Kyu Puff
Smash Champion
I have actually been doing some research on wobbling as well, though until now I only posted it in the FB chat and I came to slightly different conclusions than you @
OddishGuy
.
I originally tested in debug mode and empirically found the range to be between 160 BPM (22.5 frames alternating) and 232 BPM (15.5 frames alternating). However, debug mode disables stale moves completely, which I later realized affects the rhythm of the wobble.
Hitlag functions somewhat differently when the opponent is grabbed. Whenever the victim enters CaptureDamage, the grabber and the victim both suffer the same amount of hitlag. Hitlag is also reduced because moves only deal half as much damage. Fresh f-tilt induces 3 frames of hitlag, and staled it induces 2 frames. Headbutt is the same. D-tilt I haven't really looked at, but I believe it's 2 frames fresh.
Move staling reduces the length of Popo's headbutt as well as the duration of CaptureDamage suffered by the victim (as that's the animation that freezes when they enter hitlag). This means that the lower bound is actually higher than 160 BPM; a rough estimate is 167 BPM (21.5 frames alternating) but in game the slowest I could perform was 176 (20.5 frames alternating). The upper bound is limited by the speed of Popo's headbutt (which is also extended by Nana's f-tilt hitlag). It would be easier to test if debug had move staling.
Some other numbers I found... When you delay the wobble (i.e. start after Nana has recovered from lag), Nana's jab extends Popo's headbutt, so the fastest possible rhythm for the first couple hits is 212 BPM. The fastest you can input Nana's f-tilt without having her double jab is 200 BPM (this isn't required to be inescapable, but it's nice to have the visual cue telling you that you didn't mess up).
I originally tested in debug mode and empirically found the range to be between 160 BPM (22.5 frames alternating) and 232 BPM (15.5 frames alternating). However, debug mode disables stale moves completely, which I later realized affects the rhythm of the wobble.
Hitlag functions somewhat differently when the opponent is grabbed. Whenever the victim enters CaptureDamage, the grabber and the victim both suffer the same amount of hitlag. Hitlag is also reduced because moves only deal half as much damage. Fresh f-tilt induces 3 frames of hitlag, and staled it induces 2 frames. Headbutt is the same. D-tilt I haven't really looked at, but I believe it's 2 frames fresh.
Move staling reduces the length of Popo's headbutt as well as the duration of CaptureDamage suffered by the victim (as that's the animation that freezes when they enter hitlag). This means that the lower bound is actually higher than 160 BPM; a rough estimate is 167 BPM (21.5 frames alternating) but in game the slowest I could perform was 176 (20.5 frames alternating). The upper bound is limited by the speed of Popo's headbutt (which is also extended by Nana's f-tilt hitlag). It would be easier to test if debug had move staling.
Some other numbers I found... When you delay the wobble (i.e. start after Nana has recovered from lag), Nana's jab extends Popo's headbutt, so the fastest possible rhythm for the first couple hits is 212 BPM. The fastest you can input Nana's f-tilt without having her double jab is 200 BPM (this isn't required to be inescapable, but it's nice to have the visual cue telling you that you didn't mess up).
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