*2 gw speedlot (not synced with +1, first attack ~7zlots)
*after speed starts +1 weapon, sync with goon range(delay this till 20%~ +1)
*+3 gw (2nd timing 6-7goon +1 w/ range)
*transition into sair and speed shuttle reaver, use concaves/map locations for good arc so dont need templar tech if they attack before reaver
*harass with speed shuttle while patrolling the map with army, while taking expands
+ Show Spoiler +
We open cross spots, the map is Wind and Cloud. I scout overpool into expand, so I delay my cannon for a long time (Forge->Nexus(14)->Cannon(14) )
Note: This build will work well on any 4 player map where you can find positions to abuse with arcs, i.e bridges/ramps/etc. The build is oriented to attack constantly giving zerg not much time to macro, then transitioning into speed shuttle harass while taking a third base.
Important to note exact time of lings so you know when you need cannons. Always 2 cannons vs 6 lings is the best method.
This was the timing on the cannon as explained above. Lings on cross position travel are this far from when cannon morphs 100%. If you are adjacent to opponent, you must always cannon first. 2-3Probes will block any 4lings easily. 4 is mandatory for 6lings (if 1 cannon).
Third base for zerg starts around now (note if he gets the gas before his third or not, sziky normally will get it before, it's common on fish). You want to sync up your timings with the zerg's tech. If they have fast lair then you have to check second gas later with probe or zealot to make sure your ground timing attack will work. Fortunately this build is geared for speed zealot before +1 so you should always get zealot attack before mutas are out.
Lair starts roughly same time.
Core started. You can delay second gas for some time.
started +1 too early, normally you get speed first, then +1 (this makes for best timing harass in early game to delay zerg econ and tech)
here is speed leg, with 2nd gateway
leg speed finish for zerg (first 100gas after lair = ling speed starts)
you can try some of these harass plays if they make few lings and keep your probe alive long enough to distract the lings away. (he only had 6lings). The most important thing here is to DENY mining, if you kill any drones it's a bonus. Remember you have a timing attack incoming, so any delay is beneficial, keep these units alive as long as possible. (don't use too many units or your timing attacks will be weak)
spire finishes ~6minute (with gas before third hatch this is common, with 3rd before gas it's closer to 6:30-6:45)
goon range starts (2nd gas is just before goon range, probably after 4th zealot and 1st goon)
around 6:20 (a bit after goon range) +3 gates. Remember you don't cut any probe in this build until the 5gates are up so you can get your 2nd timing attack strong.
first zealot force, notice before standard sunken timing because there is no +1. You can do +1 into speed zealot 3gw and the timing attack will be near his base 7:10-7:15 (this is already here 10seconds faster) about 6zealots will be in this attack. If you didn't lose 1st zealot + 1st goon you have 7zealots 1 goon. This is also time to look for mutas, if they go mutas then you will know on this attack timing.
See? scourge! +1 ground range begins on this standard ZvP build. Note his drone count (had to make sunken+ling to defend early timing) Also, check minimap I have 3zealots in top left. I knew the attack wouldn't succeed fully (which is wasn't meant to, just delay+ dmg) so I ran to check fourth. Lack of scouting is hard on this build, so you need to use your attacks to scout. Those zealots now have +1 and can kill the fourth or delay mining. I hide them there behind minerals until I need them at a later time.
all gateways complete, only goon production. (after first attack you stop zealots, ~7-8 max in the beginning only)
Hydra upgrades: always speed then range is the common path. His tech was delayed because of the consistent early pushes. (If they go standard lair, you can ALWAYS get goon +1 and range before hydra range finishes if you open some goon variation, remember this)
Remember these? they are on break.
+1 finish with goon range, time to attack! (should have maybe 1-2zealot 4-5 goons with 5more on the way) get +1 armor now !! (no archive, you will sync archive with the +1 armor completing)
when attacking, maybe robo (generally probe production was minimalized to 1 nexus, just remember to transfer to the other to keep saturation well distributed)
when making robo, make sgate. You don't need to make a ton of sairs but it's just incase there was a delayed muta opening. (I lacked scouting this game, the evolution indicates that I didn't need early sairs though, if you don't see den or evo, then you might need to go 4gate and 2sgate then just go templar tech[storm/dt, if scared 1 archon max, you will have many sair with 2sgate], he will be really behind if he goes mutas on that low econ and does no damage)
Zerg is posturing to defend 3rd.
Here's what his natural looks like at this time.
My attack, +1 goons (very scary, remember you need to micro!)
go for his tech buildings/hatchery, remember you have to focus on these on minimap when you are macroing. Do not get surrounded from the natural reinforcements, you need these goons!!!
By this time, you know if he's muta or not. Always safe to make 1 cannon, you don't need +1 air weapon though (can get it later if you want to transition in late game after 4th base sair/dt)
OMG!! I said don't let them get surrounded, micro micro!
His range on hydralisk is late (from my aggression). Sometimes if you are smart, you will attack the den FIRST to eliminate the possibility of hydra. I went for his evolution/hatch first because of the accessibility (close proximity to my natural).
Keep making sairs until you are satisfied. (normally 4 is sufficient, they will stop making scourge completely after the initial ones and since you are so aggressive they don't have much scouting in this stage of the game.) One other important thing is to make 1-2 zealots in your 3rd goon cycle to scout your potential third bases to kill any zerg scouts. (You can stop goons after about a full ctrl group or a ctrl group and a half, no need for pure goon)
Here is shuttle speed, it's very important in this build to keep attacking and transition into more aggression. If they are not careful and try to go for economic play you can capitalize.
prioritize, 100% robotics:shuttle + support bay -> 100% support bay: reaver + speed (can cut out 1-2 goons each time for this if you need, or a set of probes)
These guys are on long break, very nice to know he has no fourth though. This is why you don't ever need to sacrifice them in your timing push #2 (with goons) because that push is only created to win if the opportunity presents itself, but it's primarily for keeping zerg building units and low econ. (in short, keep these to deny 4th as long as you can)
if you are this late in the game with only 1 cannon, make another. Common problems with this build are when zerg units split into the map to catch reinforcements(or backstab your natural). However, since it's common shared knowledge (YOU KNOW THIS TOO!!) always go back to regroup with your army before you push again, sometimes you can catch free small zerg armies.
archive is this late!! yes, don't worry you have large army with 2 reavers and speed shuttle. (use concaves+ good army positioning, etc etc)
See, I told you +1 armor finishes with archive, get +2 weapon now.
omege!! he tried backstab, damn zergs. This is when your shuttle and 2 reavers come into play if you need a quick defense.
He delayed my push timing with those lings, so my third undefended. Don't let this happen, and try to keep some zealots scouting all possible fourth bases (I didn't scout mid left once, NEVER FORGET TO SCOUT!!)
Zerg now has sufficient army to pressure, remember your positioning. Your army is very big, but you have only 2 reaver for splash (keep sairs near to snipe scourge)
Good example of blocking reavers for maximum damage, army positioning matters!
Some more damage, always good to add in a couple dts. It's common that when you transition into sairs after goon openings that zergs get scared to spread their overlords. (especially when you have 4-5 sair and hunt the map a bit also note his map vision)
Third base up, always sim city third base (gate + another forge) make dt+ht. [Did I say ALWAYS?]
See when I got my speed shuttle? couple minutes ago, but I can't use it until now. Always be patient, if you attack too soon sometimes you can lose easily.
Hey! here is the forge, not complete sim, but it helps. Start your shield upgrade with +3 weapon.
Drop the reaver in the path of the retreat for the drones.
Chase them drones, remember: there won't be many scourge, but be on the look out for them! (you can bring your sairs with the shuttle normally, I just forgot)
regroup reavers with the main force (normally you harass another location to which you are attacking. e.g. I drop his main, attacked to his third)
3 bases, storm, reaver, sair, goon, zealot, dt and +2-1-0 good composition. When you get your third normally you will be on 7-8 gateway (because you were being aggressive and teching a lot, but don't worry because you reduce zerg econ as well)
Storm+reaver = pretty good :D
Adding more gates after getting 4th (had 6 in base 1 in natural, see? 7!) go up to 11 minimal
Continue pressure, ALWAYS be mindful of counter attack/flank (remember zerg is always half-half macro, meaning 2 points of equal macro so a flank when you attack is very common.)
Reposition when you notice he will flank (note the mini map, saw him coming so I moved to a better location, fortunately the game ended by this point)
If you have any questions please post. I will try to make these better.
Replay will be included at the bottom, enjoy.
replay: http://www.mediafire.com/download/mx4je4j7rle8dgq/0979 sjskahtdlrP sasSzikyZ.rep