<!-- Research receipt: original investigation notes. File references below refer to paths inside the downloadable evidence archive. Later findings supersede explicitly earlier scope statements. -->

# Follow-up roster additions

Stock Euro 980123 `mvsc.zip`, cached opcode/data views from
`analysis/mvsc_mash_20260913/`. This is a focused addition scan, not proof
that every unlisted character lacks mash behavior. Read the named code
paths rather than assuming every input read adds hits.

## Venom and Red Venom: Web Throw

**Extra slam loop confirmed in code; ordinary Venom also confirmed live.**

Venom selector `+$E6=$02` dispatches via `$03AB24` to `$03AD5A`. Red Venom's
equivalent selector dispatches via `$067A20` to `$067C3E`.
The command is HCB+P. Joe Zaza's original arcade Venom guide describes
rotating the stick and pressing punches to obtain four slams:
https://gamefaqs.gamespot.com/arcade/562630-marvel-vs-capcom-clash-of-super-heroes/faqs/6248

At `$03AD80`, the word `+$50` is initialized to `$0016`. Thus byte `+$50`
starts at zero and byte `+$51` starts at 22. During the captured slam phase,
`$03AF04` calls `$03B03A`: a new direction or punch (`+$DA & $007F`) spends
one of the 22 required events. When byte `+$51` reaches zero, `$03B04A`
writes `$01FF` to the word: one extra animation-loop credit in byte `+$50`
and a negative flag/count in byte `+$51`.

At an animation boundary `$03AF30` decrements byte `+$50`. Nonnegative
loads group `$2C`, sequence `$1A` again; negative advances to release.
The repeated animation contains two slams, so this turns two slams into
four. Red Venom has equivalent logic at `$067F16..$067F26` and `$067E0C`.

Live trials use native ordinary Venom selection and HCB+LP, restoring the
same seeded save for none, tapped all buttons, rotating directions, and
both. `venom_webthrow/webthrow.csv` and `.log` contain the results.

- No mash: damage events at callbacks 38, 65, 95, 120: initial grab,
  two slams, final throw. Move exits after callback 158.
- Button taps: threshold write `$03B04A=$01FF` at 81; damage events at
  38, 65, 95, 122, 154, 178: initial grab, four slams, final throw.
  Move exits after callback 216.
- Directions and combined inputs also cross the threshold and produce
  four slams. One update containing several qualifying inputs still
  decrements the threshold only once.

**The native combo display remains 1 throughout this grab.** It does not
count each slam as a separate combo hit, so a peak-counter-only test misses
the extension. Also do not promise a damage increase: `$03AED8` switches
the victim's damage attribute from `$35` to `$36` after the threshold,
and the button/no-button trials both ended at 110 HP from 144 in this
fixture. Extra slams were individually weaker. Direction trials ended at
107, but their first damage event already differed, so that is not an
isolated measurement of the added slams' damage.

## Red Venom: Venom Rush

**Code-confirmed repeating attack; live-tested independently by the War
Machine subtask (see `war_machine/red_venom/`).**

QCF+K maps to `+$E6=$04`, dispatch `$067A20+4 -> $067F2E`. Human setup
clears loop byte `+$50`, the normal input buffer `+$DE`, and local buffer
`+$398`. Initial animation is group `$2C`, sequence `$3A+strength`.

During the move, `$068024` accumulates newly pressed buttons in `+$398`.
At an animation boundary, `$068030..$06803C` merges new presses,
`+$DE`, and `+$398`, then checks kick mask `$0700`. A qualifying event
increments loop byte `+$50`; `$068062` always decrements it. Consequently,
a new kick cancels the decrement and another attack animation is loaded
at `$06806C..$068072`. Without a kick it goes negative and exits via
sequence `$46+strength`. Punches do not satisfy the test.

This is an inline input-extension path, so a census of calls to the
common `$01A3CC` helper alone would miss it.

## Strider: Ouroboros

**Code-confirmed punch-triggered projectile firing; no live test here.**

The super's player routine `$05AA92` creates two orbiting objects through
`$05AB5A -> $093850`. The allocator differentiates them with `+$27=0/1`.
Each object's timer is initialized to `$F0` (240) at `$09393C` and
decremented at `$0939E4`, without a button-based duration refill.

When its firing cooldown `+$B9` is zero and the owner passes the state
gate at `$093A56`, `$093A5E` reads **the owner's** newly pressed inputs
`+$D4` and masks punches `$0070`. An accepted event calls projectile
creator `$094A72`, then initializes cooldown `+$B9` to `$16` (22).
The cooldown decrements at `$093A76`.

Thus punch tapping fires additional shots from the satellites during the
existing effect. It does not lengthen Ouroboros. This is another path
outside the character's own main code block. The contemporaneous move
list also describes QCF+PP followed by repeated P:
https://zachd.com/mvc2/movelists/mvc.html

## Spider-Man: Web Throw rotation boost

**Adjacent input-sensitive throw mechanic; do not claim extra damaging
combo hits without a live test.**

Routine `$03DF76` enters the captured rotation phase. `$03E0D8` initializes
spin credit `+$38D=1`; `$03E0DE` initializes a two-cycle counter `+$50=2`;
`$03E0E4` initializes a separate five-rotation cap `+$51=5`; a window
timer starts at 25.

At `$03E318`, held facing-relative directions `+$D6 & $000F` accumulate
all four cardinals in `+$389`. Completing the set twice grants one
`+$38D` spin credit, adds two to `+$38C`, and adjusts `+$38A` by `$FDE0`
(-544). The timer clears incomplete sets. Animation events can clear the
direction set too. This is not an arbitrary button-popcount helper.

`$03E154` consumes spin credit at an animation event. A separate cap
stops continued spinning. `$03E12E..$03E13A` uses `+$38C` to advance the
animation more quickly. At the final throw, `$03E1E6` derives a value
from `+$38A` and calls defender helper `$01B57A`. The opponent's escape
helper at `$03E2F2 -> $014436` can reduce `+$38C` and move `+$38A` back
toward zero. This is a rotation/throw-strength interaction, not proven
extra hit-counter hits.

## Other quick-scan observations

Captain America reads mainly lead to normal repeat/cancel handling.
Gambit's punch check `$038D2E` sets a one-use latch (`+$4E`) and starts a
follow-up animation; repeated presses are then ignored by the nonzero
latch. Spider-Man's `$03D9C4` punch check similarly latches one follow-up
under hit/animation conditions. Strider's `$05C008/$05C026` recognizes
a forward/back input sequence with a 15-update timeout; it is not a
hit-extension counter. Captain Commando had no obvious direct new-input
read in this bounded scan. These observations do not establish exhaustive
negative results for those characters or their children.
