Soooooo let's talk about wobbling stuff. IDK if this is common knowledge as I haven't really been actively looking for it.
The timing for wobbling is ~160 BPM to ~215 BPM(see MATH). This is for F-tilt wobbling and D-tilt wobbling. F-tilt wobbling has a slightly bigger window than D-tilt wobbling.
The benefits to F-tilt wobbling is the increased window and the increase in damage from F-tilt, lessening the time it takes to get a KO off a wobble. The advantages of D-tilt wobbling are that it can be done on edges and that the D-tilt stales instead of the F-tilt.
IDK about the rest of you, but I use F-tilt a lot more in neutral than D-tilt, so although the extra 1-2% a less staled F-tilt will end up doing is minimal, it's at least a small bit appreciated.
On the topic of stale moves, I lied. F-tilt and D-tilt wobbling actually have an even bigger window (in theory). This window increase is due to staling (of the tilts). This means that the window likely
won't increase until the wobble has already been started.
That said, if you spam the crap out of F-tilt (you've used/connected with it 3 or 4 times out of your last 9 moves) you will start the wobble with the larger window. In general, F-tilt wobblers will get the increased window soon after starting the wobble, while D-tilt wobblers have to wait a bit longer to get an increased window. The low side of the window increases at the same time regardless since it's due to the pummel staling.
The factors that affect wobbling timing are IASA frames of the slowest moves, freeze frames for attacker and victim while opponent is grabbed (I'll call this hitlag, that's not quite correct but it's easy to understand), staling of moves, and rhythm.
Rhythm won't be talked about much, because we're humans and need a nice whole number BPM to tap to. theoretically though, the window for inputs could be larger if one could alter between two BPM seemlessly. Cool.
The hitlag is quite weird. Popo cannot act while Nana is suffering from hitlag, but Nana can receive inputs while Popo is suffering from hitlag.
Double cool.
MATH:
Pummel: Hits frame 13, IASA 25, 4 frames hitlag
F-tilt: Hits frame 6, IASA 28, 5 frames hitlag
D-tilt: Hits frame 8, IASA 29, 4 frames hitlag
Scenario 1 [lower bound]
Nana lag gives moves + 6.
F-tilt Wobbling | D-tilt wobbling
Pummel on frame 1 | Pummel started frame 1
Hits frame 13 | Hits frame 13
Hitlag 4 | Hitlag 4
F-tilt started 24 | D-tilt started frame 23
Hits frame 36 | Hits frame 37
Hitlag 5 | Hitlag 4
Pummel started frame 47 | Pummel started frame 45
Hits frame 59 | Hits frame 57
Notice that the biggest window between moves connecting (+ hitlag frames) is 20 frames each time. Once an opponent has been out of hitlag + unhit for 21 frames, they have begun an escape from the grab.
F-tilt wobbling requires an input every 23 frames, D-tilt wobbling requires an input every 22 frames.
F-tilt wobble inputs can be done 23 frames apart.
60(F/s) * 60(s/m) / 23(F) = 157 (BPM)
D-tilt wobble inputs can be done 22 frames apart.
60(F/s) * 60(s/m) / 19(F) = 164 (BPM)
Scenario 2 [upper bound]
Nana gives moves +6.
Frame | Action performed | Frame of hit
1 | Pummel | 13
17 | F-tilt | 29
33 | Pummel | 45
50 | F-tilt | 2
Pressing A twice every 32 frames.
60(F/s) * 60(s/m) / 16(F) = 225 BPM
Frame | Action performed | Frame of hit
1 | Pummel | 13
18 | D-tilt | 32
35 | Pummel | 47
52 | D-tilt | 6
Pressing A twice every 34 frames
60(F/s) * 60(s/m) / 17(F) = 211 BPM
Note: The speed of the tilts is the limiting factor for the upper bound. F-tilt has a lesser IASA frame, but due to the increase in hitlag the move causes, it ends up having the same upper bound as D-tilt. When both moves have staled, this upper bound should (thoeretically) increase to 240 BPM for F-tilt and 225 for D-tilt.
It's worth noting that rhythm is pretty insignificant at lower BPM, but at higher BPM, you have to be frame perfect to stay at the boundary BPM.
EDIT1: doesn't look super ugly. Have a test to do later that may alter the upper bound timing by ~10BPM
EDIT2: Looked more into hitlag stuff. I'm dumb and made some mistakes, not accounting for the grab victim to be in hitlag. Math, bounds, and tables adjusted accordingly. I still can't really test the staling affect because of 20XX issues, but theoretically (I'm assuming it behaves near identically to hitlag) the bounds and adjustments are correct.
EDIT3: I can't test this super duper well, but I think that the lower bounds are actually unaffected as I don't think the pummel's hitlag will ever alter. Sooo I adjusted that. Until I find a way to really test it I'll just say it's right. It makes sense that the lower bound wouldn't increase, otherwise slow D-tilt wobblers would be dropping wobbles out of no where. And although that does happen to me, I think it's because I'm bad rather than frame data shenanigans.