I've created a Cheat Sheet, perfect for phones (sized to the Galaxy S5, in particular -- 1920x1080). This is using information from this website's wiki, here at Team Liquid.
It contains common Builds, and their 'hard' counters (if any), and which races they are good against (Tri-Chart).
Also it contains things to keep in mind (top right) for a solid game.
And contains unit "Hard" Counters. Simply find which unit, then using the color-coded organization, (P-Purple, T-Blue, Z-Green) find which #'s (units) counter the chosen Unit. For example, Zealots are countered by P3 and P6 (High Templar, Archon), and T2 and T5 (Firebats, and Vultures).
If you have any crituiqing or info to add, please let me know! I'm still growing as a Starcraft player (which should be apparent to anyone Pro at this game), but hope to share this resource to those who would find it helpful =)
I get it, and understand the concept. However...things are rarely as simply as that in BW. I tend to think that people familiar enough with the game to benefit from the ideas in the chart are likely to already know what they need to do to deal with certain units.
Those that are unfamiliar enough with BW to not know what unit combinations to make against a given player are probably new enough to have larger issues than not knowing what to make. I.e. I suspect most guys who are even solid D/low D+ know for instance that if they are playing TvP and protoss has a very zealot heavy army that it generally favors a more vulture heavy terran army.
Same kind goes with the build chart. It's largely too general, i.e. "mech" isn't a build, nor is it any sort of hard counter to arbiter/carrier. Then there are some oddities like saying 9 pool is a hard counter to "bio", or that detection/air hard counters lurkers. I guess that might be true against 2 hatch lurker if you had a tight wall or something, but against general 3 hatch play just the act of you going air is going to force the opponent away from lurker opening forcing some hydra.
I guess the bottom line for me is that the concept is good, but drawing on liquipedia has some serious drawbacks, and I think the unit counter sheet isn't that helpful. In my version a better thing would have general game flow patterns on the build side, and then talk about typical compositions and how to play against when it comes to the counters side of things.
builds -- hard to read, and either way too broad or hard counter info is not useful in the graphic (if it actually is labelled right as a hard counter). E.g. what is the point of saying terran builds against zerg is bio or mech or starport. That's everything in the game, but is also true. It's just not a good graphic to display those options to be informative
units - hard to read and not helpful. army composition makes most of the chart not useful, it is a busy table, and non-core units aren't helpful to clog up the table for human readability. Plus info is dubious at best. example of OP: it's not uncommon to have muta to deflect speedlot builds/initial speedlot push, but protoss will have archon or corsairs. But you didn't include any of that dynamic (none of muta/zealot/archon/corsair/scourge circle of countering each other is really included)
you quickly find it is too hard to express as a table even basic to understand bw concepts.
riddle me this that every bw player understands but may not be pretty to make a cheat sheet of: scourge > corsair > scourge