Gold War Machine's Proton Cannon responds to directions. Ryu's Shinkuu Hadoken responds to buttons. Hulk's Gamma Quake keeps dropping the same eleven rocks. Those differences are written into the moves themselves.
The question was simple: how does an attack become mashable, who has one, and could the behavior be added to another move? Answering it took following the input through the 68000 instructions, into a timer or repeat counter, and finally into the attack that reaches the opponent.
A button press never means “add one hit.” The move decides what another press buys. Sometimes it buys time. Sometimes it buys another animation cycle. Sometimes it fires another projectile that misses entirely.
Mashable supers at a glance
Find your character and super here first. Mashable does not mean every press becomes a hit. The table separates extra connected hits from extra attack production, tested paths with no extension, and moves whose behavior remains unresolved.
Character + super / quick verdicts
Is this super mashable?
Mashable means the examined input changes attack production or continuation. The table distinguishes demonstrated extra hits, input-sensitive attacks without a proven hit gain, tested negatives and unresolved moves.
34 super verdicts · untested never means not mashable
| Character | Super / command | Mashable? | Input and result |
|---|---|---|---|
| Gold War Machine | Proton CannonQCF + two punches; Gold variant | Mashable | Change directions during firing Fresh direction edges prolong missile firing. Best ordinary-health result 116 through lethal hit;181 includes after KO processing. |
| War Machine | Proton CannonQCF + two punches; ordinary War Machine | No extension found | No supported mash extension Ordinary branch stayed 27→27 in its matched test; Gold’s timer reimbursement is a different branch. |
| Hulk | Gamma WaveQCF + two punches | No extension found | No supported mash extension Eight wave children regardless of tested input; tail-inclusive fixture 11→11. |
| Hulk | Gamma QuakeQCF + two kicks | No extension found | No supported mash extension Fixed eleven-rock schedule; fixture 7→7. Scheduled objects are not guaranteed hits. |
| Hulk | Gamma CrushQCB + two punches | No extension found | Held direction aims the descent One trajectory choice, not a fresh-press budget; fixture 4→4. |
| Ryu | Shinkuu HadokenQCF + two punches; base Ryu | Mashable | Fresh attacks during the beam Twelve timer credits. Best published matched fixture 20→24; close Spider-Man 9→10. |
| Ryu | Ken-mode ShinryukenHCB + MP to enter Ken style; then QCF + two kicks | Mashable | Ken style; fresh attacks while rising Inline attack edges accelerate animation; fixture 12→15. Separate from base Shin Shoryuken. |
| Ryu | Akuma-mode Messatsu Gou HadouHCB + HP to enter Akuma style; then QCB + two punches | Mashable | Akuma style; fresh attacks during the beam Same twelve-credit beam path; its own tested fixture 9→10. |
| Ryu | Shinkuu Tatsumaki SenpukyakuBase style: QCB + two kicks | No extension found | No supported mash extension Fixed eight-unit loop counter in the examined path; fixture 18→18. |
| Ryu | Shin ShoryukenBase style: DP + two punches | No extension found | No supported mash extension Base-style fixture 3→3; do not borrow Ken Shinryuken’s mechanism. |
| Chun-Li | KikoshoQCF + two punches | Mashable | Fresh attacks while the sphere is active Eight accepted events can add four child repeats; fixture 9→13. |
| Chun-Li | SenretsukyakuQCF + two kicks | Mashable | Alternate fresh attacks throughout active kicks Sixty timer credits; rotating attacks or alternating LP/MP reached 15→30. |
| Morrigan | Soul EraserQCF + two punches | Mashable | Fresh attacks; directions separately speed orbit Ten button reimbursements; fixture 18→20. Direction orbit motion is a distinct effect. |
| Shadow Lady | Big Bang LaserQCF + two punches | Mashable | Fresh attacks during the beam Sixteen timer reimbursements; fixture 21→25. |
| Mega Man | Hyper Mega ManQCF + two punches | More attacks; hit gain unproved | Fresh attacks accelerate scheduled projectiles Successful allocations 14→23, while measured combo stayed 17→17. |
| Mega Man | Beat PlaneQCF + two kicks | Mashable | Fresh attacks fire bursts; directions steer Fixture 3→23 during the vehicle state; all 180 lifetime decrements still occur. |
| Roll | Hyper RollQCF + two punches | More attacks; hit gain unproved | Fresh attacks accelerate scheduled projectiles Successful allocations 12→20, while measured combo stayed 15→15. |
| Roll | Beat PlaneQCF + two kicks | Mashable | Fresh attacks fire bursts; directions steer Fixture 3→23; the later FBNeo tail event is excluded. Lifetime is not refilled. |
| Strider | OuroborosQCF + two punches, then fresh punches | More attacks; hit gain unproved | Fresh punches request satellite shots Static owner-input firing path with cooldown; no live shot/hit comparison, no duration refill. |
| Spider-Man | Maximum SpiderQCF + two punches | No extension found | Directions aim approach; no supported button extension Own native path tested 5→5. Web Throw’s rotation does not prove a 25-hit Maximum Spider. |
| War Machine | War DestroyerQCF + two kicks | Unresolved | No demonstrated extra-hit input recipe Directions changed observed contacts without lengthening its 48-count launch phase. The cause was not isolated, so neither mashable nor non-mashable is established. Evidence |
| Gold War Machine | Shared War Destroyer handler candidateGold human command unverified | Unresolved | No demonstrated extra-hit input recipe The dispatch entry shares the ordinary War Destroyer handler, but Gold’s human command reachability remains unresolved. No independent Gold trial or extra-hit classification is established. Evidence |
| Lilith | Brilliant ShowerQCF + two punches | Unresolved | No demonstrated extra-hit input recipe Button/no-input fixture 13→13; directions produced 16, but the causal extension was not traced. Copied Soul Eraser helper code was not reached by this command. Evidence |
| Captain America | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Native dispatch entries are inventoried, but no supported named-super input-effect verdict was established in this study. Evidence |
| Wolverine | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Berserker Barrage and Tornado Claw findings concern ordinary specials, not a classification of Wolverine’s supers. Evidence |
| Gambit | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Native dispatch entries are inventoried, but no supported named-super input-effect verdict was established in this study. Evidence |
| Venom | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Web Throw’s extra slams do not classify Venom’s supers. Evidence |
| Captain Commando | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Native dispatch entries are inventoried, but no supported named-super input-effect verdict was established in this study. Evidence |
| Jin | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe The traced unnamed grab parameter does not classify Blodia Vulcan or other supers. Evidence |
| Zangief | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Unnamed direction-sensitive grabs and the Mecha transformation do not establish a named-super mash verdict. Evidence |
| Red Venom | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Venom Rush is a special; Web Throw is a throw. Neither supplies a verdict for Red Venom’s supers. Evidence |
| Orange Hulk | Other supers — not yet classifiedNamed human command mapping is incomplete | Unresolved | No demonstrated extra-hit input recipe Shares Hulk code entry points, but Orange-specific human reachability and live input comparisons were not independently established. Evidence |
| Zangief | Mecha-form supers — not yet classifiedMecha form +$EB=2; named-super command mapping incomplete | Unresolved | No demonstrated extra-hit input recipe The form change itself is verified. Shared or alternate command routes are not proof that each Mecha-form super gains hits from mashing. Evidence |
| Ryu | Other Ryu / Ken / Akuma style supers — not yet classifiedOnly the five named Ryu-style supers above have supported verdicts here | Unresolved | No demonstrated extra-hit input recipe Style values 0/2/4 are inventoried. A tested beam or Shinryuken does not classify every remaining style-specific super. Evidence |
Baseline, best result, and what to press
“Normal total” below means no extra input after the command, in the printed setup. It is not a fixed number for every opponent and distance. The guide gives the strongest published comparison for each finding and the input sequence that produced it. Exact replay timing is expandable; the plain-language instructions explain the same input rule for a player.
A true maximum is not established for these moves. Spending all twelve Ryu credits or all sixty Chun-Li credits reaches the extension allowance, not a proved ceiling on collisions. Gold's 60-hit report is not a universal limit: the revised ordinary-health trials exceeded it before KO.
Player guide / inputs → observed results
What to press for more hits.
No extra input means releasing the controls after the move command. Best demonstrated is the strongest published matched result for that entry, produced by input replay.
True maximum hits: not established. The code limits below count time, repeats or opportunities. Opponent, spacing and collisions still determine connected hits.
13 findings · QCF = quarter-circle forward · QCB = quarter-circle back · PP / KK = two punches / kicks
Gold War Machine
Proton Cannon
QCF + two punches; Gold variantNative code plus three repeated baselines per fixture in MAME and custom FBNeohit-processing events with positive pre-damage life
Custom instrumented FBNeo; Spider-Man starts with 144 HP; realized separation 70; includes the lethal event
Maximum statusNot established
- Choose Gold War Machine and perform QCF + two punches.
- Once the cannon starts, keep changing direction through Right → Down → Left → Up → Right. Keep cycling for the firing phase.
- The best recorded script switches to another cardinal every callback with no neutral gaps. Holding a direction or tapping attack buttons does not sustain this extension.
Code limitThe firing timer starts at 96. Each accepted fresh direction adds 1; the ordinary countdown still subtracts 1. No separate finite mash-credit cap was found in this path. A missile allocation is attempted every fourth phase update.
Exact setup, other results & proof
Command and variant: QCF + two punches; Gold variant, E6=$02
Baseline: 25 hit-processing events with positive pre-damage life. Custom instrumented FBNeo; Spider-Man starts with 144 HP; realized separation 70; release inputs after the command; the baseline does not KO the opponent
Best demonstrated: 116 hit-processing events with positive pre-damage life. Custom instrumented FBNeo; Spider-Man starts with 144 HP; realized separation 70; includes the lethal event
Why this is not a universal maximum: 116 counts events whose target had positive life immediately before damage, including the lethal event. It is the best ordinary-health result in these scripts, not a guaranteed arcade or human maximum. RNG, placement and round-state behavior matter.
Measured replay: After command callback 12 and verified move entry, select Down, Left, Up, Right, then repeat, one legal cardinal per emulator callback with no neutral gap. No opposite directions are held together.
MAME through lethal hit: 114 hit-processing events with positive pre-damage life. Same ordinary 144 HP fixture; MAME
Full first move, including after KO: 181 hit-processing events. Both engines;116 + 65 after KO events in FBNeo, 114 + 67 in MAME; native display clamps at 99
Successful missile allocations: 180 objects. Both ordinary-health dense-direction trials; objects are not connected hits
High-health diagnostic only: 166 connected events. MAME with initial target life changed to 1024; FBNeo 149; both allocate 165 missiles. Not the ordinary-health comparison.
Ryu
Shinkuu Hadoken
QCF + two punches; base RyuCode verified; best 24 is MAME; close and airborne comparisons independently reproduced in MAME/FBNeofirst-move connected events
MAME; standing Hulk, initial life 144; realized separation 325; first-contact Y472 for both fighters
Maximum statusNot established
- For the best published result, use base Ryu against standing Hulk with the documented wide separation; then perform QCF + two punches.
- As the beam becomes active, keep producing fresh attacks: roll through LP → MP → HP → LK → MK → HK, releasing the previous button as you change.
- Keep the sequence going during the beam. A held chord produces only its initial edge; directions do not spend the beam credits.
Code limitTwelve human credits, with a 64-count active timer. Each accepted attack spends one credit instead of decrementing the timer: at most 12 extra active countdown opportunities, not 12 extra hits.
Exact setup, other results & proof
Command and variant: QCF + two punches; base Ryu, E6=$0A
Baseline: 20 first-move connected events. MAME; standing Hulk, initial life 144; realized separation 325; first-contact Y472 for both fighters; release inputs after the command
Best demonstrated: 24 first-move connected events. MAME; standing Hulk, initial life 144; realized separation 325; first-contact Y472 for both fighters
Why this is not a universal maximum: 24 is the highest result in the published Ryu sweep and is paired with 20 in that same standing-Hulk fixture. The exact 22→26 airborne-Hulk claim was not reproduced. Other targets, spacing and timing change contacts.
Measured replay: After command callback 12 and verified move entry, select one attack per callback: MP, HP, LK, MK, HK, LP, then repeat. Release the previous attack when changing buttons. Callback timing is not a native-frame or achievable hand-speed claim.
Close Spider-Man baseline: 9 first-move connected events. Both engines; realized separation 62; no extra input
Close Spider-Man with rotating buttons: 10 first-move connected events. Both engines; same separation 62, all 12 credits spent
Airborne Hulk baseline: 16 first-move connected events. Both engines; separation 325, first-contact Y466 versus ground 472
Airborne Hulk with rotating buttons: 20 first-move connected events. Both engines; same airborne fixture, all 12 credits spent
Ryu
Ken-mode Shinryuken
HCB + MP to enter Ken style; then QCF + two kicksCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; native Ken-style change completed before the saved fixture
Maximum statusNot established
- Change to Ken style with HCB + MP; the verified native style value is 2.
- Perform QCF + two kicks. During the rising attack, repeatedly press and release LP; any fresh attack button passes the same mask.
- Continue through the ascent. Each qualifying edge shortens the current animation delay; simply holding attacks does not repeat that edge.
Code limitFresh D4&$0770 writes animation delay+$3E=1 at $048432. Ascent movement and the velocity/state exit continue separately. No finite number of bonus hits was proven.
Exact setup, other results & proof
Command and variant: HCB + MP to enter Ken style; then QCF + two kicks, E6=$1C
Baseline: 12 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; native Ken-style change completed before the saved fixture; release inputs after the command
Best demonstrated: 15 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; native Ken-style change completed before the saved fixture
Why this is not a universal maximum: 15 is the best in the earlier five-condition fixture. The animation-speed effect does not prove a contact ceiling for every target or height.
Measured replay: LP pressed on alternating emulator callbacks after the command, with neutral callbacks between; only the first selected move is scored.
Ryu
Akuma-mode Messatsu Gou Hadou
HCB + HP to enter Akuma style; then QCB + two punchesCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; native Akuma-style change completed before the saved fixture
Maximum statusNot established
- Change to Akuma style with HCB + HP; the verified native style value is 4.
- Perform QCB + two punches.
- During the beam, press and release LP repeatedly. Any fresh punch or kick can qualify; holding all buttons or rotating directions does not replenish this beam.
Code limitUses the shared $0478D2 beam path:12 human credits and a 64-count timer. Each accepted attack skips one timer decrement.
Exact setup, other results & proof
Command and variant: HCB + HP to enter Akuma style; then QCB + two punches, E6=$0A
Baseline: 9 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; native Akuma-style change completed before the saved fixture; release inputs after the command
Best demonstrated: 10 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; native Akuma-style change completed before the saved fixture
Why this is not a universal maximum: The earlier Akuma fixture demonstrated 10, not the base-Ryu sweep’s 24. Results from a different style/target/position are not imported as an Akuma maximum.
Measured replay: LP pressed/released on alternating callbacks after the native command; all-button pulses produced the same 10 in this fixture.
Chun-Li
Kikosho
QCF + two punchesCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; realized separation 60
Maximum statusNot established
- Perform QCF + two punches.
- While the energy sphere is active, repeatedly press and release LP. Any fresh attack qualifies, but pressing six attacks together is only one accepted event.
- Supply enough fresh presses to spend all 8 credits while the input window is open: every second accepted event buys another child-attack repetition.
Code limitEight credits at $04E2A4. The even remaining-credit branch increments the child repeat counter, so 8 accepted events grant 4 extra repeats. The child starts with 8 repeats; these are attack repetitions, not a universal hit total.
Exact setup, other results & proof
Command and variant: QCF + two punches; E6=$06
Baseline: 9 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; realized separation 60; release inputs after the command
Best demonstrated: 13 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; realized separation 60
Why this is not a universal maximum: Thirteen connected in this fixture. All input credits were spent, but contact geometry, initial attack behavior and child rearming are distinct from a proof of thirteen as the game-wide maximum.
Measured replay: LP press/release on alternating emulator callbacks after the command. All-six-button pulses reached the same 13; holding them stayed at 9.
Chun-Li
Senretsukyaku
QCF + two kicksNative code and all 60 credits verified;30 reproduced in MAME and custom FBNeofirst-move connected events
MAME and custom FBNeo; standing Spider-Man, life 144, realized separation 60
Maximum statusNot established
- Perform QCF + two kicks.
- During the active kicking phase, keep changing which attack is pressed: cycle LP → MP → HP → LK → MK → HK and release the previous button.
- Continue until the kicking phase finishes. Alternating LP and MP also reached 30 in MAME. Simple on/off LP pulses reached 26 in the revised fixture; holding a chord stayed at 15.
Code limitSixty human credits and a 60-count active timer. Each accepted attack spends 1 credit instead of 1 timer decrement; the best scripts spend all 60, allowing 60 extra active countdown opportunities.
Exact setup, other results & proof
Command and variant: QCF + two kicks; E6=$08
Baseline: 15 first-move connected events. MAME and custom FBNeo; standing Spider-Man, life 144, realized separation 60; release inputs after the command
Best demonstrated: 30 first-move connected events. MAME and custom FBNeo; standing Spider-Man, life 144, realized separation 60
Why this is not a universal maximum: Spending the full input budget proves the controller limit, not a thirty-contact maximum against every opponent. Thirty is the best demonstrated here; the earlier 25 was not a ceiling.
Measured replay: After command callback 12 and verified move entry, select one attack per callback: MP, HP, LK, MK, HK, LP, then repeat. Release the previous attack when changing buttons. Callback timing is not a native-frame or achievable hand-speed claim.
Simple LP pulses: 26 first-move connected events. MAME revised Spider-Man fixture;45 of 60 credits spent
Alternating LP and MP: 30 first-move connected events. MAME revised Spider-Man fixture; all 60 credits spent
Holding all attacks: 15 first-move connected events. Same fixture; no repeated fresh attack edges
Wolverine
Berserker Barrage
QCF + LP; light versionCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; light-punch command
Maximum statusNot established
- Perform QCF + LP; the published comparison uses the light version.
- During the slashing sequence, repeatedly press and release punches so a fresh punch reaches each continuation window.
- The recorded 2→4 comparison pulsed all six attacks together with a release between pulses; only the punch bits qualified. The code also accepts a fresh single punch.
Code limitAt $035224–$03522A the repeat byte is 3 plus native strength+$4D. Strength is encoded 0/2/4, giving counter values 3/5/7, not a 3/4/5 hit cap. A fresh-punch latch must still pass each continuation gate.
Exact setup, other results & proof
Command and variant: QCF + LP; light version, E6=$04
Baseline: 2 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; light-punch command; release inputs after the command
Best demonstrated: 4 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; light-punch command
Why this is not a universal maximum: Only the light-version contact comparison is published here. A loop-counter value is not a guaranteed number of connected hits; stronger variants were not assigned invented maxima.
Measured replay: After the native command, press all six attacks together on one emulator callback, release on the next, and repeat during the first move. This is the measured script pattern, not a required human frequency.
Wolverine
Tornado Claw
DP + LP; light versionCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; light-punch command
Maximum statusNot established
- Perform forward → down → down-forward + LP.
- As Wolverine rises, repeatedly press and release punches through the continuation windows. New or buffered punches can enable later attack stages.
- The recorded 3→5 comparison used all-six-attack pulses; only punch bits matter to this path. Kicks alone do not satisfy its punch mask.
Code limitWindowed checks at $034A8E/$034B5C/$034C64/$034D12 test(D4|DE)&$0070, set+$4E=1 and clear the buffer. This enables specific continuation stages; no whole-move connected-hit bound was proven.
Exact setup, other results & proof
Command and variant: DP + LP; light version, E6=$00
Baseline: 3 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; light-punch command; release inputs after the command
Best demonstrated: 5 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; light-punch command
Why this is not a universal maximum: Five is the light-version fixture result. Buffered timing, stage availability and contact geometry prevent treating that result as every version’s maximum.
Measured replay: After the native command, press all six attacks together on one emulator callback, release on the next, and repeat during the first move. This is the measured script pattern, not a required human frequency.
Morrigan
Soul Eraser
QCF + two punchesCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture
Maximum statusNot established
- Perform QCF + two punches.
- While the beam and satellites are active, repeatedly press and release attacks. The recorded 20 used pulses of all six attacks together with a release between them.
- Changing directions has a separate effect: fresh direction edges accelerate the satellite orbit. It does not add more button credits; a combined best-hit recipe was not measured.
Code limitTen button credits at+$391 reimburse at most 10 phase-timer ticks. A separate direction flag doubles the satellite’s orbit step for that update; it does not create another 10-credit pool.
Exact setup, other results & proof
Command and variant: QCF + two punches; E6=$0E
Baseline: 18 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; release inputs after the command
Best demonstrated: 20 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture
Why this is not a universal maximum: Twenty is the best among the published neutral/button/direction comparisons. Faster orbit can alter contact placement; the combination of both inputs was not exhaustively optimized.
Measured replay: After the native command, press all six attacks together on one emulator callback, release on the next, and repeat during the first move. This is the measured script pattern, not a required human frequency.
Direction pulses only: 19 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; faster satellite orbit, not extra button credits
Shadow Lady
Big Bang Laser
QCF + two punchesCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture
Maximum statusNot established
- Choose Shadow Lady and perform QCF + two punches.
- During the active beam, repeatedly press and release attacks. The measured 25 used all-six-attack pulses with neutral callbacks between.
- Continue through the beam’s input window. A fresh single attack also satisfies the code mask; a held chord does not generate repeated edges.
Code limitSixteen credits initialize at $06AB2C; the active timer begins at 96. Accepted attacks spend 1 credit and skip 1 decrement, for at most 16 extra active countdown opportunities.
Exact setup, other results & proof
Command and variant: QCF + two punches; E6=$20
Baseline: 21 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; release inputs after the command
Best demonstrated: 25 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture
Why this is not a universal maximum: All 16 credits were spent in the fixture. Four extra connected hits are observed, not proof that 25 is the largest possible combo.
Measured replay: After the native command, press all six attacks together on one emulator callback, release on the next, and repeat during the first move. This is the measured script pattern, not a required human frequency.
Red Venom
Venom Rush
QCF + LK; measured light-kick versionCode traced and paired MAME fixture; broader maximum untestednative combo hits
Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; Red Venom, QCF+LK; extra input stopped at callback 360
Maximum statusNot established
- Choose Red Venom and perform QCF + LK.
- During the tendril attack, repeatedly press and release kicks. The best recorded script pressed all three kicks together, then released them, on alternating callbacks.
- Keep supplying kick edges before animation boundaries. Punches and directions do not sustain this repeat; holding kicks adds only the initial extra edge.
Code limitAt an eligible boundary, current/buffered kick bits $0700 increment the loop byte before its ordinary decrement, allowing another attack animation. The script took 28 repeat branches; no separate finite credit cap was proven.
Exact setup, other results & proof
Command and variant: QCF + LK; measured light-kick version, E6=$04
Baseline: 2 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; Red Venom, QCF+LK; extra input stopped at callback 360; release inputs after the command
Best demonstrated: 7 native combo hits. Standing Spider-Man, both human controlled, initial life 144; earlier matched MAME save-state fixture; Red Venom, QCF+LK; extra input stopped at callback 360
Why this is not a universal maximum: Only some repeated tendrils stayed connected. Input was deliberately stopped at 360 and the move exited at 391; seven is a bounded script result, not a maximum or proof of infinite connected hits.
Measured replay: After QCF+LK, all-three-kick press/release alternates every callback until callback 360; no input after that cutoff.
Held kick chord: 4 native combo hits. One extra MK/HK edge after the LK command buys one repeat; it does not sustain the move
Punch taps or directions: 2 native combo hits. Same Red Venom fixture; neither passes the kick-only continuation check
Mega Man
Beat Plane
QCF + two kicksNative burst/lifetime code; MAME and custom FBNeo first-move score 23first-move connected events
MAME and custom FBNeo; standing Spider-Man, life 144; realized separation 62
Maximum statusNot established
- Perform QCF + two kicks; this is Beat Plane, not the QCF + two punches Hyper transformation.
- During the vehicle phase, repeatedly press and release attacks to start eligible firing bursts. Any fresh punch or kick passes the $0770 firing mask.
- Both a rotating single-button sequence and all-attack pulses reached 23. Directions steer the vehicle; they do not substitute for fresh attacks or refill its lifetime.
Code limitLifetime+$39E starts at 180 at $0633B0 and is decremented at $061A7C. The fresh-attack gate at $0638D2 enters a firing subphase, subject to its own burst/recovery gates. All 180 lifetime decrements occur with or without mashing.
Exact setup, other results & proof
Command and variant: QCF + two kicks; E6=$08
Baseline: 3 first-move connected events. MAME and custom FBNeo; standing Spider-Man, life 144; realized separation 62; release inputs after the command
Best demonstrated: 23 first-move connected events. MAME and custom FBNeo; standing Spider-Man, life 144; realized separation 62
Why this is not a universal maximum: Twenty-three is demonstrated, not a 36-hit claim or a universal ceiling. Four extra firing objects can produce many contacts; input timing, burst gates and target position still matter.
Measured replay: After command callback 12 and verified move entry, select one attack per callback: MP, HP, LK, MK, HK, LP, then repeat. Release the previous attack when changing buttons. Callback timing is not a native-frame or achievable hand-speed claim. The separate MAME comparison also reached 23 with all-six, punch-only or kick-only press/release pulses on alternating callbacks.
Baseline firing objects: 0 type $84/subtype $04 allocations. MAME; no post-command input or held attacks
Tapped firing objects: 4 type $84/subtype $04 allocations. MAME; all-attack, punch-only and kick-only pulses; all 180 lifetime decrements remain
Roll
Beat Plane
QCF + two kicksNative burst/lifetime code; MAME and custom FBNeo first-move score 23first-move connected events
MAME and custom FBNeo; standing Spider-Man, life 144; realized separation 58
Maximum statusNot established
- Perform QCF + two kicks; this is Beat Plane, not the QCF + two punches Hyper transformation.
- During the vehicle phase, repeatedly press and release attacks to start eligible firing bursts. Any fresh punch or kick passes the $0770 firing mask.
- Both a rotating single-button sequence and all-attack pulses reached 23. Directions steer the vehicle; they do not substitute for fresh attacks or refill its lifetime.
Code limitLifetime+$39E starts at 180 at $041C96 and is decremented at $0406EA. The fresh-attack gate at $0421AE enters a firing subphase, subject to its own burst/recovery gates. All 180 lifetime decrements occur with or without mashing.
Exact setup, other results & proof
Command and variant: QCF + two kicks; E6=$08
Baseline: 3 first-move connected events. MAME and custom FBNeo; standing Spider-Man, life 144; realized separation 58; release inputs after the command
Best demonstrated: 23 first-move connected events. MAME and custom FBNeo; standing Spider-Man, life 144; realized separation 58
Why this is not a universal maximum: Twenty-three is demonstrated, not a 36-hit claim or a universal ceiling. Four extra firing objects can produce many contacts; input timing, burst gates and target position still matter.
Measured replay: After command callback 12 and verified move entry, select one attack per callback: MP, HP, LK, MK, HK, LP, then repeat. Release the previous attack when changing buttons. Callback timing is not a native-frame or achievable hand-speed claim. The separate MAME comparison also reached 23 with all-six, punch-only or kick-only press/release pulses on alternating callbacks.
Baseline firing objects: 0 type $84/subtype $04 allocations. MAME; no post-command input or held attacks
Tapped firing objects: 4 type $84/subtype $04 allocations. MAME; all-attack, punch-only and kick-only pulses; all 180 lifetime decrements remain
Excluded later event: 1 post-exit hit-processing event. FBNeo raw tail;23 first-move events + 1 later event is not a 24-hit first move
Three measured examples
MAME + instrumented FBNeo / observed
What did the extra input buy?
Three moves, different allowances. Each number belongs to the setup printed with it.
Earlier capture · move identity onlyRyu
Shinkuu Hadoken
16→20
first-move connected hits
No extra input → Rotate buttons
12 extra active updates, not 12 hitsDistance matters too. This reproduces a four-hit gain, not the reported 22→26 setup.
Setup & limits
Airborne Hulk; separation 325; first-contact Y 466, ground Y 472.
observed, not maximum. Each core restores its own fixture. Three neutral replays match exactly.
Earlier capture · move identity onlyChun-Li
Senretsukyaku
15→30
first-move connected hits
No extra input → Rotate buttons
60 spends + 60 ordinary countdownsAll 60 credits spent. Thirty is demonstrated here; no universal contact maximum is claimed.
Setup & limits
Standing Spider-Man; separation 60.
observed, not maximum. Each core restores its own fixture. Three neutral replays match exactly.
Earlier capture · move identity onlyGold War Machine
Proton Cannon
25→116
FBNeo hit-processing events through KO
No extra input → Rotate directions
96 + 627 − 723 = 0MAME: 114 through the lethal event; FBNeo: 116. The separate full-window count of 181 includes post-KO events. Both allocated 180 missiles; allocations are not hits.
Setup & limits
Standing Spider-Man; separation 70; initial HP 144.
observed, not maximum. Each core restores its own fixture. Three neutral replays match exactly.
New MAME 0.287 and custom instrumented FBNeo comparisons, stock Euro 980123 program. Health, meter and positions prepared before saving; input replays make no gameplay-state writes. Images identify moves from earlier captures, not the new numerical outcomes.
These comparisons restore a fixed setup within each emulator. They are observations, not maximum combos or a ranking of the moves. Gold's card uses 116 events through the lethal hit in FBNeo; MAME recorded 114. Its separate full-window total of 181 includes processing after KO. The sections below connect each result to its code; the evidence package contains the player guide, input harnesses, raw observations, runtime logs, ROM identities and selected instruction excerpts.
Follow the code for your move
Start with the named findings below. Each verdict carries its input rule, code locations and limitations. The complete native-table inventory further below exposes the remaining naming and reachability questions as well.
Roster field guide · 28 examined paths
Same game. Different reasons to mash.
Search by character, move or input. Each finding keeps its mechanism, observed result and evidence together.
28 matching findings
Proton Cannon
Gold War Machine · QCF + PP · selector $02
A new direction buys another firing update. The missile scheduler keeps running while the firing timer remains active.
Input: New directions
- Start timer at 96
$02A8E2 · +$4E = $60 - New direction adds 1
$02A9D8 · +$4E += 1 - Normal update removes 1
$02A944 · +$4E -= 1
Standing Spider-Man; separation 70; initial HP 144. Includes post-KO processing. 114 MAME / 116 FBNeo events had positive health before damage; 181 in the full first-move window. 116 counts events whose target had positive life immediately before damage, including the lethal event. It is the best ordinary-health result in these scripts, not a guaranteed arcade or human maximum. RNG, placement and round-state behavior matter.
Paired event receipts
MAME 0.287: 25 → 181 · trial 10 event stream ↗
FBNeo schema12: 25 → 181 · trial 5 event stream ↗
Audit the native routes
The named guide above answers the findings we can explain directly. The code census below makes the wider coverage inspectable: normal contexts, special/super selectors, throws and character styles. A row can identify a real table and handler while still having an unresolved human command or conditional branch. Those gaps remain visible.
The coverage ledger / native code routes
Every table entry has a place to inspect.
Search normals, attack selectors and throws across the playable roster. Shared routes and style contexts are counted separately; these rows are not a count of distinct named moves.
Loading the native-table inventory…
Open the research index directly ↗Challenge the numbers
Ryu is mashable, and distance matters. Those statements can both be true. With the same standing Spider-Man setup, fresh buttons changed 9 to 10; with the same airborne-Hulk setup, they changed 16 to 20 in MAME and instrumented FBNeo. Moving the opponent independently changed the baseline. We did not reproduce the exact reported 22→26 macro.
Thirty Senretsukyaku hits are demonstrated. Sixty is not a universal Gold Proton ceiling. Maximum Spider's alleged 25 is unsupported by these tests. Each claim below keeps the controls and scoring boundary alongside the number.
Try to break the claim
The controls belong beside the result.
59 cases · 354 trials · 177 neutral replays. Three baselines per case reproduced their complete normalized event streams.
Ryu
Shinkuu Hadoken
Standing Spider-Man; realized initial separation 62
Twelve credits skip twelve countdowns; holding and directions do not spend them.
MAME 0.287
9 → 10first-move hit-processing eventsTrial 7 · rotate buttons ↗External combo: 10 · later events excluded: 0FBNeo schema12
9 → 10first-move hit-processing eventsTrial 5 · rotate buttons ↗External combo: 10 · later events excluded: 0Ryu
Shinkuu Hadoken
Airborne Hulk; separation 325; first-contact Y 466, ground Y 472
Distance matters too. This reproduces a four-hit gain, not the reported 22→26 setup.
MAME 0.287
16 → 20first-move hit-processing eventsTrial 4 · rotate buttons ↗External combo: 20 · later events excluded: 0FBNeo schema12
16 → 20first-move hit-processing eventsTrial 5 · rotate buttons ↗External combo: 20 · later events excluded: 0Chun-Li
Senretsukyaku
Standing Spider-Man; separation 60
All 60 credits spent. Thirty is demonstrated here; no universal contact maximum is claimed.
MAME 0.287
15 → 30first-move hit-processing eventsTrial 7 · rotate buttons ↗External combo: 30 · later events excluded: 0FBNeo schema12
15 → 30first-move hit-processing eventsTrial 5 · rotate buttons ↗External combo: 30 · later events excluded: 0Gold War Machine
Proton Cannon
Standing Spider-Man; separation 70; initial HP 144
Includes post-KO processing. 114 MAME / 116 FBNeo events had positive health before damage; 181 in the full first-move window.
MAME 0.287
25 → 181first-move hit-processing eventsTrial 10 · directions dense ↗External combo: 181 · later events excluded: 0FBNeo schema12
25 → 181first-move hit-processing eventsTrial 5 · directions dense ↗External combo: 181 · later events excluded: 0Gold War Machine
Proton Cannon · diagnostic
Standing Spider-Man; separation 70; modified initial HP 1024
Separate high-health diagnostic. RNG seeds differ across cores; both produced 165 missile allocations. Not an ordinary-health result.
MAME 0.287
25 → 166first-move hit-processing eventsTrial 7 · directions dense ↗External combo: 166 · later events excluded: 0FBNeo schema12
25 → 149first-move hit-processing eventsTrial 5 · directions dense ↗External combo: 149 · later events excluded: 0Spider-Man
Maximum Spider
Standing Spider-Man; FBNeo separation 76
No extra hits in the tested controls. Its own handlers were examined; Web Throw cannot prove a 25-hit Maximum Spider.
FBNeo schema12
5 → 5first-move hit-processing eventsTrial 5 · rotate buttons ↗External combo: 5 · later events excluded: 0Separate MAME vehicle / Maximum Spider receipts are in the roster investigation.
Mega Man
Beat Plane
Standing Spider-Man; FBNeo separation 62
Fresh buttons fire during the vehicle state. Steering is a different input path; this is not Hyper Mega Man.
FBNeo schema12
3 → 23first-move hit-processing eventsTrial 5 · rotate buttons ↗External combo: 23 · later events excluded: 0Separate MAME vehicle / Maximum Spider receipts are in the roster investigation.
Roll
Beat Plane
Standing Spider-Man; FBNeo separation 58
The raw FBNeo tail had one later hit: exclude it and the first-move result is 23. This is not Hyper Roll.
FBNeo schema12
3 → 23first-move hit-processing eventsTrial 5 · rotate buttons ↗External combo: 23 · later events excluded: 1Separate MAME vehicle / Maximum Spider receipts are in the roster investigation.
Inspect every case and input condition (59 cases)
Case names retain requested setup nicknames. The realized initial separation below takes precedence. An open-ended run may stop at a callback bound: “censored” is not a move finish.
mame/chun-hulk-near · initial gap 60 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 200 |
| 2 · none | 15 | 15 | 15 | 0 | 200 |
| 3 · none | 15 | 15 | 15 | 0 | 200 |
| 4 · hold all | 15 | 15 | 15 | 1 | 200 |
| 5 · tap lp | 26 | 26 | 26 | 0 | 258 |
| 6 · tap all | 26 | 26 | 26 | 1 | 258 |
| 7 · rotate buttons | 30 | 30 | 30 | 0 | 277 |
| 8 · alternate buttons | 30 | 30 | 30 | 0 | 277 |
| 9 · directions | 15 | 15 | 15 | 0 | 200 |
| 10 · directions dense | 15 | 15 | 15 | 0 | 200 |
| 11 · hold direction | 15 | 15 | 15 | 0 | 200 |
mame/chun-spider-corner · initial gap 65 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 200 |
| 2 · none | 15 | 15 | 15 | 0 | 200 |
| 3 · none | 15 | 15 | 15 | 0 | 200 |
| 4 · hold all | 15 | 15 | 15 | 1 | 200 |
| 5 · tap lp | 26 | 26 | 26 | 0 | 258 |
| 6 · tap all | 26 | 26 | 26 | 1 | 259 |
| 7 · rotate buttons | 30 | 30 | 30 | 0 | 277 |
| 8 · alternate buttons | 30 | 30 | 30 | 0 | 277 |
| 9 · directions | 15 | 15 | 15 | 0 | 200 |
| 10 · directions dense | 15 | 15 | 15 | 0 | 200 |
| 11 · hold direction | 15 | 15 | 15 | 0 | 202 |
mame/chun-spider-near · initial gap 60 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 200 |
| 2 · none | 15 | 15 | 15 | 0 | 200 |
| 3 · none | 15 | 15 | 15 | 0 | 200 |
| 4 · hold all | 15 | 15 | 15 | 1 | 200 |
| 5 · tap lp | 26 | 26 | 26 | 0 | 258 |
| 6 · tap all | 26 | 26 | 26 | 1 | 258 |
| 7 · rotate buttons | 30 | 30 | 30 | 0 | 277 |
| 8 · alternate buttons | 30 | 30 | 30 | 0 | 278 |
| 9 · directions | 15 | 15 | 15 | 0 | 200 |
| 10 · directions dense | 15 | 15 | 15 | 0 | 200 |
| 11 · hold direction | 15 | 15 | 15 | 0 | 200 |
mame/chun-spider-window-controls · initial gap 60 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 200 |
| 2 · none | 15 | 15 | 15 | 0 | 200 |
| 3 · none | 15 | 15 | 15 | 0 | 200 |
| 4 · early only | 15 | 15 | 15 | 0 | 200 |
| 5 · late only | 15 | 15 | 15 | 3 | 200 |
mame/gold-spider-diagnostic · initial gap 70 · HP 1024 · health-modified diagnostic
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold direction | 25 | 25 | 25 | 0 | 227 |
| 5 · tap all | 25 | 25 | 25 | 1 | 228 |
| 6 · directions | 42 | 42 | 42 | 0 | 287 |
| 7 · directions dense | 166 | 166 | 166 | 0 | 716 |
mame/gold-spider-diagnostic-verified · initial gap 70 · HP 1024 · health-modified diagnostic
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold direction | 25 | 25 | 25 | 0 | 227 |
| 5 · tap all | 25 | 25 | 25 | 1 | 228 |
| 6 · directions | 42 | 42 | 42 | 0 | 287 |
| 7 · directions dense | 166 | 166 | 166 | 0 | 716 |
mame/gold-spider-near · initial gap 70 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold all | 25 | 25 | 25 | 1 | 227 |
| 5 · tap lp | 25 | 25 | 25 | 0 | 227 |
| 6 · tap all | 25 | 25 | 25 | 1 | 228 |
| 7 · rotate buttons | 25 | 25 | 25 | 0 | 227 |
| 8 · alternate buttons | 25 | 25 | 25 | 0 | 227 |
| 9 · directions | 42 | 42 | 42 | 0 | 287 |
| 10 · directions dense | 175 | 175 | 114 | 0 | censored |
| 11 · hold direction | 25 | 25 | 25 | 0 | 227 |
mame/gold-spider-verified · initial gap 70 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold all | 25 | 25 | 25 | 1 | 227 |
| 5 · tap lp | 25 | 25 | 25 | 0 | 227 |
| 6 · tap all | 25 | 25 | 25 | 1 | 228 |
| 7 · rotate buttons | 25 | 25 | 25 | 0 | 227 |
| 8 · alternate buttons | 25 | 25 | 25 | 0 | 227 |
| 9 · directions | 42 | 42 | 42 | 0 | 287 |
| 10 · directions dense | 181 | 181 | 114 | 0 | 805 |
| 11 · hold direction | 25 | 25 | 25 | 0 | 227 |
mame/gold-spider-window-controls · initial gap 70 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · early only | 25 | 25 | 25 | 0 | 228 |
| 5 · late only | 25 | 25 | 25 | 0 | 227 |
mame/ryu-hulk-air0 · initial gap 64 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · hold all | 9 | 9 | 9 | 5 | 169 |
| 5 · tap lp | 9 | 9 | 9 | 0 | 180 |
| 6 · tap all | 9 | 9 | 9 | 5 | 179 |
| 7 · rotate buttons | 9 | 9 | 9 | 0 | 180 |
| 8 · alternate buttons | 9 | 9 | 9 | 0 | 180 |
| 9 · directions | 9 | 9 | 9 | 0 | 169 |
| 10 · directions dense | 9 | 9 | 9 | 0 | 169 |
| 11 · hold direction | 9 | 9 | 9 | 0 | 169 |
mame/ryu-hulk-air16 · initial gap 64 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 11 | 11 | 11 | 0 | 186 |
| 2 · none | 11 | 11 | 11 | 0 | 186 |
| 3 · none | 11 | 11 | 11 | 0 | 186 |
| 4 · hold all | 11 | 11 | 11 | 5 | 186 |
| 5 · tap lp | 15 | 15 | 15 | 0 | 195 |
| 6 · tap all | 15 | 15 | 15 | 5 | 195 |
| 7 · rotate buttons | 15 | 15 | 15 | 0 | 195 |
| 8 · alternate buttons | 15 | 15 | 15 | 0 | 195 |
| 9 · directions | 11 | 11 | 11 | 0 | 185 |
| 10 · directions dense | 11 | 11 | 11 | 0 | 186 |
| 11 · hold direction | 11 | 11 | 11 | 0 | 185 |
mame/ryu-hulk-air32 · initial gap 64 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 11 | 11 | 11 | 0 | 200 |
| 2 · none | 11 | 11 | 11 | 0 | 200 |
| 3 · none | 11 | 11 | 11 | 0 | 200 |
| 4 · hold all | 11 | 11 | 11 | 5 | 200 |
| 5 · tap lp | 15 | 15 | 15 | 0 | 211 |
| 6 · tap all | 15 | 15 | 15 | 5 | 211 |
| 7 · rotate buttons | 15 | 15 | 15 | 0 | 211 |
| 8 · alternate buttons | 15 | 15 | 15 | 0 | 211 |
| 9 · directions | 11 | 11 | 11 | 0 | 201 |
| 10 · directions dense | 11 | 11 | 11 | 0 | 200 |
| 11 · hold direction | 11 | 11 | 11 | 0 | 201 |
mame/ryu-hulk-gap120-air0 · initial gap 120 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 13 | 13 | 13 | 0 | 169 |
| 2 · none | 13 | 13 | 13 | 0 | 169 |
| 3 · none | 13 | 13 | 13 | 0 | 169 |
| 4 · rotate buttons | 13 | 13 | 13 | 0 | 180 |
mame/ryu-hulk-gap120-jumpat8 · initial gap 120 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · rotate buttons | 13 | 13 | 13 | 0 | 180 |
mame/ryu-hulk-gap160 · initial gap 160 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 22 | 22 | 22 | 0 | 171 |
| 2 · none | 22 | 22 | 22 | 0 | 171 |
| 3 · none | 22 | 22 | 22 | 0 | 171 |
| 4 · rotate buttons | 22 | 22 | 22 | 0 | 180 |
mame/ryu-hulk-gap160-air0 · initial gap 160 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 12 | 12 | 12 | 0 | 169 |
| 2 · none | 12 | 12 | 12 | 0 | 169 |
| 3 · none | 12 | 12 | 12 | 0 | 169 |
| 4 · rotate buttons | 16 | 16 | 16 | 0 | 179 |
mame/ryu-hulk-gap160-jumpat12 · initial gap 160 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · rotate buttons | 12 | 12 | 12 | 0 | 179 |
mame/ryu-hulk-gap160-jumpat65-uphold20 · initial gap 160 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 22 | 22 | 22 | 0 | 171 |
| 2 · none | 22 | 22 | 22 | 0 | 171 |
| 3 · none | 22 | 22 | 22 | 0 | 171 |
| 4 · rotate buttons | 22 | 22 | 22 | 0 | 180 |
mame/ryu-hulk-gap160-jumpat8 · initial gap 160 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 11 | 11 | 11 | 0 | 170 |
| 2 · none | 11 | 11 | 11 | 0 | 170 |
| 3 · none | 11 | 11 | 11 | 0 | 170 |
| 4 · rotate buttons | 12 | 12 | 12 | 0 | 180 |
mame/ryu-hulk-gap200 · initial gap 200 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 21 | 21 | 21 | 0 | 170 |
| 2 · none | 21 | 21 | 21 | 0 | 170 |
| 3 · none | 21 | 21 | 21 | 0 | 170 |
| 4 · rotate buttons | 23 | 23 | 23 | 0 | 179 |
mame/ryu-hulk-gap200-air0 · initial gap 200 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 16 | 16 | 16 | 0 | 171 |
| 2 · none | 16 | 16 | 16 | 0 | 171 |
| 3 · none | 16 | 16 | 16 | 0 | 171 |
| 4 · rotate buttons | 20 | 20 | 20 | 0 | 179 |
mame/ryu-hulk-gap200-jumpat12 · initial gap 200 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 170 |
| 2 · none | 15 | 15 | 15 | 0 | 170 |
| 3 · none | 15 | 15 | 15 | 0 | 170 |
| 4 · rotate buttons | 16 | 16 | 16 | 0 | 181 |
mame/ryu-hulk-gap200-jumpat65-uphold20 · initial gap 200 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 21 | 21 | 21 | 0 | 170 |
| 2 · none | 21 | 21 | 21 | 0 | 170 |
| 3 · none | 21 | 21 | 21 | 0 | 170 |
| 4 · rotate buttons | 23 | 23 | 23 | 0 | 179 |
mame/ryu-hulk-gap200-jumpat8 · initial gap 200 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 16 | 16 | 16 | 0 | 172 |
| 2 · none | 16 | 16 | 16 | 0 | 172 |
| 3 · none | 16 | 16 | 16 | 0 | 172 |
| 4 · rotate buttons | 17 | 17 | 17 | 0 | 181 |
mame/ryu-hulk-gap240 · initial gap 240 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 18 | 18 | 18 | 0 | 170 |
| 2 · none | 18 | 18 | 18 | 0 | 170 |
| 3 · none | 18 | 18 | 18 | 0 | 170 |
| 4 · rotate buttons | 22 | 22 | 22 | 0 | 180 |
mame/ryu-hulk-gap240-air0 · initial gap 240 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 169 |
| 2 · none | 15 | 15 | 15 | 0 | 169 |
| 3 · none | 15 | 15 | 15 | 0 | 169 |
| 4 · rotate buttons | 19 | 19 | 19 | 0 | 179 |
mame/ryu-hulk-gap240-jumpat65-uphold20 · initial gap 240 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 18 | 18 | 18 | 0 | 170 |
| 2 · none | 18 | 18 | 18 | 0 | 170 |
| 3 · none | 18 | 18 | 18 | 0 | 170 |
| 4 · rotate buttons | 22 | 22 | 22 | 0 | 180 |
mame/ryu-hulk-gap240-jumpat8 · initial gap 240 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 169 |
| 2 · none | 15 | 15 | 15 | 0 | 169 |
| 3 · none | 15 | 15 | 15 | 0 | 169 |
| 4 · rotate buttons | 17 | 17 | 17 | 0 | 179 |
mame/ryu-hulk-gap280 · initial gap 280 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 19 | 19 | 19 | 0 | 171 |
| 2 · none | 19 | 19 | 19 | 0 | 171 |
| 3 · none | 19 | 19 | 19 | 0 | 171 |
| 4 · rotate buttons | 23 | 23 | 23 | 0 | 181 |
mame/ryu-hulk-gap280-air0 · initial gap 280 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 172 |
| 2 · none | 15 | 15 | 15 | 0 | 172 |
| 3 · none | 15 | 15 | 15 | 0 | 172 |
| 4 · rotate buttons | 19 | 19 | 19 | 0 | 181 |
mame/ryu-hulk-gap300 · initial gap 295 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 19 | 19 | 19 | 0 | 171 |
| 2 · none | 19 | 19 | 19 | 0 | 171 |
| 3 · none | 19 | 19 | 19 | 0 | 171 |
| 4 · rotate buttons | 23 | 23 | 23 | 0 | 180 |
mame/ryu-hulk-near · initial gap 64 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 11 | 11 | 11 | 0 | 170 |
| 2 · none | 11 | 11 | 11 | 0 | 170 |
| 3 · none | 11 | 11 | 11 | 0 | 170 |
| 4 · hold all | 11 | 11 | 11 | 5 | 170 |
| 5 · tap lp | 15 | 15 | 15 | 0 | 179 |
| 6 · tap all | 15 | 15 | 15 | 5 | 179 |
| 7 · rotate buttons | 15 | 15 | 15 | 0 | 179 |
| 8 · alternate buttons | 15 | 15 | 15 | 0 | 179 |
| 9 · directions | 11 | 11 | 11 | 0 | 169 |
| 10 · directions dense | 11 | 11 | 11 | 0 | 169 |
| 11 · hold direction | 11 | 11 | 11 | 0 | 171 |
mame/ryu-hulk-world-far · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 20 | 20 | 20 | 0 | 170 |
| 2 · none | 20 | 20 | 20 | 0 | 170 |
| 3 · none | 20 | 20 | 20 | 0 | 170 |
| 4 · rotate buttons | 24 | 24 | 24 | 0 | 180 |
mame/ryu-hulk-world-far-air0 · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 16 | 16 | 16 | 0 | 170 |
| 2 · none | 16 | 16 | 16 | 0 | 170 |
| 3 · none | 16 | 16 | 16 | 0 | 170 |
| 4 · rotate buttons | 20 | 20 | 20 | 0 | 181 |
mame/ryu-hulk-world-far-air16 · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 20 | 20 | 20 | 0 | 185 |
| 2 · none | 20 | 20 | 20 | 0 | 185 |
| 3 · none | 20 | 20 | 20 | 0 | 185 |
| 4 · rotate buttons | 24 | 24 | 24 | 0 | 196 |
mame/ryu-hulk-world-far-air8 · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 20 | 20 | 20 | 0 | 177 |
| 2 · none | 20 | 20 | 20 | 0 | 177 |
| 3 · none | 20 | 20 | 20 | 0 | 177 |
| 4 · rotate buttons | 24 | 24 | 24 | 0 | 188 |
mame/ryu-hulk-world-near-jumpat70 · initial gap 64 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 11 | 11 | 11 | 0 | 169 |
| 2 · none | 11 | 11 | 11 | 0 | 169 |
| 3 · none | 11 | 11 | 11 | 0 | 169 |
| 4 · rotate buttons | 15 | 15 | 15 | 0 | 179 |
mame/ryu-hulk-world-near-jumpat80 · initial gap 64 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 11 | 11 | 11 | 0 | 169 |
| 2 · none | 11 | 11 | 11 | 0 | 169 |
| 3 · none | 11 | 11 | 11 | 0 | 169 |
| 4 · rotate buttons | 15 | 15 | 15 | 0 | 179 |
mame/ryu-spider-far · initial gap 87 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 10 | 10 | 10 | 0 | 169 |
| 2 · none | 10 | 10 | 10 | 0 | 169 |
| 3 · none | 10 | 10 | 10 | 0 | 169 |
| 4 · hold all | 10 | 10 | 10 | 9 | 169 |
| 5 · tap lp | 13 | 13 | 13 | 0 | 179 |
| 6 · tap all | 13 | 13 | 13 | 9 | 179 |
| 7 · rotate buttons | 13 | 13 | 13 | 0 | 179 |
| 8 · alternate buttons | 13 | 13 | 13 | 0 | 179 |
| 9 · directions | 10 | 10 | 10 | 0 | 170 |
| 10 · directions dense | 10 | 10 | 10 | 0 | 169 |
| 11 · hold direction | 10 | 10 | 10 | 0 | 169 |
mame/ryu-spider-mid · initial gap 63 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · hold all | 9 | 9 | 9 | 9 | 169 |
| 5 · tap lp | 10 | 10 | 10 | 0 | 179 |
| 6 · tap all | 10 | 10 | 10 | 9 | 179 |
| 7 · rotate buttons | 10 | 10 | 10 | 0 | 179 |
| 8 · alternate buttons | 10 | 10 | 10 | 0 | 179 |
| 9 · directions | 9 | 9 | 9 | 0 | 169 |
| 10 · directions dense | 9 | 9 | 9 | 0 | 170 |
| 11 · hold direction | 9 | 9 | 9 | 0 | 170 |
mame/ryu-spider-near · initial gap 62 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · hold all | 9 | 9 | 9 | 9 | 169 |
| 5 · tap lp | 10 | 10 | 10 | 0 | 179 |
| 6 · tap all | 10 | 10 | 10 | 9 | 180 |
| 7 · rotate buttons | 10 | 10 | 10 | 0 | 179 |
| 8 · alternate buttons | 10 | 10 | 10 | 0 | 179 |
| 9 · directions | 9 | 9 | 9 | 0 | 169 |
| 10 · directions dense | 9 | 9 | 9 | 0 | 170 |
| 11 · hold direction | 9 | 9 | 9 | 0 | 169 |
mame/ryu-spider-window-controls · initial gap 62 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · early only | 9 | 9 | 9 | 0 | 169 |
| 5 · late only | 9 | 9 | 9 | 0 | 169 |
mame/ryu-spider-world-far · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 169 |
| 2 · none | 15 | 15 | 15 | 0 | 169 |
| 3 · none | 15 | 15 | 15 | 0 | 169 |
| 4 · rotate buttons | 17 | 17 | 17 | 0 | 179 |
mame/ryu-spider-world-mid · initial gap 160 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 20 | 20 | 20 | 0 | 170 |
| 2 · none | 20 | 20 | 20 | 0 | 170 |
| 3 · none | 20 | 20 | 20 | 0 | 170 |
| 4 · rotate buttons | 21 | 21 | 21 | 0 | 180 |
mame/ryu-spider-world-near · initial gap 62 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · rotate buttons | 10 | 10 | 10 | 0 | 179 |
fbneo/chun-spider-near · initial gap 60 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 201 |
| 2 · none | 15 | 15 | 15 | 0 | 201 |
| 3 · none | 15 | 15 | 15 | 0 | 201 |
| 4 · hold all | 15 | 15 | 15 | 1 | 200 |
| 5 · rotate buttons | 30 | 30 | 30 | 0 | 277 |
| 6 · directions | 15 | 15 | 15 | 0 | 200 |
fbneo/chun-spider-window-controls · initial gap 60 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 201 |
| 2 · none | 15 | 15 | 15 | 0 | 201 |
| 3 · none | 15 | 15 | 15 | 0 | 201 |
| 4 · early only | 15 | 15 | 15 | 0 | 201 |
| 5 · late only | 15 | 15 | 15 | 2 | 201 |
fbneo/gold-spider-diagnostic · initial gap 70 · HP 1024 · health-modified diagnostic
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold all | 25 | 25 | 25 | 1 | 227 |
| 5 · directions dense | 149 | 149 | 149 | 0 | 712 |
| 6 · tap all | 25 | 25 | 25 | 1 | 227 |
fbneo/gold-spider-diagnostic-verified · initial gap 70 · HP 1024 · health-modified diagnostic
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold all | 25 | 25 | 25 | 1 | 227 |
| 5 · directions dense | 149 | 149 | 149 | 0 | 712 |
| 6 · tap all | 25 | 25 | 25 | 1 | 227 |
fbneo/gold-spider-near · initial gap 70 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold all | 25 | 25 | 25 | 1 | 227 |
| 5 · directions dense | 176 | 176 | 116 | 0 | censored |
| 6 · tap all | 25 | 25 | 25 | 1 | 227 |
fbneo/gold-spider-verified · initial gap 70 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · hold all | 25 | 25 | 25 | 1 | 227 |
| 5 · directions dense | 181 | 181 | 116 | 0 | 802 |
| 6 · tap all | 25 | 25 | 25 | 1 | 227 |
fbneo/gold-spider-window-controls · initial gap 70 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 25 | 25 | 25 | 0 | 227 |
| 2 · none | 25 | 25 | 25 | 0 | 227 |
| 3 · none | 25 | 25 | 25 | 0 | 227 |
| 4 · early only | 25 | 25 | 25 | 0 | 227 |
| 5 · late only | 25 | 25 | 25 | 0 | 227 |
fbneo/mega-beat · initial gap 62 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 3 | 3 | 3 | 0 | 279 |
| 2 · none | 3 | 3 | 3 | 0 | 279 |
| 3 · none | 3 | 3 | 3 | 0 | 279 |
| 4 · hold all | 3 | 3 | 3 | 1 | 279 |
| 5 · rotate buttons | 23 | 23 | 23 | 0 | 279 |
| 6 · directions | 3 | 3 | 3 | 0 | 272 |
fbneo/roll-beat · initial gap 58 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 3 | 3 | 3 | 0 | 293 |
| 2 · none | 3 | 3 | 3 | 0 | 293 |
| 3 · none | 3 | 3 | 3 | 0 | 293 |
| 4 · hold all | 3 | 3 | 3 | 1 | 293 |
| 5 · rotate buttons | 23 | 23 | 23 | 1 | 293 |
| 6 · directions | 3 | 3 | 3 | 0 | 289 |
fbneo/ryu-hulk-world-far-air0 · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 16 | 16 | 16 | 0 | 169 |
| 2 · none | 16 | 16 | 16 | 0 | 169 |
| 3 · none | 16 | 16 | 16 | 0 | 169 |
| 4 · hold all | 16 | 16 | 16 | 0 | 169 |
| 5 · rotate buttons | 20 | 20 | 20 | 0 | 179 |
| 6 · directions | 16 | 16 | 16 | 0 | 169 |
fbneo/ryu-spider-near · initial gap 62 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · hold all | 9 | 9 | 9 | 1 | 169 |
| 5 · rotate buttons | 10 | 10 | 10 | 0 | 179 |
| 6 · directions | 9 | 9 | 9 | 0 | 169 |
fbneo/ryu-spider-window-controls · initial gap 62 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 9 | 9 | 9 | 0 | 169 |
| 2 · none | 9 | 9 | 9 | 0 | 169 |
| 3 · none | 9 | 9 | 9 | 0 | 169 |
| 4 · early only | 9 | 9 | 9 | 0 | 169 |
| 5 · late only | 9 | 9 | 9 | 0 | 169 |
fbneo/ryu-spider-world-far · initial gap 325 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 15 | 15 | 15 | 0 | 169 |
| 2 · none | 15 | 15 | 15 | 0 | 169 |
| 3 · none | 15 | 15 | 15 | 0 | 169 |
| 4 · hold all | 15 | 15 | 15 | 1 | 169 |
| 5 · rotate buttons | 17 | 17 | 17 | 0 | 179 |
| 6 · directions | 15 | 15 | 15 | 0 | 169 |
fbneo/spider-maximum · initial gap 76 · HP 144
| Trial / input | Events | Combo | Positive HP | Later excluded | Exit |
|---|---|---|---|---|---|
| 1 · none | 5 | 5 | 5 | 0 | 236 |
| 2 · none | 5 | 5 | 5 | 0 | 236 |
| 3 · none | 5 | 5 | 5 | 0 | 236 |
| 4 · hold all | 5 | 5 | 5 | 0 | 236 |
| 5 · rotate buttons | 5 | 5 | 5 | 0 | 236 |
| 6 · directions | 5 | 5 | 5 | 0 | 234 |
An observed contact count is not a maximum. Gold’s full-window events include post-KO processing. “Combo” reconstructs uninterrupted hit-store sequences outside the saturated HUD. Scored data · Protocol, code addresses and remaining limits
The input recipe rotates individual buttons at emulator callbacks; the trace separately counts actual native input samples and move updates. That distinction matters during hitstop. Holding buttons, using the wrong mask, and introducing new presses before or after the active window are controls. The outside-window receipts contain actual sampled edges, zero credit spends or timer reimbursements, and unchanged first-move hit counts for Ryu, Chun-Li and Gold in both cores. Late Chun-Li presses caused later normal attacks; those hits are excluded.
A maximum needs both a code-derived bound and an attainable example. This study establishes finite update or repeat budgets where the code supports them, and reports the contacts observed under each setup. It does not promote a best search result into a universal contact limit. The community reports are paraphrased hypotheses, not independent trace evidence. Protocol and disproof controls.
Gold War Machine: directions buy more firing time

Gold shares War Machine's top-level character code, but he does not share every attack implementation. Quarter-circle forward plus two punches selects +$E6=$02. At $02A5A4, character ID $28 branches to Gold's routine at $02A7E2.
Its firing timer starts at 96 at $02A8E2. The helper call at $02A9D0 accepts new directions, and $02A9D8 adds one to the timer. The ordinary update subtracts one at $02A944. One accepted direction reimburses that decrement.
A separate counter schedules a missile every fourth firing update. Keep the firing state alive longer, and the emitter gets more opportunities:
// Simplified firing-phase logic; surrounding gates omitted.
if (new_direction()) firing_timer += 1;
if (++emission_counter % 4 == 0) launch_missile();
if (--firing_timer == 0) begin_recovery();To extend it: finish QCF + two punches, then continuously change directions while the cannon fires. The strongest recorded script cycles Down → Left → Up → Right, one cardinal per emulator callback with no neutral gaps. A held direction stops producing fresh edges; attack buttons do not reach this timer-extension branch. The timer must still be in its active firing state. Human stick rotation follows that rule, but the exact scripted count is not a promised hand-speed result.
The earlier ordinary-health fixture produced 25 hits without extra input and 40 with direction pulses. The firing state also lasted longer. Holding all buttons produced 23 hits and tapping them 24 in that earlier investigation: missile placement uses randomness, and contact totals can vary without an extension. The claim rests on the timer code and the longer firing state together. Those earlier controls use a different fixture from the revised dense-cardinal comparison. Gold and War Machine receipt.
The revised dense-cardinal test went further. With ordinary initial health 144, both engines counted 181 hit-processing events during the first move. MAME had 114 through the lethal event, then 67 after KO; FBNeo had 116 through the lethal event, then 65 after KO. The displayed counter saturated at 99. A successful missile allocation is a different event: both recorded 180 allocations.
The timer arithmetic closes: 96 initial + 627 reimbursements − 723 decrements = 0, followed by recovery. There is no separate finite mash-credit counter in this inspected loop, but the run ended. The launch-phase byte wrapped twice in MAME; that cycling byte is neither the hit counter nor an infinite-time proof. No tested reimbursement wrapped the timer from 255 to zero.
The visibly separate 1024-HP diagnostic produced 166 MAME / 149 FBNeo connections, despite matching 165 allocations and 565 reimbursements. Its initial RNG seeds differ between cores; both log native RNG changes without freezing them. It cannot stand in for an ordinary-health result. Counts before the first move ends exclude later buffered attacks; this controlled-window attribution does not claim a general per-projectile collision-owner trace. Revised Gold events, RNG and limits.
Ordinary War Machine's Proton Cannon follows another branch. Its timer starts at 120, decrements normally, and lacks Gold's reimbursement call. Its four input conditions all gave 27 fixture hits. Compare conditions within each saved character fixture; Gold and ordinary War Machine were captured on different stages.
Ryu: the style and the super both matter

Shinkuu Hadoken initializes twelve human mash credits and a 64-update active timer. The relevant instructions are in the shared beam routine at $0478D2.
At $047AB6, an accepted attack-button press spends one credit at $047ABE, then branches past the timer decrement at $047AC4. The ordinary animation update still runs. After the credits reach zero, every eligible update advances the timer toward the finish.
Twelve credits can therefore buy twelve extra active updates, not twelve guaranteed hits. The original standing-Spider-Man fixture went from 9 to 10, independently reproduced in the revised MAME and FBNeo tests. Akuma-mode Messatsu Gou Hadou uses the same extension and also went from 9 to 10. The harness reached the styles through the game's ordinary transformation commands and checked the resulting style values. Ryu and styles receipt.
The new geometry grid separates distance from input. Against standing Spider-Man, initial separations 62, 160 and 325 produced 9→10, 20→21 and 15→17 in MAME. More distance did not monotonically add hits. Against airborne Hulk at realized separation 325, both cores produced 16→20, with first-contact Y=466 versus ground Y=472. A case nickname such as “air16” does not prove the opponent was airborne on impact; first-contact state and coordinates are in each receipt.
Standing Hulk at separation 325 produced the largest published matched Ryu result, 20→24 in MAME. At separation 160 he produced 22→22 even though the input mechanism exists. That counterexample matters: spending the beam's allowance need not change connected hits. After QCF + two punches, rotate fresh attack buttons during the beam; the measured rotation is MP → HP → LK → MK → HK → LP. All twelve credits can be spent, but holding the buttons or pressing after the active window buys nothing. The exact community 22→26 setup remains unreproduced. All Ryu distance and jump fixtures.
Ken-mode Shinryuken uses an inline input test. A fresh attack-button press sets the animation-delay word to 1, causing the next animation step immediately when the normal updater runs. Upward movement continues separately. Faster animation creates more attack opportunities during that ascent; the measured combo rose from 12 to 15.
Base-Ryu Shin Shoryuken is a different move and did not gain hits here: 3 across all five conditions. Shinkuu Tatsumaki Senpukyaku stayed at 18. Its loop consumes a fixed count at an animation boundary without the tested beam's press reimbursement. Similar names are not evidence of shared mechanics.
Hulk: follow the rocks, not just the hit counter

Hulk's three supers showed no attack-button extension of hits, active time or emitted attacks in the examined stock paths. This is backed by fifteen paired trials and by following the child objects—not simply by failing to find a shared-helper call.
Gamma Quake initializes a controller timer to 48 at $0A96DA. Each update decrements it. When the nonzero timer is divisible by four, the controller emits a falling rock. The qualifying values are 44, 40, 36, down to 4: eleven rocks.
All five input conditions allocated eleven rocks and 22 debris objects. Only seven rocks' attacks connected in this fixture. Eleven scheduled objects and seven connected hits answer different questions. The rock positions also use randomness. Hulk receipt and allocation addresses.
Gamma Wave follows a travelling controller with a fixed child-emission cadence. The allocation trace counted eight wave children in every condition; its fixture combo stayed at eleven. Those children can remain active after Hulk recovers, so the result includes their continuation.
Gamma Crush reads a held, facing-relative direction once to choose the descent trajectory. It does not count repeated presses. Its four-hit fixture result stayed unchanged under button mashing. Changing the trajectory can change which attacks connect; that is aiming, not a bonus-hit counter.
Negative control • ordinary Hulk
The button conditions did not add combo hits
No post-command input compared with repeated attack-button taps, within each move's saved fixture.
- Gamma Wave+0 hits / +0.0%release11tap11
The wave children continue after the player recovers.
- Gamma Quake+0 hits / +0.0%release7tap7
Eleven rocks were allocated; seven connected combo hits were observed.
- Gamma Crush+0 hits / +0.0%release4tap4
A separate held-direction read chooses the descent variant.
Hulk does have a separately commanded Gamma Charge follow-up, and a bounded light-kick repeat path was found in his normal-attack code. Those are distinct input mechanics. They do not establish a mash extension for his supers.
Chun-Li exposes the two simplest designs
The first experiments in this investigation used Chun-Li and five input patterns: release, hold, light-punch taps, all-button taps, and directions. Kikosho went from 9 to 13 hits; Senretsukyaku went from 15 to 25. Holding and directions did not produce either increase.
Recorded experiment · 852 source observations
Follow the credits. Watch the hits.
Real CSV samples from the paired Chun-Li tests. Scrub both trials at the same observation index.
Both supers call the same button helper. What happens after it succeeds is the revealing part.
Kikosho buys child-object repeats. At $04E2A4, the player gets eight credits at +$398. Each accepted press spends one. Every second credit follows the pointer at +$392 to the energy field and increases that object's repeat counter. Eight accepted presses can buy four additional repeats. The child routine at $09879A..$0987CE rearms the attack and consumes the repeat counter.
The original Senretsukyaku 25-hit observation left eighteen credits unused. It establishes an input-sensitive extension, not a 25-hit ceiling.
Senretsukyaku buys time. The human path starts with sixty credits. A press spends one at $04E44E and returns before the active-phase countdown at $04E454. The animation has already advanced earlier in that update, so the existing kicking machinery gets more time before the finish. The credit limit keeps this particular extension finite. Chun-Li code and paired-trial receipt.
In the revised Senretsukyaku fixture, alternating on/off LP or all buttons reached 26 and spent 45 credits. Rotating individual buttons reached 30, spending all 60, in both cores. Holding and direction controls remained at 15. The trace records sixty ordinary countdowns in each condition: qualifying presses postponed those countdowns while the attack animation continued. Thirty is now attainable; this is still not a proof that every target and variant has a 30-contact ceiling. New Chun-Li scored trials.
The trace is the time-series evidence. Callback counts measure the observation schedule, not native frame data; hitstop and game speed intervene between those two clocks.
Who else has a supported mash mechanic?
The roster explorer separates live-measured behavior, static code findings, and tested controls. “More attacks” includes extra objects and throw slams, even when the HUD does not count them as more combo hits. Each entry links to its research receipt.
Wolverine's Berserker Barrage accepts fresh punches into a continuation latch at $0352D8..$0352E4. The later cycle checks the latch, within a strength-dependent finite repeat limit. Its light-punch fixture rose from 2 to 4 hits. Tornado Claw accepts current or buffered punches in specific animation windows and enables further stages; it went from 3 to 5.
Morrigan's Soul Eraser has two distinct responses. Buttons reimburse up to ten timer ticks and increased the fixture combo from 18 to 20. Directions set a flag that doubles a satellite's orbit step on that update. They accelerate satellite motion; they do not add button credits. Shadow Lady's Big Bang Laser uses sixteen button credits to delay the active countdown, measuring 21 to 25. Additional roster receipt.
Hyper Mega Man and Hyper Roll shorten a projectile scheduler by four additional ticks when a button press qualifies. Successful projectile allocations rose 14 to 23 for Mega Man and 12 to 20 for Roll. Their connected combo totals remained 17 and 15 in these fixtures. An earlier version of this article had only a static trace of that scheduler; the follow-up reached and instrumented both moves.
Attack objects • not combo hits
The scheduler produced more projectiles
- Hyper Mega Man23 objects149
23 successful allocations; the connected combo remained 17.
- Hyper Roll20 objects128
20 successful allocations; the connected combo remained 15.
Red Venom's Venom Rush collects fresh kicks in a local buffer, then checks them at an animation boundary. A qualifying kick reimburses the loop decrement, permitting another attack cycle. It measured 2 to 7 hits with kick taps; punches and directions stayed at two. Holding all kicks bought one continuation because MK/HK were newly introduced after the LK command, then stopped helping. The ordinary Venom control remained at two across all five conditions. Red Venom receipt.
Venom's Web Throw illustrates why the combo byte alone is insufficient evidence. Twenty-two qualifying new directions or punches unlock one extra two-slam animation loop: two slams become four, while the HUD remains at one combo hit. The extra-slam state changes the damage attributes too; the no-input and button-tap trials ended with equal total damage. Red Venom has the corresponding throw code, but his Web Throw was not separately tested live. Throw receipt.
Strider's Ouroboros has a code-confirmed punch-triggered projectile path in the orbiting objects. A qualifying owner punch fires a shot, then applies a cooldown. It does not refill the 240-update effect lifetime. This is a static finding here, not a claimed live hit-count comparison.
Maximum Spider and the two Beat Planes

Maximum Spider was tested as Maximum Spider: QCF + PP, selector $08, its own dispatch and attack passes. The examined MAME and FBNeo conditions produced five first-move hits, including fresh buttons and directions. This supplies no support for a 25-hit mash claim. Spider-Man's separate Web Throw rotation routine cannot establish that result, and five observed hits is not a proof of a global five-hit maximum. Move-specific handlers and MAME controls, independent FBNeo events.
Mega Man and Roll's Beat Plane use QCF + KK, selector $08. In the tested MAME paths, fresh buttons initiated four additional firing objects at allocation store $0A05E4; neutral and held conditions initiated none. The vehicle lifetime still consumed 180 decrements. This is gated firing during the existing vehicle state, rather than extending its duration; steering remains a separate response.
Both vehicles reached 3→23 first-move hits in the MAME and FBNeo comparisons. Roll's raw FBNeo aggregate was 24 because it included a later hit after the first move ended. Scoring that boundary consistently gives 23. These findings are specific to Beat Plane, separate from the Hyper Mega Man / Hyper Roll schedulers above. They neither reproduce nor disprove a 36-hit community example under unknown conditions. Vehicle code and allocations.
Normals: another attack, another classification
The normal-attack census separates restarting or continuing a normal from extending one super. Independent instruction review found local repeat paths in War Machine's standing LP; Hulk's standing and crouching LK; selected Wolverine normals; Morrigan's standing LP; Captain America's standing LP/MK; Venom's standing LP/LK; and Spider-Man and Jin's standing/crouching LP. The ledger records their exact masks, animation gates, shared-call frontiers and whether an effect has been measured in play.
Hulk's two LK initializers write one to +$3A1 ($0306D0 / $030772). A qualifying new or buffered LK spends that allowance and restarts an animation ($030AAC / $030BA6). That is a one-use local continuation, not proof of a mashable Gamma Quake. Captain America's standing MK advances from local state zero to two after its continuation, bypassing that same input branch on the next update.
Wolverine supplies an especially useful counterexample. His air-MP code reads the same input word in both $BA branches, but +$BA=0 returns before the local attack reset and animation restart. The nonzero branch can reach that restart. An input reader alone is not enough to label both paths mashable. Shared global gates and human reachability remain qualified in the independent normal review.
Findings that remain separate
Jin and Zangief have direction-sensitive grab routines affecting animation or damage parameters. Their exact grab identities and live damage differences were not established in this pass. Spider-Man's Web Throw collects directional rotations for additional spin continuation and throw parameters; it is not yet evidence of extra damaging combo hits.
Lilith has copied helper code, but the tested Brilliant Shower did not execute it. Its changed contacts under directional input do not prove that this unreachable-looking helper is the cause. Ordinary War Machine's War Destroyer also produced an unresolved contact difference without a longer launch phase in the traced code. Neither observation belongs in a positive mash-extension list until the causal path is established. Roster caveats, War Destroyer comparison.
This is a supported set of named findings, not an exhaustive negative verdict on every unlisted move, airborne version, team combination or CPU path.
Follow the rule into the board
The target is the unmodified Euro 980123 arcade parent set, commonly named mvsc.zip. Every one of its 21 members matches the stock identities recorded by MAME. The member names and hashes matter more than the archive's filename: another revision or a modified set can have the same ZIP name. ROM provenance.
The 3D location map uses readable, simplified packages positioned from the board photograph, with program sockets, audio and graphics ROMs, connectors and the processor identified. Selecting a program window highlights its package and the corresponding address range. Top and focused views make the labels easier to inspect; the photograph and schematic remain available beside it.
The board photograph is a physical reference, not proof that its installed program chips contain this Euro revision. Its visible MVC 03D and 04D labels differ from the tested mvce.03a and mvce.04a. The map distinguishes a socket on the photographed board, a ROM member, and an address the CPU executes. Those are related locations, not interchangeable numbers.
The main 68000 is integrated into the B-board's DL-1525 custom chip. The detailed board notes in MAME and a physical decapsulation investigation identify that package. This matters when tracing the path from a program EPROM to an executing processor; the plastic shell alone does not identify the silicon. MAME PCB notes, DL-1525 decapsulation.
The shared input helper and the player-side mash routines shown here lie below $080000, in the first 512 KiB program window supplied by 03. Child attack logic such as Kikosho's $0986FA routine lies in 04, the next window. CPS-2 instruction fetches need the decrypted opcode view; ordinary absolute ROM data reads need the data view. A displayed CPU address is therefore an execution location, not a ready-to-paste patch offset or the encrypted bytes in a chip dump. Selected instruction bytes.
For a concrete example, the button-mask instruction's immediate word at CPU $01A3DE resides in mvce.03a. Its aligned raw dump bytes are 65 A0; correcting byte order gives the ordinary ROM word $A065; decoding the instruction gives $0770. The board explorer shows these as separate views. Its bit grid models address space—it is not a microscope image of the ROM die or a claim that ciphertext bits correspond directly to buttons. MAME opcode map, CPS-2 cipher implementation.
Two boards, two different RAM roles
The cabinet inputs enter the A-board through the JAMMA and kick connections, reaching its UD6 / DL-1123 I/O interface. The main bus connects that path to the B-board processor and program ROMs. The fighter's input words and mash credits occupy the decoded $FFxxxx work-RAM region, associated with the A-board UR13 / UR14 HM658128 devices. The B-board UA3 / UA4 HM6264 pair serves the separate sprite-object path. Highlighting that pair as the fighter's mash-credit storage would be wrong.
This logical map adapts Loïc “WydD” Petit's CPS-2 schematics, pinned to commit cbd37b3. Inspect the input sheet, work-RAM sheet, and B-board SRAM sheet. The original schematics are licensed CC BY 4.0 unless otherwise noted; this page simplifies their grouping and adds interactive highlighting. The author's uncertainty notes remain part of the evidence.
The lights mean logical execution or memory access. Explanatory steps identify where the described code and data live; recorded events must include a real program counter or access receipt. They are not measurements of voltage, power or exact electrical timing. MAME explicitly notes that RAM wait states are not emulated.
The bit that makes a press new
At $0136BC..$0136C4, the game computes the difference between the current controls and the previous sample:
newly_pressed = held_now & ~held_previous;The result lands in the fighter's +$D4 word. A held button produces its initial edge and then stops being new. Release it, press again, and another edge appears. Use the input lab to see the individual bits and the helper's answer.
THE SIGNAL BENCH / KIKOSHO RULE MODEL
Press. Trace. Find the extra attack.
Follow one input from its changing bits to the code that grants another opportunity.
Eight credits. Four extra repeats.
$0000eligible = (new & $0770) ≠ 0
spend only while credits remain
One additional repeat per two spent credits
Assumes human-path gates and Kikosho’s active window pass. This samples the input/credit rule; it does not emulate collision, hitstop or the whole game.
Where the rule lives.
4E · DL-152568000 core
mvce.03a · 512 KiB · CPU $000000–$07FFFF
The photograph locates B-board components. The signal map separates A-board input and work RAM from the B-board.
$0136C0 · decoded instructionmove.w d0,$d4(a6)
Address bits, raw bytes & chip receipt
8E F4 B2 11F4 8E 11 B23D 40 00 D4CPU-byte offset $0136C0; its first byte is at raw member offset $0136C1 after accounting for word swap. Decryption is a separate transformation.
Detect the edge
$0136BC–$0136C4Current controls are compared with the previous sample. Only newly pressed bits survive. This word lives in A-board work RAM, at the fighter’s +$D4.
Ask the helper
$01A3D8–$01A3E6The 68000 executes the ROM 03 helper. Mask $0770 accepts attack buttons. One eligible edge sets carry; six simultaneous edges still produce one yes/no result.
Spend one allowance
$04E2FA / player +$398Inside Kikosho’s active window, an accepted press spends one of eight credits. A press is an opportunity granted by this move’s code, not a command to increment the hit counter.
Reach the child
$09879A / child +$50Every second credit buys an additional energy-field repeat through the player’s +$392 pointer. The child’s repeat-processing instructions live in ROM 04. Eight credits can buy four additional repeats.
Collision decides
player +$120The rearmed attack must still connect. Collision, opponent state and spacing decide the result. This rule model stops at attack opportunities; the separate recorded tests measured nine versus thirteen hits.
The shared attack-button helper at $01A3CC masks that word with $0770: three punches and three kicks. The direction helper at $01A3A8 uses $000F. Both return a yes/no result, through the CPU's carry flag. Six simultaneous button edges are one accepted event, not six credits.
; Human attack-button path, stock Euro 980123
$01A3D8 move.w $d4(a6),d0
$01A3DC andi.w #$0770,d0
$01A3E0 beq $01A3E8 ; no qualifying new press
$01A3E2 ori.b #$01,ccr ; success: set carry
$01A3E6 rtsThese shared helpers also check the human-control flag and the +$2B9 gate. CPU fighters take a separate random/table path. The results here concern ordinary human-controlled attacks; a CPU demonstration is not a substitute for that test. Several moves perform their own inline checks, so searching only for calls to these helpers misses real mash mechanics. Input and helper receipt.
Could another move be made mashable?
Yes, through a move-specific modification. The examples provide several designs: extend a timer, add a child repeat, accelerate an animation, shorten an emission schedule, or unlock another attack cycle. There is no universal “mashable” bit established by this investigation.
---
config:
layout: elk
---
flowchart TD
input["New qualifying input"] --> window{"Active window<br/>and allowance?"}
window -->|yes| effect["Change this move's<br/>timer, cycle or child"]
effect --> attack["Another attack opportunity"]
attack --> collision{"Connects with<br/>eligible opponent?"}
collision -->|yes| hit["Normal hit processing"]
window -->|no| finish["Continue ordinary update"]
collision -->|no| miss["No added hit"]A sustained beam must coordinate its owner and child lifetime. A repeated strike must rearm an attack identity so a lingering hitbox is not assumed to damage the same opponent again. A cinematic grab needs authored additional phases and a reachable finish. Each design also needs fresh move-local state and cleanup on interruption.
A useful first patch would pick one move, one accepted mask, one active window and a small bonus budget, then test contact, block, whiff, airborne opponents, hitstop, interruption, tags and DHCs. Calling the existing input helper is only the beginning. No universal patch or new balance behavior is shipped with this article.
For the related display question, the 999-hit counter investigation follows what happens after attacks connect. Counting more visible hits and creating additional attacks are separate pieces of code.
Why the diagrams work this way
The visual design draws on recent research, while the MvC conclusions come from the ROM and experiments. July 2026's VizPilot combines guided explanation with synchronized highlighting and free exploration. The design inference here is to keep a chip's location, its address and the selected instruction connected as the reader moves between views.
Two further papers helped sharpen this revision. Debugging as Evidence-Driven Reasoning, uploaded June 29, 2026 and listed as submitted to IEEE VIS, identifies opportunities for connecting expected behavior, observed state and evidence across artifacts. WireYourWay, a CHI 2026 accepted-paper preprint uploaded March 5, 2026, explores contextual guidance around physical hardware. The design inference here is a shared cursor: selecting an event should locate its instruction, changed value, chip and gameplay consequence together. Those are arXiv upload dates and venue statuses, not interchangeable publication dates. These studies inform the presentation; they do not establish MvC mechanics.
A July 2026 comparison of static, scrollytelling and chatbot onboarding found engagement and guideline-adherence advantages in its pooled interactive conditions, but no significant comprehension difference. Animation is therefore not treated as proof of better understanding: the numbers, labels and written explanation remain available. Code Arcades, from September 2025, informed the overview-to-detail structure; it does not establish that 3D is universally better than a flat diagram.
The page uses Mermaid 12.0.0, released September 10, 2026. Its bundled ELK layout places the process diagram above. The migration preserves this site's existing theme and explicitly retains Dagre for older diagrams, so the new defaults do not silently restyle earlier articles. Version 12 also adds use-case diagrams and per-container ELK choices; those features were reviewed, but this explanation needs a process flow and a separate board explorer. Official Mermaid 12 release notes.
How to inspect and reproduce the evidence
Download the complete public evidence package, or start with the file manifest, selected instruction bytes, and reproduction guide.
The package retains the original Chun-Li, Ryu/style, Hulk and additional roster investigations, then adds the revised scored events, the native-table inventory, exact input harnesses and independent code review. The comparison ledger above derives its case and trial counts directly from the scored records. It omits ROMs, decrypted images, save states, NVRAM and the exploratory whole-ROM linear scan. Each included file has a SHA-256 entry, and verify.py checks the extracted package.
Every live comparison restores a move-specific save. Both players are human controlled. The original fixtures use standing Spider-Man; the revision also varies Hulk, position and native jumping inputs. Health, meter and position are seeded before saving. Some additional-roster probes also choose the pre-match roster ID in selection RAM; their receipts say which ones. The original Gold fixture uses his native secret selection code; the revised core fixtures seed the pre-match character selection and then let native initialization run. The original Ryu style tests use native transformation commands. The gameplay ROM stays stock, and the input trials do not rewrite gameplay state.
The common +$B0=$2A attack state includes specials as well as supers. It cannot identify a Hyper by itself; the harness also checks the actual command and +$E6 move selector. The original Chun-Li comparisons are supers, but the broader roster includes specials and throws. Hulk's published input-read logs are the corrected -traced versions, which exclude reads generated by the observer itself.
An independent event recount checked every core trial and the headline counterexamples without calling the publication scorer. A separate hardware audit checked member identities, raw byte order, instruction samples and the two RAM roles.
The tools were MAME 0.287, an instruction-boundary-checked 68000 disassembly, and a custom instrumented FBNeo schema12 executable. Its build hash and source-base identity are in the revision protocol; this is an independent emulator core, not a claim about an unmodified retail Fightcade client. MAME records pass-through memory writes; FBNeo's pre-instruction hooks compute the imminent value from the verified instruction. The evidence identifies that distinction. MAME's Lua machine reference documents save/load and screenshots; its memory reference documents reads and taps. Those tools make the observations repeatable. The code, write traces and paired inputs together support the gameplay conclusions.
Corrections and open findings · 14 September 2026
- Fixture values are observed, not maximums. The original Senretsukyaku 25 left 18 credits; the revised complete-credit fixture reaches 30. The Ryu 9→10 example used standing Spider-Man, not airborne Hulk.
- Gold's HUD stops at 99; the external event count does not. The revised ordinary-health result separately reports events through KO, later overkill, missile allocations and timer changes. None is an infinity proof.
- Maximum Spider needs its own evidence. Web Throw cannot establish its alleged 25-hit result. Its examined conditions stayed at five. Beat Plane now has separate code, firing-object and runtime evidence.
- Roll's apparent 24 was a scoring-boundary error. One event occurred after the vehicle move; the corrected first-move total is 23. Hulk's wave children demonstrate the opposite trap: a parent-only window can omit genuine delayed child attacks, so his older eleven-hit wave result explicitly includes their continuation.
- The full native-table census is not a fully named move list. Shared style routes, conditional normal branches, unidentified commands and unresolved global callees remain individually marked. No untested row becomes a negative verdict.
- Baseline, best demonstrated and maximum are separate. The player guide now puts inputs and measured totals together. Gold's main result excludes post-KO events; its full-window count remains in the evidence. The super table marks unresolved cases explicitly instead of turning missing evidence into “not mashable.”
- The board view now emphasizes chip locations. The generated scan viewer has been removed. Cited photographs and schematics ground the more detailed location map. Fighter work RAM belongs to the A-board map, distinct from B-board sprite-object SRAM. Recorded lights cite actual events; explanatory lights are labeled as such.
The remaining work is specific: reproduce the exact airborne-Hulk 22→26 setup; close unresolved normal/command reachability paths; establish general delayed-projectile hit ownership; and derive an attainable contact bound before calling any observed total a universal maximum. The article ships the supporting and contrary evidence together so those claims can be challenged.

