I feel like Protoss need to go for a 2 base timing of some sort to abuse the fact that there is so little static d, no Lurkers, and really not much Zerg scouting past the initial Overlord because they have no Spire. Something like 2 base 8 gate with Dragoons, or something. The thing is Protoss should be aware of what's happening because they have at least one Corsair in the air that can keep a tab on all the bases and know that there is no static d, a fast lair, 3 bases with like 6 Hatcheries...
I feel like Protoss need to go for a 2 base timing of some sort to abuse the fact that there is so little static d, no Lurkers, and really not much Zerg scouting past the initial Overlord because they have no Spire. Something like 2 base 8 gate with Dragoons, or something. The thing is Protoss should be aware of what's happening because they have at least one Corsair in the air that can keep a tab on all the bases and know that there is no static d, a fast lair, 3 bases with like 6 Hatcheries...
Yes, I think a strong two base push will probably work as well. There's no fast lair though, it's a slow lair in the few games that I've seen, which is probably what you meant.
But, in most of the games the zerg goes for early hydras and kills the forge and gateway at the ramp, just in time to delay the +1 of the protoss. In the mean time zerg is getting his own +1 carapace very fast. This means that a combination of zerglings and hydralisks is very effective. The zerglings are a fantastic meat shield against both zealots and dragoons now.
In fact, the thing that surprised me most was how Effort managed to hold some strong zealot pushes completely effortless by just making a ton of zerglings at the right time in combination with the hydralisks he already has (lack of protoss +1).
I'm sure a two base strat could be effective but it could backfire very easily as well. I always prefer longer macro games. And the way to approach this in my opinion is to use the "old bisu style" as an opener. You start with a lot of corsairs and dark templars to keep the zerg in his base. You use the map control to expand to a third. You start abusing the fact that zerg has no scourge by storming his mineral lines. In the mean time you're getting a sick ton of zealots, couple of archons and a lot of templars. The archons will deal with the lings, the zealots act as meat shields and the templars can deal with any overwhelming numbers of hydralisks. As soon as zerg has hive and plague, you start adding 2 dark archons to feedback the defilers. In critical situations you can even use the dark archons for maelstrom. Then finally once you get a 4th etc you start adding reavers.
At least in my mind this makes a lot of sense because you're abusing all the weaknesses of this play style.
1. Corsairs, dark templars and drops keep zerg in the dark and scared 2. You use this period to expand, so you can get a ton of expensive units that are not vulnerable to plague (archons, templars, dark archons and eventually reavers) 3. Plague is the only thing that's making this strategy so effective, so getting some dark archons to feedback the defilers would be glorious.
Zero vs Flash (01-06-16) : Game Zero vs Sea (01-06-16) : Game Zero vs Shuttle (01-06-16) : Game Effort vs Flash (28-05-16) : Game 1Game 2Game 3 Hero vs Flash (28-05-16) : Game Larva vs Bisu (30-05-16) : Game Larva vs Kal (30-05-16) : Game
Hero vs PianO (01-06-16) : Game Hero vs Sharp (01-06-16) : Game Effort vs Free (02-06-16) : Game Effort vs Last (02-06-16) : Game Hero vs Flash (02-06-16) : Game 1Game 2Game 3 Hero vs Flash (02-06-16) : Game 1Game 2Game 3 Zero vs Kal (02-06-16) : Game Zero vs Last (02-06-16) : Game Zero vs Mind (02-06-16) : Game
Effort vs Best (06-06-16) : Game 1Game 2 Effort vs Sea (06-06-16) : Game 1Game 2Game 3 Hero vs Free (06-06-16) : Game Hero vs GuemChi (06-06-16) : Game Zero vs Flash (06-06-16) : Game Zero vs Last (06-06-16) : Game Zero vs Mong (06-06-16) : Game 1Game 2 Zero vs Sharp (06-06-16) : Game Zero vs sSak (06-06-16) : Game 1Game 2