TERRAN (3 games)
vT ( 0 games)
vZ ( 3 games) 0-3 0%
vP ( 0 games)
Average APM 107
ZERG (39 games)
vT (21 games) 5-16 23.8%
vZ ( 4 games) 1-3 25.0%
vP (14 games) 2-12 14.2%
Average APM 129
PROTOSS (7 games)
vT ( 5 games) 1-4 20.0%
vZ ( 2 games) 0-2 0%
vP ( 0 games)
Average APM 106
Overall 9-40 18.3%
Average APM of opponent 166
Average APM of opponent when I won 134
I'm 9-40 in the last 50 games (one game was zerg min hacker).
I'm 7-17 in the last 25 games (again, zerg min hacker was one).
My hotkeys are as follows:
1 - My first overlord
2 - My scout drone (9th drone)
3 - My second overlord. After 9overlord, I want to see what my overlord/scout drone can see, and 3 lets me know when I'll have to focus on my hatchery again.
5 - 1st hatch
6 - 2nd hatch
After that, 1-4 are units, 5-0 are hatches.
I currently don't use Fkeys, but I should get in the habit of using F2 for my rally point and F3 for my opponent's choke.
I'm still trying to figure out how to 5sz6sz7sz8sz9sz0sz as quickly, accurately, and comfortably as possible without using both hands.
Also, I'm not sure if this is just the way the game is, but sometimes my actions don't happen. The best example of this is when I play TvZ, my hotkeys are
When I go 1a[click]2a[click]3a[click]4a[click], I'll sometimes notice that I still have my medics selected, and the marines and tanks somehow didn't get the orders to a-move. I don't know if this is a problem with my computer/mouse, or if that's how Starcraft is, but I don't know how the pros can do things so quickly and not have that happen. Btw, walking your medics into sunks while your marines stand outside the choke is very detrimental to your mnm force.
ZvT: I think a lot of Terran players assume that Zerg is going to 12hatch, and as a result the Terran opponents I've played against were ill-prepared for 9pool. 1rax cc seems popular. My scout drone can usually draw his rines away from his ramp. If my first 6 lings get into their base, it's pretty much gg. The Terrans who were prepared for 9pool had >200APM and pretty much owned me. There seems to be a huge skill gap between ~150APM TvZs and ~250APM TvZs. That should be obvious though. I can't control mutas for shit on bnet, so I almost exclusively go straight to lurkers.
ZvZ: Nobody wants to play this matchup, and I think that's wierd. It's always fast and exciting; how can you go wrong? Anyway, mutas are pretty important in this matchup. If you aren't teching to mutas, you might as well 4pool. But that would be stupid. Just go for mutas. On that note, 9pool can defend a 4pool, 12pool can defend a 9pool, and 12hatch can defend a 12pool. Since 4pool is rarely used in ZvZ (or in general) except by min hackers, 12pool and 12hatch seem to be the dominant builds. 9pool is too easily stopped by 12pool, and leaves no economic room for a quick tech to lair/spire. I'm not sure if scouting with a drone is standard in this matchup, but I prefer to in case of min hackers. Also, 12pool + offensive sunk with your scout drone is fun and has some promise if you can outmicro your opponent.
ZvP: Protoss love corsairs. And DT, and shuttle/reaver. Protoss aren't aggressive enough with their first zealot(s). Why block your ramp when you could be raping my drones? The only protoss I have beaten so far have been SE builds (like FE except slow and shitty). I tend to mass hydra/lurk against protoss because of their love of corsairs. Holding off on your lair tech to get your 3rd, and hydra ups is very useful against corsair.
Constructive criticism, questions, and comments are welcome.