Dobby/Dave

14.5K posts

Dobby/Dave

Dobby/Dave

@Dobby_SSB

Tournament Organizer for @MunichSmash | Competitive Smash Ultimate Player | FGC casual

Katılım Temmuz 2015
407 Takip Edilen509 Takipçiler
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Dobby/Dave
Dobby/Dave@Dobby_SSB·
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Peanut
Peanut@Peanut_SSBU·
dudes life depended on those extra three frames of input delay
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BERG | Hibuto 🏳️‍🌈
BERG | Hibuto 🏳️‍🌈@Hibuto_bois·
@MayIsMyself auf süß oha ich hab noch keinen Plan wies klappt weil ich erst soon Zeit hab, war wohl zu schnell sad Ist das Prozedere insgesamt entspannt?
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2F | Youssef
2F | Youssef@SsbYou·
@TakeoSSB Jo für 2 Majors die jeweils 3 day sind 100€ wie können die bloß
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Dobby/Dave
Dobby/Dave@Dobby_SSB·
@TaDavidID When riding a bus in Hong Kong hold on for dear life
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TaDavidID
TaDavidID@TaDavidID·
Flights for Kagaribi are locked in! also adding 3 days in Hongkong. Anyone got recommendations?
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Dobby/Dave
Dobby/Dave@Dobby_SSB·
MSN Vod review in big 2026
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Hugo
Hugo@LancelotSSB·
One mechanic that I highkey miss from older Smash games is getting hit while charging a smash attack added around 20% extra knockback Not like it matters too much in actual matches but I think it created some funny deaths and added some risk to charging smashes..
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Julien Bernard
Julien Bernard@SSBM_Arte·
The most insanely skilled modder and single biggest contributor to SSBU QoL does it again : ) Some extra info: this was measured on a cheap 60Hz portable monitor, definitely not the fastest, so don't mind the absolute values too much, we care about relative. While I don't have a recent number for vanilla SSBU's input lag on a good monitor for 60Hz 1080p signals, if it is ~5.9f average like some have measured in the past, that would make it < 3f lag, a more than 50% cut. Ftr vanilla Melee on CRT has 3.5f. And wrt input consistency, what these graphs represent are individual input lag measures from a lag tester that methodically sweeps the phase at which the input is sent (relative to a 60Hz pace) in such a way that measurement variance is reduced, you can see if the average input lag varies over time (which SSBU does. weirdly), and you can see the range. The range is a good indicator of input consistency. On a game that makes a new frame every 1/60s, the difference between the fastest and slowest input to take effect on screen should be 1/60s. If and only if the range isn't 1/60s, that means you've got problems - inputs take varying time to reach the engine, meaning what happens on the screen may not reflect what you did on the controller (virtually only affects frame perfect inputs though, not the end of the world either). Here you can see how the measurement range stays constrained within the red lines (1/60s) with blujay's mod, and not at all without. The input consistency is as good as how little stuff there is outside the red lines. So what I'm essentially saying is, blujay's doing god's work again, doing for SSBU players what Sweetlow (hidusbf) did for Melee players. Although let's be clear. This is not even CLOSE to the main event here, that would be the reduction of three fucking frames of lag
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Fighters Fest
Fighters Fest@fighters_fest·
🚨 [ATTENTION] 🚨 As a reminder: Next SUNDAY the registration period of Fighters Fest ENDS. #fightersfest3 [Register NOW for Fighters Fest 3] [👉👉👉 start.gg/fightersfest3 ]
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Dobby/Dave
Dobby/Dave@Dobby_SSB·
@pichudrybie Ich verfluche den Praktikanten, der Tjolt clank auf 2 sekunden programmiert hat ggs tho!
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