On January 03 2010 08:10 StylishVODs wrote:Ok so I'm going to post this in my VOD thread, but I can't make VODs yet so I'm posting replays.
This is the way flash has been playing lately. ReplayThis includes a second scvscout since its on a 4player map. If you scout slightly earlier than 12/18 you will be able to scout 2 locations before your second marine is finnished, and you can cancel it to make a CC faster. Use the second scv scout to return to base and make suply before second rax at 24.
refinary after second barracks, academy after refinary, rax after academy, suply after that and then ebay abit after academy is finnished.
This will allow you to get a unitcombo of
3medics 10rine and 1bat or
2medics 10rine 2bats.
You use this force to move out while scouting with a scv and making a bunker for any kind of stab.
If you want to play it safe, make turrets before factory, but cross pos you can make factory right before turrets on 3 rax. Specially if you notice that the zerg is trying to save his third with his muta rather than attacking you. If he does this, you can reinforce your troop with the units at home. This way the only way for him to save his third is to continue with muta/ling and its going to be hard for him even so.
If you scout a 2hatch, you can do like this:
ReplayThis will force zerg on the defensive, or he can counter and die

This build includes scv cutting after 2 scvs from expansion and then add another 2 rax while academy is almost complete, making a total of 4 barracks.
Any 2hatch zerg making mutalisks will have a hard time defending when up against 4 rax m&m.
Both these two styles of play neutralize the mutalisks from doing any damage on your scvs and you can keep your turretcount very low.
You could do like morrow aswell, but its another style specially vs 2hatch which is based on defending without much damage.
I like the agressive style more.
If he does the zerobuild, which is 12pool/gas and ultrafast spire. Make the CC on highground.
Do the same 9suply 11 rax 15suply 18cc (2rine before cc) 22 suply 24 rax 25 gas 26 aca 27/28 ebay.
This is almost the same as the first build but you dont move out directly, stay on 2 rax while making turrets in time. After a while, add a third and when you have stim if you've defended well so far you can start moving out.
Watch flash vs Calm game 1 for more infromation, but flash makes a slightly later Ebay which i think was almost a few seconds too late but worked out in the end.