• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:26
CET 01:26
KST 09:26
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)11Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3
StarCraft 2
General
Spontaneous hotkey change zerg Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
I would like to say something about StarCraft Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Awesome Games Done Quick 2026! Mechabellum Beyond All Reason Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1933 users

ICCup report 6

Blogs > Dromar
Post a Reply
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2009-01-26 04:39:54
January 26 2009 04:37 GMT
#1
So I'm continuing practicing and refining my builds when I play on ICCup, and I'm noticing definite improvement in my play and results. Just the fact that at any given time, I know what I'm supposed to do next, so I rarely have periods of time in games where I'm not really doing anything.

As for my record, it has improved, though not by much, as I've usually been getting the urge to play during Korean time. Still I've escaped with a win or two during those times, after a horrible 15 game losing streak. Later, I had the chance to play against D-level players during US time, and the difference is ridiculous; players can't even build their first pylon/depot at the correct time, messing up their build before the game is even underway (though in all honesty they probably don't even have a build either). The biggest difference I noticed was scouting. Korean's and people who play at Korean time are scouting constantly, whereas people who play at US time just play blind after their initial scout is killed. On to the stats, etc:

1v1 analysis:

Zerg(31 games)
( 9)ZvZ: 2-7 22.2%
(12)ZvP: 5-7 41.6%
(10)ZvT: 5-5 50.0%

12-19 38.7%

overall:
Zerg(66 games)
(15)ZvZ: 6- 9 40.0%
(26)ZvP: 9-17 34.6%
(25)ZvT: 9-16 36.0%

24-42 36.3%

ZvZ: I still prefer fast pool builds ZvZ, and almost exclusively go 9pool currently, often opting for an extremely fast lair. A problem I had in a couple games though, was that my opponent would achieve a greater economy while defending, protect himself with spore colonies, and outproduce me, since after about 4 or 5 mutas, my economy putters out and I'm left with 1hatch and no minerals to get another, or more drones. This came as a bit of a surprise to me, as I was of the opinion that spores are generally bad in ZvZ, as they're so very expensive, and will result in you having no map control. Of course, in those games, I did have map control for a while, but I couldn't do anything with it as my economy was non-existent.

ZvP: So I've got a game plan for ZvP. What I'm currently doing is a 3hatch spire into 5hatch hydra, thanks to Chill's instructional FPVods and many recent ZvP progames featuring the build.
Though what I'm doing currently is making 9 mutas as soon as the spire finishes, similar in style to 3hatch muta ZvT. Even if they make cannons in their min line, I like the map control, mobility, and harassment potential of mutas in ZvP. They also help buy me time to mass up a large hydra army and get relevant upgrades.

ZvT: So I've improved my 3hatch muta BO to include speedlings as per a good suggestion by Tropics in ICCup report 5, and partially due to my practice partner causing my old 3hatch muta build some serious problems with a fast siege build, designed to show up at my nat and start the pressure just as I'm about to morph my mutas (though that's partially my own fault as I scouted with 9drone, saw fast gas, and I guess I forgot about it, because I didn't adapt at all, even failing to notice the lack of expo@nat).
Of course, there are many TvZ builds specialized against 3hatch muta, which is why I wanted to learn another build for ZvT to diversify my gameplay. Happily, my practice partner had a very interesting idea for an early-game ZvT strategy, which we refined through some playtesting, and so far has gone 4-0 on ICCup, though against admittedly poor opposition. Still, the idea is solid, and involves an amount of pressure and harassment, yet with a strong enough economy to smoothly transition into midgame. I'll not go into more detail on it yet though, but suffice it to say it fills the slot of an alternative ZvT to 3hatch muta, at least for now.


Questions:

ZvZ:
1. If you play ZvZ, is there a "standard" build order you use? What is it? If you like to alternate between 2 or 3, I'd like to hear those as well.

ZvP:
1. Is there a point where mass hydra becomes ineffective and switching to ultra/ling or perhaps some other combination is better? If so, when and what combination? I know it's dependent on Protoss' army composition, but assume something like mass zeal + a few archons and high templar. Mass zeal and high templar seem like an indication that it's time to move away from mass hydra, but archons and templar tear apart ultra/ling too unless I have far superior numbers and a good flank. Is hydra/ultra an option? Ultras would be the meatshield while the mass hydra do their thing. What are your thoughts?

ZvT:
1. Why aren't dropships used more often? I really have trouble dealing with a large mnm/tank force roaming the map, and 1 or 2 dropships flying elsewhere. My macro goes from bad to terrible, meanwhile I lose several drones or an expo or tech buildings like pool/ultra cavern/defiler mound/evos etc. Then when I'm trying to deal with the drop, my army on the map gets caught out of position and taken out. I've tried putting a sunk at each base once drops become a possibility, and it has helped, but a sunk can't protect the whole expansion, not to mention upgraded mnm can take out a sunk pretty quickly with minimal loss. Any suggestions?


As always, comments and constructive criticism welcome.

*****
hasuprotoss
Profile Blog Joined March 2004
United States4612 Posts
January 26 2009 04:41 GMT
#2
I know the old ZvZ was basically a rock-paper-scissors match of 9 pool vs. 12 pool vs. 12 hatch; however, I think that might have changed now. I do not really see anything wrong with those three different builds for ZvZ, though.
http://www.teamliquid.net/forum/index.php?viewdays=0&show_part=5 <--- Articles Section on TL
b3h47pte
Profile Blog Joined May 2007
United States1317 Posts
January 26 2009 04:46 GMT
#3
IMO, for ZvZ you're going to have to alternate between builds. Although there will probably always be a build you use more often than others...for example i like to use 9 gas 12 pool. Works nicely Speed + lair at the same time. It's really nice.

I'm sure this has been said somewhere with a much better explanation but i don't think hydra/ultra is ever a good idea. You might as well save the gas to get ultras and use the minerals to get cracklings. You can probably go mass hydra for the game...but i generally want to get hive tech ASAP as long as my eco can handle it. It's really about your style of game and how you want to play out ZvP whether on lair tech or hive tech.

and i suck at ZvT so i won't even talk about that
Binky1842
Profile Blog Joined July 2004
United States2599 Posts
January 26 2009 04:48 GMT
#4
this is a great iccup blog! 5/5
95% of the others are absolute crap

i haven't played since october '06, otherwise i'd like to give some feedback T_T
"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
DownMaxX
Profile Joined August 2008
Canada1311 Posts
January 26 2009 04:51 GMT
#5
ZvZ I usually go 9 pool fast lair, but I make sure I know what my opponent is doing. If they FE I try to over run with zerglings, if they play similar style to me I try to get my 2nd hatch up faster, ect

ZvP my favorite strat is mass hydras. The main problem with mass hydra ZvP is hts, so I try to have a control group of mutas for picking those off before I engage. I find hydras more effective for taking out archons than ultraling. And zealots.. well they're good versus anything zerg ground except lurkers, but hydras can beat them if your numbers are great.

ZvT drops are always hard to deal with. I've been seeing less of them since mech became popular though. Make sure you spread your overlords properly to scout dropships flying around, and keep a few scourge around ready to snipe. Also a good alternative to mutas ZvT is fast lurkers. Good for slowing the terran army down until they get vessels, and if they fe, lurkerling is probably the best early game allin.
parasite
PH
Profile Blog Joined June 2008
United States6173 Posts
Last Edited: 2009-01-26 04:58:09
January 26 2009 04:56 GMT
#6
I'm not nearly as good of a player as you are (still dead in the D range), but for ZvP, against a zealot-heavy army, hydras are only good with better positioning (concave), flanks (templar sniping), and superior numbers.

What will really turn the tide is mixing in lurkers. If you keep the lurkers mixed with your hydras (not in front of them), a few will REALLY make a difference. However, if he really went for an extremely zealot-heavy army, you have to make sure that you use your hydras (or lings) to buffer the lots from getting to your lurks or they die quickly anyway.

Having a lot of lurkers is always best , but it's a bit expensive to maintain a high count (well...hydra/lurker is expensive anyway). ):

EDIT
BTW, that was a great post...five stars. (:
Hello
x89titan
Profile Blog Joined April 2007
Philippines1130 Posts
Last Edited: 2009-01-26 05:16:49
January 26 2009 05:06 GMT
#7
On January 26 2009 13:41 hasuprotoss wrote:
I know the old ZvZ was basically a rock-paper-scissors match of 9 pool vs. 12 pool vs. 12 hatch; however, I think that might have changed now. I do not really see anything wrong with those three different builds for ZvZ, though.

i still see it as a rock paper scissors game but its not guaranteed that the favorite player with the stronger bo will win because the underdog can still micro their way to a win (ie better ling positioning, better muta vs scourge micro, etc)

ZVZ
i usually predict what my opponent is going to do, but if i dont know him i usually go overpool and gas at the same time, drones, lings when pool finishes (about 6-10), lair, lings and an expo til spire gets up, mutas.

ZVT
i try going 3 hat mutas but never works out so i got 3 hat lurk/lings. i suck at it tho...

ZVP
3 hat hydras
Heaven came down and glory filled my soul, when at the cross the Savior made me whole
anderoo
Profile Blog Joined March 2008
Canada1876 Posts
January 26 2009 05:12 GMT
#8
ZvZ I pretty much always do 9 pool speed and do everything I can to snipe drones or otherwise damage his eco.

95% of players go 1 hat lair now but I've always had more success with eco damage->2nd hatch in main->outproduce
the drone advantage you get from a 2nd hatch is just unreal

ZvP try to snipe templars and observers basically, he can't really attack you without both so just keep making things difficult for him until you can really run him over (there's a guide in the strat section by smi.lols about midgame fighting in ZvP and ZvT when their army advantage seems big

ZvT leave scourge on patrol in areas where dropships are likely to fly through. 2 scourge are 25/75 and will likely get 475/125 in mnm/dropship so it's a pretty sick deal to leave a lot of scourge around, and even if you don't use them, there's always vessels. but you have to have those ovies watching the low-traffic areas constantly, you can bet that's where the drops are coming through
koreasilver
Profile Blog Joined June 2008
9109 Posts
January 26 2009 05:34 GMT
#9
For ZvZ I my "default" build is generally overpoolgas, but on some of the larger maps I do 12pool, and I use a specialized build just for Destination.

I lose half of my ZvZs though, regardless.
-slo.m1ke-
Profile Blog Joined September 2008
Slovenia352 Posts
January 26 2009 06:42 GMT
#10
ZvZ

9 ovie
9 pool
8 gas
Make drones till 10
6 lings
1. 100 gas for speed
2. 100 gas for lair

check his ling count and adapt and then mutawars
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 26 2009 13:13 GMT
#11
In zvp you use hydralisks because of two reasons;
1: Because they're your best shot against air based tosses and against reavers.
2: Because they mix well with mutalisks, though not good enough to warrant a long time muta/hydra combination for your main army. Only good enough to be used when you already have the mutas (most of them anyway) left-over since the harass.

The muta/hydralisk combo is mostly only useful for a single battle, afterwards he will be better prepared for it and you will have lost some mutalisks. Start transitioning towards lurkers and zerglings after either the first battle or once his army is about to become so big that you are unlikely to do a good job picking off his templars.

Vs a reaver opening you want to start transition toward lurkers as soon as he starts building his army around the templar rather than the reaver.

If he' using zealot/archon/templar and the game has gone so far that you could possibly be using ultralisks, then only hydralisks is an absolutely pathetic unit combination. A hydralisk/lurker combination can be useful vs the standard zealot/goon/temp/arch combo but I find lurker/ling a lot better once you are rid of those corsairs.

As for zvz, you're best off doing the same build every single game you play on one map (even when playing the same opponent) and working out how to deal with all the different stuff that may happen. Listen to Day[9]'s audio for some more in-depth information. As for the specific build to practice, there are many viable ones. Most is some variation of a one-hatch lair (should add a second hatch later) or a fast expand.
Even a broken clock is right twice a day
Duke
Profile Blog Joined May 2006
United States1106 Posts
Last Edited: 2009-01-26 16:00:32
January 26 2009 15:53 GMT
#12
this season i havent played many games(around 40) and haven't hit C-(but have in the past). take my experiences with a tablespoon of cyanide. I've been overpoolgassing in every matchup because I'm scared of cheese, first 100 gas to speed and then back to mining minerals. also the continuity helps my fundamentals i think.

ive been trying 2 hatch lurk a lot in ZvT, typically what happens is that I kill their scout with my speedlings after letting them see i took my workers off of gas, and then put them back on if I like what I am seeing with my scouting lings/ovie/drone. haven't had too much trouble preventing them scouting with speedlings on maps I'm familiar with, but I'm sure better players would probably find a way. against a lot of D/D+ players they haven't had the control to fight back my first few lurkers or first reinforcements without losing some units, positioning, or map control to midgame.

haven't played a solid FE protoss yet, so I don't know how it would turn out but I do the same thing against FE but get my third hatch a bit sooner but still after some lurks. I don't really have the ability to kill the cannons at the nat(usually, unless my speedlings wreak havoc) so I transition into map control power drone as soon as possible, because of his typically late obs. I don't know the timing yet, but I have had to keep scourge around towards some point in the early midgame, something in a shuttle, usually reaver, is pretty much guaranteed. (or maybe I'm just paranoid?)
Occasionally I have gone 2 hatch muta but I think that's a lot easier to counter. Most tosses I have played gone 2 gate rush at the D/D+ level, which usually works to my advantage with the overpoolgas
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
Non-Korean Championship
ZZZero.O185
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 215
Nathanias 133
JuggernautJason112
UpATreeSC 82
StarCraft: Brood War
Artosis 659
ZZZero.O 185
Sexy 52
Shine 45
NaDa 23
Dota 2
syndereN599
capcasts182
Counter-Strike
summit1g5842
fl0m4938
minikerr12
Other Games
FrodaN6813
tarik_tv6028
Liquid`RaSZi2711
Maynarde157
KnowMe140
ArmadaUGS107
ViBE36
Organizations
Other Games
gamesdonequick5173
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH65
• Hupsaiya 47
• Sammyuel 29
• musti20045 24
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 27
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4543
Other Games
• imaqtpie2132
• Scarra669
Upcoming Events
Replay Cast
8h 34m
Wardi Open
13h 34m
Monday Night Weeklies
16h 34m
WardiTV Invitational
1d 11h
WardiTV Invitational
2 days
The PondCast
3 days
OSC
3 days
OSC
4 days
All Star Teams
5 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
5 days
[ Show More ]
All Star Teams
6 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
6 days
OSC
6 days
Liquipedia Results

Completed

Proleague 2026-01-11
Big Gabe Cup #3
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
OSC Championship Season 13
Underdog Cup #3
NA Kuram Kup
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.