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Active: 2003 users

comprehensive protoss opening guide for sc2

Blogs > t3tsubo
Post a Reply
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
August 19 2010 07:25 GMT
#1
So this is what I'm working on right now, it is unfinished so I'm posting it here before posting it in the strategy section. I plan to add youtube videos of all the openings and their variations when I am done as well. Please critique and help me make this guide truly comprehensive! This is what I have so far:

==============================================

Comprehensive Guide to Protoss Openings

--------------------------------

The Standard:
9 pylon, CB probes 11 and 12
12 gate scout
14 gas
16 pylon
17 core
(optional) 18 zealot

This is the standard protoss opening against a non early aggression/all in build. It unlocks tier 2 tech and the all important warpgate upgrade as fast as possible without cutting probes, except for a short amount of time after the 12 gate (less than 5 sec usually)

Deviations:
9 pylon scout, CB probes 11 and 12
13 gate
...
This is done against random players and can be done if you expect cheese, or simply if you want to get a scout in an opponents base as early as possible. The 9 scout can usually hide in the terran base on a 2 player map if the terran does not wall off, making an in base proxy pylon a possibility.

9 pylon, CB probes 11 and 12
CB probes 13 and 14
14 gate, CB probes 15 and 16
15 gas
17 pylon
18 core

The HuK opening, maximizes probe production by using all the CB on probes and having 0 stop in probe production time. This makes dealing with cheese/all-ins very difficult, so it is not recommended in ladder

All-in defence
An All-in is usually scouted after your gas has started building, or it has just finished.

Against proxy reaper, CB a zealot out and continue the build as normal, using the zealot plus 3 or so probes to chase the reaper. If he is building a bunker, chase the reaper with 4 or so probes while the zealot hits the SCV building the bunker. CB the stalker to shut down the all in.

Against proxy 2 gate or 2 gate zealot push, add a second gateway before cybercore, and CB zealots constantly, keeping an eye on your food so that you never get supply blocked. Only start mining gas when you are sure you can match his zealot count. If You are more confident in your micro and your base is open, then you can start mining gas as normal, or with only 2 probes so that you can get a stalker out to support your zealots and allow you to kite for free damage.

Against 6 pool, it is important to note that you should always wall of your ramp with 1 space for a zealot to block. On a small map like steppes, the 6 lings WILL get into your base before your first zealot comes out, unless you scouted at 9 and threw down a 10/11 gate in response to seeing it early. The key is to minimize the amount of disruption those lings 6 lings will cause, while blocking off your ramp with a hold position zealot to prevent more lings from coming in. Usually putting 2 or so probes hold position in the choke can buy enough time for a second zealot to come out and deny entry, while the first zealot goes about killing the lings attacking your mineral line. It is VERY important to place your second pylon so that it can power the gateway, and if you see the 6 lings attempting to kill the pylon, bring along 3 or so probes to back up your zealot to ensure it does not get surrounded and killed.

Against proxy 2 rax in base bunker
2nd gate up asap, but keep a few probes on gas to get out a stalker as early as possible. Try prevent the bunker from being built, and bring probes you chase marines. The priority is still denying the bunker.

Against cannon rush
Immediately scout base, or if you notice an early early scout then immediately follow it around with a probe. Once a pylon is put down pull 4 probes to attack it, being careful to micro the probes so the scouting probes is not able to pick one off. If a pylon is already built, then do the same for the cannons. It is advisable to put down a second gateway to double zealot production in order to the cannons more easily and make an insta-win counter attack possible.

----------------------------------------

The 10 Gate
CB probes 9 and 10
10 pylon
10 gate scout

I first learned of this build from BigT, and it serves 3 purposes that makes it a very useful tool in ladder. First, it allows early aggression and map control with fast zealots, secondly it is very strong against all types of early cheese, and thirdly, it allows slightly faster tech. The trade off is a weaker economy – especially if you fast tech because even more probes will have to be cut.

Follow-throughs:

12 gate
16 zealot
18 pylon
20 zealot, zealot
(optional) push
(optional) 24 pylon
(optional) 26 zealot zealot
(optional) 30 push

This early aggression works well against a greedy zerg player, and against a toss player who is teching without building a early zealot. By waiting until 5 zealots to push, you can effectively hide the fact that you are going for an all in by skipping the 3 zealot timing attack. Letting that timing pass can trick opponents into loosening their defence production

12 gas
15 core
(optional) 16 gas
17 pylon
This fast tech lets you transition into the earliest possible 1 immortal push or proxy voidray strike. It is extremely vulnerable to early aggression, as you are not building an army. This is also the opening used to do the Korean 4 warpgate all in, with CB saved for warp tech and probes stopping gas mining after 52 minerals. If doing that strategy, forego the 17 pylon to get a faster 18 gate,gate,gate.

Deviations:

6 scout
10 proxy pylon
10 proxy gateway
12 proxy gateway, stop probe production
12 CB zealot
14 CB zealot zealot
18 pylon
19 CB zealot zealot

10 gate is also the method to most effectively proxy 2 gate

-----------------------------------------------

The Fast Expand
... not done yet



*****
houck
Profile Blog Joined February 2010
United Kingdom102 Posts
August 19 2010 07:43 GMT
#2
I really like this good guide, I'd like to see the Fast Expand part
"If I don't lose! I'll win!" - Trump
FuRong
Profile Joined April 2010
New Zealand3089 Posts
Last Edited: 2010-08-19 09:19:15
August 19 2010 08:00 GMT
#3
I dunno if you can stop proxy two gate with a second gateway and CB alone. Gateways take an eternity to build, and every time I try to match them on Zealots I always get overwhelmed and lose...

Even if you scout on 9 on a map like Scrap Station, by the time your Probe reaches their base and sees nothing their gates are practically already finished. My reaction is to immediately cut probes and throw down a Forge then Core to complete a wall-off, so you can get a Cannon up before they are able to break through (this is assuming the proxy is somewhere outside your base and not inside it, obviously).

Edit: I'm not trying to pick holes in your guide, I think most of it is very good
Don't hate the player, hate the game
scrdmnttr
Profile Joined May 2010
United States96 Posts
August 19 2010 08:07 GMT
#4
Very well done. Bravo. This will help spice up people's P game
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
August 19 2010 23:00 GMT
#5
Thanks for the ideas. As for stopping proxy 2 gate, I've dealt with it using my method, but I'll add yours too into the guide. The problem is, if it IS in base, then the forge and cannons do nothing.
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