
https://cleopatra-in-space.fandom.com/wiki/Cleopatra_Philopator_VII_(TV))
https://cleopatra-in-space.fandom.com/wiki/Akila_Theoris_(TV))
https://cleopatra-in-space.fandom.com/wiki/Brian_Bell_(TV))
https://myheroacademia.fandom.com/wiki/Izuku_Midoriya
https://myheroacademia.fandom.com/wiki/Katsuki_Bakugo
https://myheroacademia.fandom.com/wiki/Shoto_Todoroki
https://myheroacademia.fandom.com/wiki/Ochaco_Uraraka
https://myheroacademia.fandom.com/wiki/Tenya_Ida
https://myheroacademia.fandom.com/wiki/Momo_Yaoyorozu
https://myheroacademia.fandom.com/wiki/Mina_Ashido
https://myheroacademia.fandom.com/wiki/Tsuyu_Asui
https://kipo.fandom.com/wiki/Kipo_Oak
https://kipo.fandom.com/wiki/Wolf
https://skullgirls.fandom.com/wiki/Filia
https://skullgirls.fandom.com/wiki/Cerebella
https://skullgirls.fandom.com/wiki/Peacock
https://skullgirls.fandom.com/wiki/Parasoul
https://skullgirls.fandom.com/wiki/Ms._Fortune
https://skullgirls.fandom.com/wiki/Painwheel
https://skullgirls.fandom.com/wiki/Valentine
https://skullgirls.fandom.com/wiki/Squigly
https://skullgirls.fandom.com/wiki/Big_Band
https://skullgirls.fandom.com/wiki/Eliza
https://skullgirls.fandom.com/wiki/Beowulf
https://skullgirls.fandom.com/wiki/Annie
https://skullgirls.fandom.com/wiki/Umbrella
https://theowlhouse.fandom.com/wiki/Luz_Noceda
https://theowlhouse.fandom.com/wiki/Eda_Clawthorne
https://theowlhouse.fandom.com/wiki/Amity_Blight
https://theowlhouse.fandom.com/wiki/Willow_Park
https://steven-universe.fandom.com/wiki/Steven_Universe_(character))
https://steven-universe.fandom.com/wiki/Garnet
https://steven-universe.fandom.com/wiki/Amethyst
https://steven-universe.fandom.com/wiki/Pearl
https://steven-universe.fandom.com/wiki/Connie_Maheswaran
https://steven-universe.fandom.com/wiki/Peridot
https://steven-universe.fandom.com/wiki/Bismuth_(character))
https://steven-universe.fandom.com/wiki/Lapis_Lazuli
https://indivisible.fandom.com/wiki/Tungar
https://indivisible.fandom.com/wiki/Nuna
https://indivisible.fandom.com/wiki/Ren
https://indivisible.fandom.com/wiki/Leilani
https://indivisible.fandom.com/wiki/Kampan
https://mspaintadventures.fandom.com/wiki/Aradia_Megido
https://mspaintadventures.fandom.com/wiki/Tavros_Nitram
https://mspaintadventures.fandom.com/wiki/Sollux_Captor
https://mspaintadventures.fandom.com/wiki/Karkat_Vantas
https://mspaintadventures.fandom.com/wiki/Nepeta_Leijon
https://mspaintadventures.fandom.com/wiki/Kanaya_Maryam
https://mspaintadventures.fandom.com/wiki/Terezi_Pyrope
https://mspaintadventures.fandom.com/wiki/Vriska_Serket
https://mspaintadventures.fandom.com/wiki/Equius_Zahhak
https://mspaintadventures.fandom.com/wiki/Mituna_Captor
https://mspaintadventures.fandom.com/wiki/Kankri_Vantas
https://mspaintadventures.fandom.com/wiki/Meenah_Peixes
https://she-raandtheprincessesofpower.fandom.com/wiki/Adora
https://she-raandtheprincessesofpower.fandom.com/wiki/Glimmer
https://she-raandtheprincessesofpower.fandom.com/wiki/Bow
https://she-raandtheprincessesofpower.fandom.com/wiki/Perfuma
https://she-raandtheprincessesofpower.fandom.com/wiki/Mermista
https://she-raandtheprincessesofpower.fandom.com/wiki/Entrapta
https://she-raandtheprincessesofpower.fandom.com/wiki/Netossa
https://she-raandtheprincessesofpower.fandom.com/wiki/Spinnerella
https://she-raandtheprincessesofpower.fandom.com/wiki/Frosta
https://she-raandtheprincessesofpower.fandom.com/wiki/Sea_Hawk
https://she-raandtheprincessesofpower.fandom.com/wiki/Catra
https://she-raandtheprincessesofpower.fandom.com/wiki/Scorpia



Kalitania Prime
Aletheia Marquez
Ether
Cait Prime
Princess Kim
Astra Firewind
Mynoghra Lorenzetti
Cethleann Dilabourde
Prince Trel
Qalkniel Lin Vin Balritus

https://docs.google.com/document/d/1DNng64Hr8jLY2hMvoeu5Wo_LQ_qzeRdXknZuM7_jMw0/edit
submitted by Thunder_Cylcops3456 to MarioRPG [link] [comments]


2023.06.02 02:23 Folseus- Congratulations to the winner of Ultimate singles at Maesuma HIT #70 + Interview

https://twitter.com/MaesumaHIT_info/status/1664273281241980930
Place Player Sent to Losers By Eliminated By
1st せんら/Senra (Jigglypuff)
2nd スノー/Snow (Mario) Senra Senra
3rd Revo ∣ Kome (Shulk) Senra Snow
4th キョン/Kyon (Link) Kome Kome
5th りゅーおー/Ryuoh (Diddy Kong) Snow Kyon
5th バニラ/Vanilla (Greninja)(Lucario)(Incineroar) Ryuoh Kome
7th alice (Roy) Senra Kyon
7th Levi (Inkling) Snow Vanilla
Thank you to iceman012 for creating this results tabler spreadsheet

Bracket

Main Stream YouTube VOD (See YouTube comments for timestamps)

Grand Finals

Senra // Twitter Wiki vs Snow (Japan) // Twitter Wiki)
Jigglypuff Senra 3 - 2 Snow (Japan) Mario
1 stock = Jigglypuff Small Battlefield Mario = ---
--- = Jigglypuff Small Battlefield Mario = 2 stocks
--- = Jigglypuff Small Battlefield Mario = 1 stock
1 stock = Jigglypuff Small Battlefield Mario = ---
2 stocks = Jigglypuff Small Battlefield Mario = ---
Generated by Tournament Tabler

Interview

https://www.youtube.com/watch?v=KKFVLJgfu78&t=9415s
Kikuzakari: Once again, congratulations on your earnest win Maesua HIT!
Senra: THANKSYA!
Kikuzakari: o.o Sorry, is the mic okay? Let's move a little more over here. Hahaha. You're trying to impersonate a baseball player's winning interview?
Senra: Yeah, yeah.
Kikuzakari: But really, congratulations once again.
Senra: Thanks
Kikuzakari: In the match against Snow-san. I know there's been a lot of times where you've lost to Snow-san. This time though, in winners, and both times actually, it was close matches, but you managed to endure. Did you have your counterplay prepared well?
Senra: To begin with, I was good against Mario. I'm pretty decent at the footsies. I'm a player that focuses more on that type of play. So I had the idea that I could do well against Mario. So to be losing up until now, it was pretty tough emotionally. When I sleep, and when I wake up, when I'm brushing my teeth, that's all I think about.
Kikuzakari: I see, that's what it is.
Senra: And what else... Snow-san plays a type of smash that's really compatible with my style. The way he interacts.
Kikuzakari: Definitely, after what you've said.
Senra: That's why, he's a player I look up to. Haha
Kikuzakari: I see. haha Today, in the KO race, you were having a lot of trouble with Snow-san's up smashes. How did you deal with those moments, like there was one where you both upsmashed at the same time and KOed each other (?), what's your thought process there?
Senra: Up smash is scary T_T noooooo~
Kikuzakari: Very simple. But watching it play out, you were very conscious of it, and we could see you baiting out the up smash out of shield for example. Was that part of your counterplay?
Senra: That's right. Well, rather than a counterplay, it's just normal reading, but Snow-kun was throwing out a lot of up smashes, or I put him in a scenario where he had to throw out more. So he make some mistakes and throw out upsmash out of shield. Well, well ,well
Kikuzakari: Haha. You seem happy
Senra: Of course, I am. I've probably entered 80 of these ...
Kikuzakari: ... Well, Maesuma HIT is on its 70th edition right now.
Senra: Hahahahaa. It's my first win.
Kikuzakari: I see, I see. Of course you're happy. What's the next tournament you'll be at coming soon?
Senra: June 17th's Kowllllooon
Kikuzakari: I see, KOWLOON, really left a mark with Senra-senshu's performance there. I'm sure it's an important tournament to you too.
Senra: Yeah, yeah, yeah. I just really like those guys's passion.
Kikuzakari: Yeah, me too. So you'll be showing off your results at KOWLOON with today's polish?
Senra: That's really the plan. I'll do my best.
Kikuzakari: I see you talking about your mental on twitter all the time
Senra: Hahahaha
Kikuzakari: So being able to stay on the top like this, well it's not possible to always be up, but riding the wave.
Senra: Nononono
Kikuzakari: That's a no?
Senra: points up I'm only looking at #1
Kikuzakari: I see. Well that's a good thing, as a player. Always aiming for #1. Today too, while aiming for the top you were able to take it, congratulations once again for winning Maesuma HIT #70.
Senra: Congrats!
Kikuzakari: Congrats!
Kikuzakari: By the way, today is... how is it?
Senra: Is there something?
Kikuzakari: At Maesuma HIT, there's exhibitions.
Senra: Ahh, but lately, they haven't done any.
Kikuzakari: Is that so? Maybe it depends on the time. How is it I wonder?
Senra: I want to spar with Maedakun
Kikuzakari: How's an exhibition?
...
Kikuzakari: Ooooh, we'll do it! That's great, Sen-chan!
Senra: Oooooh! I've always looked up to this!
Kikuzakari: Of course you'd want to. By the way, besides Jigglypuff, lately, you've tried Lucina, and Wario. Regarding your characters, you mentioned earlier about reading and footsies, I've been thinking you have more fighters available now, but how is it?
Senra: Eh? Those characters suck. Well, Lucina is strong, but... compared to Jigglypuff, there's something missing.
Kikuzakari: Well, if we're talking about Senra-san, it's that Jigglypuff is strong.
Senra: mmm well that may be.
Kikuzakari: It is. Well, today's exhibition, I don't know what it will be with the character picks, it's something between Senra-san and Maedakun. I look forward to it.
Senra: Yes! Yes ! Yes! I'll do my best
Kikuzakari: After the exhibition, there'll be another interview
Senra: For real?
Kikuzakari: For real
Senra: For real
Kikuzakari: For real. You know, it's tough matching your pace ahahaha
Senra: I see :D
Kikuzakari: I'm a more serious guy so
Senra: Well, I'll be more serious for you then, Kiku-san
Kikuzakari: Then please, thanks.
(stands up straight)
Senra: Thanks.
Kikuzakari: Alright, hurry up and get to your exhibition

Thug Finals

Senra // Twitter Wiki vs Maedakun // Twitter Wiki
Jigglypuff Senra 1 - 0 Maedakun Zelda
1 stock = Jigglypuff Pokémon Stadium 2 Zelda = ---
Generated by Tournament Tabler
(Last stock last hit, Senra kills Maedakun with a Rollout coming in from off stage)
Maedakun: Rollout is trash.
Kikuzakari: That's all you had to say? Then, congratulations to Senra-kun for taking the exhibition too.
Senra: Thanks, thanks
Kikuzakari: Uh, why did you use Rollout?
Senra: Well, Rollout, after all, is the move I believe in the most
Kikuzakari: Believe in!? You only used it once in the tournament Hahahaha
Senra: Hahahaha, no, I just really felt like it. There's a lot of Zeldas on smashmate, right? Just a habit from that.
Kikuzakari: Maedakun is pressing the bad button off camera here. Haha. But in the match, Maedakun is a real tricky one, right?
Senra: Really is.
Kikuzakari: Right? There was that point in the middle of the match too. He's serious, it's an exhibition, and it's a bo1, but Meadakun really reads the person. In neutral, he really tries to pull one. You really can't experience this if you're not the champion.
Senra: For real. I've always looked up to this moment, watching online Maesuma.
(some jokes I don't understand, sorry)
Kikuzakari: Maesuma has a storied history. Well, you don't intend to end it as the champion like this right?
Senra: Yep
Kikuzakari: Next week, you'll be here too right?
Senra: Of course, of course
Kikuzakari: Then next time will be a defending battle.
Senra: Not at all.
Kikuzakari: Eh? You won, so you're defending.
Senra: No, not at all
Kikuzakari: That's unexpectedly mild mannered of you
Senra: Well, I haven't beaten Ryuoh-kun yet.
Kikuzakari: Ah, you want to get a win on Ryuoh-kun
Senra: Hiiiiiii, I can't beat him
Kikuzakari: mhm
Senra: I can't beat him, so I want to beat him
Kikuzakari: I see. The next Maesuma HIT will be beating Ryuoh-kun and winning it.
Senra: And Yoshidora and acola too.
Kikuzakari: There's a lot more goals to beat coming here.
(Maedakun off mic)
Kikuzakari: ooooh, acola-kun will be coming by soon.
Senra: Ah, it's because I won then. Haha
Kikuzakari: That might be. Haha Can't let him be the champion. He'll be coming swinging that up tilt. Or maybe it will be electric.
Senra: That's a bit gruesome.
Kikuzakari: Haha. Well, either way, there's lots of players you want to beat so we'll continue to watch over you. Congratulations once again to Senra-senshu on winning Maesuma HIT #70
Senra: Thank you
Kikuzakari: Good luck next week too
Senra: I'll do my best
Closing remarkSenra: Congrats to Senra for winning without losing a set, etc.
Maedakun shows up. Talks about how his symptoms were across his face, like 20 hours ago, but they're not visible anymore so he came by. He's afraid if he does too much, the symptoms will worsen, so he's taking it easy. He'll leave commentary to Kikuzakari, and Lucia, but he's been behind the scenes today.
He'll be heading out to Hiroshima next week for the Itsukushima tournament to play, as some time off before Maesuma TOP, and then a week after too, so less online tournaments, etc. Talks about working on more creative aspects more, etc. during this time.
He wants to do his best when he tries something, but he doesn't want to overdo it, so lately it hasn't been his best.
Mainly he's okay right now and he's gonna do less to be less overworked.
Make sure to check out Kikuzakari on twitter and twitch
https://twitter.com/kikuzakari_v
https://www.twitch.tv/kikuzakari
See Also:
Recent Translations:
submitted by Folseus- to smashbros [link] [comments]


2023.06.02 00:11 hatredlord Shakespeare in the bush

Shakespeare in the bush submitted by hatredlord to tumblr [link] [comments]


2023.06.01 20:29 MatchThreadder Match Thread: Brescia vs Cosenza Italian Serie B

FT: Brescia 1-1 Cosenza

2nd Leg - Cosenza win 2-1 on aggregate
Brescia scorers: Dimitri Bisoli (74')
Cosenza scorers: Andrea Meroni (90'+5')
Venue: Mario Rigamonti
Auto-refreshing reddit comments link
LINE-UPS
Brescia
Lorenzo Andrenacci, Davide Adorni, Massimiliano Mangraviti (Nicolas Galazzi), Fran Karacic, Andrea Cistana, Dimitri Bisoli, Jakub Labojko (Tommie van de Looi), John Bjorkengren, Marcin Listkowski (Flavio Junior Bianchi), Pablo Rodriguez, Florian Ayé.
Subs: Giacomo Olzer, Reuven Niemeijer, Adryan, Emanuele Ndoj, Luca Lezzerini, Manuel Scavone, Federico Pace.
____________________________
Cosenza
Alessandro Micai, Tommaso D'Orazio, Michele Rigione, Andrea Meroni, Pietro Martino (Andrea Rispoli), Aldo Florenzi (Alessandro Cortinovis), Idriz Voca (Mateusz Praszelik), Marco Brescianini, Christian D'Urso (Massimo Zilli), Michael Venturi (Sauli Väisänen), Marco Nasti.
Subs: Alessandro Arioli, Salvatore Dario La Vardera, Emil Kornvig, Mattia Finotto, Manuel Marras, Giacomo Calo, Leonardo Marson.
MATCH EVENTS via ESPN
23' Pietro Martino Yellow Card
32' Marco Nasti Yellow Card
36' Jakub Labojko Yellow Card
39' Idriz Voca Yellow Card
45' On: Mateusz PraszelikOff: Idriz Voca
59' On: Flavio Junior BianchiOff: Marcin Listkowski
60' On: Tommie van de LooiOff: Jakub Labojko
60' On: Massimo ZilliOff: Christian D'Urso
61' On: Sauli VäisänenOff: Michael Venturi
67' On: Nicolas GalazziOff: Massimiliano Mangraviti
70' Andrea Cistana Yellow Card
74' Dimitri Bisoli Goal
75' On: Alessandro CortinovisOff: Aldo Florenzi
77' Pablo Rodriguez Yellow Card
88' On: Andrea RispoliOff: Pietro Martino
90'+5' Andrea Meroni Goal
Don't see a thread for a match you're watching? Click here to learn how to request a match thread from this bot.
submitted by MatchThreadder to soccer [link] [comments]


2023.06.01 13:19 External_Fuel7086 Who is Mario Najara? Wiki, Biography, Age, Shot by officer during attacks in Belmont Shore Wikibious

Who is Mario Najara? Wiki, Biography, Age, Shot by officer during attacks in Belmont Shore Wikibious submitted by External_Fuel7086 to u/External_Fuel7086 [link] [comments]


2023.06.01 07:00 LiveRadar /r/WiiU's Monthly Question Thread (All Questions & New User Posts Here!) - June 01, 2023

/WiiU's Monthly Question Thread

Hello everyone! Welcome to the Monthly Question Thread, a place where all of your Wii U-related questions can be asked and answered in. Besides questions, feel free to post your unboxing videos and pictures here, so that way it doesn't back up the main subreddit page.

Please make sure you check out our other Wiki pages, make a search through the subreddit or Google before you ask a question. Most of the time it has already been answered. If you're too lazy, then this thread is perfect for you!

Handy Resources

Frequently Asked Questions + New Owner's Guide - Is a great place to check first hand if you run into any problems or if you have any unclear thoughts. Our FAQ has answers to many questions regarding the console itself, controllers, transferring data, hard drives and other subjects. Our new owner's guide should be able to assist you in setting up your console or if you have plans on purchasing one.
Games recommendation for Wii U, eShop and Wii - In there you'll be able to find many great titles recommended by the community themselves. Also includes what type of genre, the amount of players and if OFF-TV is supported. We also have game recommendation threads created by Chronus13 every week. They cover a wider selection of AAA-games to indie games. You can check them out here!
Controller Infographics - Welcome to the sea of controllers. A rather detailed infographics about each controller compatible with the Wii U.
External Hard Drives - Do you need extra space for your games? Check no further. The external hard drive wiki has all the information you need. There's also a list of compatible hard drives.
Tips & Tricks - Tricks that could enhance your experience with the Wii U.
Error Code Lookup - Please use this search to find your error codes. You can also try to use our subreddit search or google to look up your error codes. We recommend you contact Nintendo directly if your error code was not found or if there is no solution to it.

We suggest you contact Nintendo's Support for any bigger issues with your hardware/software at:

  • 1-800-255-3700 (US)
  • +44 (0)345 60 50 247 (Europe)
  • +61 3 9730 9900 (Australia)
  • +81-75-662-9600 (Japan)

Other Wii U Related Subreddits

Have you made the Switch yet? More about Nintendo's latest console over at /NintendoSwitch!
Need to fill up that friend list of yours? I'm confident you'll find some at /Nintendofriends! You can also check out the /wiiu official Discord server!
Are you hyped for Xenoblade Chronicles X? Of course you are. Go check out /Xenoblade_Chronicles right now!
I see you're an avid amiibo collector. You should consider going to /amiibo for once!
Not feeling fresh enough? Then check out /Splatoon to fulfil your needs!
Interested in Devils Third? Check out the /Devils_Third!
Got levels to share? Can't get enough of Super Mario Maker? /MarioMaker is just for you!
Do you feel like a pop-star craving to slay some monsters? Hurry over to /TMSFE!
Have you ever wanted to battle as a Pokémon? Head over to the arena at /PokkenGame!
Can't get enough exploring Breath of the Wild? Head over to /Breath_of_the_Wild!
Since it's not completely obvious as to what questions you should ask and which ones you shouldn't, here are a few examples of frequently asked questions: Is now the time to buy a Wii U?
Which games can you recommend me?
What features does the Wii U have?
What controllers work with this game?
Which USB hard drives will work with my Wii U?
Can I get a free game? - Begging for games is prohibited and may result in being banned.
Is there a way to hack my Wii U? - /wiiuhacks is the place for homebrew related topics.

Another good rule of thumb is if your questions can be easily answered, or has a yes or no answer, it most likely belongs here. Now then, get busy asking us your questions. Our bodies are ready for them!

Please be polite when you answeask questions!

submitted by LiveRadar to wiiu [link] [comments]


2023.06.01 00:48 Correct-Raccoon-9139 Mario and Luigi South Park

Mario and Luigi South Park submitted by Correct-Raccoon-9139 to Mario [link] [comments]


2023.06.01 00:45 Correct-Raccoon-9139 Mario and Luigi South Park Satan

Mario and Luigi South Park Satan submitted by Correct-Raccoon-9139 to Mario [link] [comments]


2023.06.01 00:41 Inner-Juices Spider-Man (Marvel's Spider-Man/Insomniac) vs Bowser (The Super Mario Bros. Movie)

Notes:

Round 1: Spider-Man [Base Suit] vs Bowser
Round 2: Spider-Man [Anti-Ock Suit] vs Bowser
Bonus Round: Peter [Base Suit] and Miles) vs Bowser
submitted by Inner-Juices to whowouldwin [link] [comments]


2023.06.01 00:40 Correct-Raccoon-9139 South Park bigger longer & uncut 1999 super Mario bros

South Park bigger longer & uncut 1999 super Mario bros submitted by Correct-Raccoon-9139 to Mario [link] [comments]