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[Q]ZvT - 2 hatch muta or 3 hatch muta?

Forum Index > Brood War Strategy
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1 2 3 Next All
ajmer
Profile Joined December 2009
Poland27 Posts
January 22 2010 19:55 GMT
#1
I know it may be considered as a stupid question, but I want to ask - what's the most standard build, the staple in ZvT nowadays? I want to know it, because I'd like to try practising like Artosis said after his Korea journey, by practising the same standarc build over and over and over. Thanks.
Neivler
Profile Blog Joined November 2008
Norway911 Posts
January 22 2010 20:07 GMT
#2
Korean or foreign?

Koreans go more 2 hat, foreigners go more 3 hat.
I pwn noobs
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
January 22 2010 20:26 GMT
#3
To learn with I'd say go with 3hatch; it feels more standard to me because its much more macro oriented. When I two hatch everything slips a little because I'm so focused on dancing my mutals
MyLove + Your Love= Supa Love
Papvin
Profile Joined May 2009
Denmark610 Posts
January 22 2010 20:40 GMT
#4
As said, it varies where you focus. In the pro scene, 2 hatch has been the most standard just recently, though 3 hatch is still seen alot. Since you're probably not a pro or a top foreigner, I'd say practice the 3 hatch since that has more focus on macro and not so much on sexy micro.
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
leejas
Profile Blog Joined August 2007
United States440 Posts
January 22 2010 20:42 GMT
#5
3hatch for longer games if you intend to work on lategame stuff too.
2hatch if you're looking to practice more aggressive style.
hempLine
Profile Joined October 2009
Canada63 Posts
January 22 2010 20:43 GMT
#6
It depends on what you are trying to do. 2hatch muta is more of a win build, means your going 2hatch muta to win the game with your muta's right then and there (or at least do some big damage), some people even consider it close to being a cheese, 3 hatch muta is to contain the T in his base while your teching up to lurker/defiler. With 2hatch muta people with good muta control can easily win the game against even good Terran's, just look at kolll vs IdrA at WCG. 3hatch muta isn't a game winner unless T really screws up but more of a starter build before transitioning into mid/late game.

The reason why people will go 3hatch muta vs ex: 1raxfe is that if your 2hatch muta does not do good damage then you will be behind.

Both are viable builds and you use them in certain situations.
MBC T_T Ret for TSL2!!
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
Last Edited: 2010-01-22 20:48:43
January 22 2010 20:46 GMT
#7
The issue with 2 hatch play is that it's very fragile. Flash is showing us this by bunker rushing every game (and doing really well with it). If something goes wrong with your plan early on, your 2 hatch will likely be much weaker. If something goes wrong with your timing early on, your 2 hatch is gonna hit a wall vs. a good Terran player.

The truth is that 3 hatch play is easier for both the Terran and the Zerg. It takes some pressure off both of you, allows both of you to be a bit more 'adaptable' and allows both players to be less fragile.

If you are really good (good macro, good muta micro, good timing), then you can play 2 hatch and it will be a strong play. But if you're learning the matchup, I'd say go for 3 hatch.

----
A little aside, I feel that 3 hatch play might make a comeback since so many Zerg are getting their 2 hatch play stomped (the Terran have figured out the timings, numbers, and so on - so it's not a 'surprise' ). Neither play is strictly better, but I feel that being unpredictable in using both of them, and trying to deny scouting and so on is gonna play a bigger part in the 'metagame'.
mysticism
Profile Joined August 2009
Canada124 Posts
January 22 2010 20:55 GMT
#8
and it depends on how good ur micro is... if u cant micro muta ur 2 hatch will not give u map control, T gets big ball of units kills u b4 u can establish anything
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
January 22 2010 20:58 GMT
#9
if you go 2 hatch muta, you have to do some damage. You are dependant on it, that's why I dont like it :}. With a 3 hatch muta you only have to fly around, poke in when you want, but you don't particular task, like decreasing scv count or smt, the only task is to keep your opponents mnm in his base (while producing drones non-stop) until u got lurks out :}.
IMBA - International Mountain Bicycling Association.
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
January 22 2010 21:06 GMT
#10
Chose the one you like the most. Both are fairly standard.
Try to focus on getting to lategame and working on your mechanics.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
ajmer
Profile Joined December 2009
Poland27 Posts
January 22 2010 21:48 GMT
#11
Okay, thank you all, I think I'll stick to 3 hatch ^^ so maybe just to make it clear, I'll ask about ZvP too: is the standard build orded 3 hatch spire into 5 base hydra, explained in the Liquipedia?
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
January 22 2010 21:49 GMT
#12
2 hatch is probably safer if you have good control and mechanics. You can deal with mech and 2 port pretty well, a bit better than 3 hatch imo, and you can obviously deal with everything else as well.

3 hatch is a lot more forgiving though.

Both totally viable in todays environment, but I do want to stress how mechanically demanding 2 hatch is if you're a slow player.
My. Copy. Is. Here.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
January 22 2010 21:51 GMT
#13
On January 23 2010 06:48 ajmer wrote:
Okay, thank you all, I think I'll stick to 3 hatch ^^ so maybe just to make it clear, I'll ask about ZvP too: is the standard build orded 3 hatch spire into 5 base hydra, explained in the Liquipedia?


It's the most common, but obviously there are alot of other equally viable openings in ZvP. So if by standard you mean most commonly done then yeah, but don't think that that means you can't open lurker or mutalisk.
My. Copy. Is. Here.
rredtooth
Profile Blog Joined December 2008
5464 Posts
January 22 2010 22:09 GMT
#14
as a person who's been using 2 hatch builds almost exclusively lately, i have to point out a lot of flaws in this thread.

On January 23 2010 05:43 hempLine wrote:
2hatch muta is more of a win build, means your going 2hatch muta to win the game with your muta's right then and there (or at least do some big damage), some people even consider it close to being a cheese, 3 hatch muta is to contain the T in his base while your teching up to lurker/defiler.
what? you're describing the 2 hatch muta all-in build, which is different from standard. just contain the T, harass a bit, grab your third when mutas pop, get lurkers, go to hive, profit. earlier mutalisks doesn't mean all-in. and fyi i'm pretty sure there's a 3 hatch muta all-in timing attack too...

On January 23 2010 05:46 DefMatrixUltra wrote:
The issue with 2 hatch play is that it's very fragile. Flash is showing us this by bunker rushing every game (and doing really well with it). If something goes wrong with your plan early on, your 2 hatch will likely be much weaker. If something goes wrong with your timing early on, your 2 hatch is gonna hit a wall vs. a good Terran player.
because 3 hatch muta is so much better at defending/countering against bunker rushes... you know with its lack of ling speed upgrade and all. the third hatch doesn't finish fast enough for it to help. besides, if something goes wrong with your timing early on, your 3 hatch is gonna hit a wall vs. a good Terran player too.

On January 23 2010 06:49 Piy wrote:
You can deal with mech and 2 port pretty well, a bit better than 3 hatch imo, and you can obviously deal with everything else as well.
2 hatch muta (hydra den first) handles mech quite well and you can just expand a bunch after that while 2 port just dies against it (turns out wraiths are terrible units, take a long to build, are gas-intensive, and can't defend a natural forcing terran to go off of 1 base for a while). also there are many fairly common builds tailored specifically to counter 3 hatch muta (fantasy, ayumi, sparks maybe, 2 port wraith does well, 2 fact vult runby is harder to deal with) while those countering 2 hatch muta are much rarer (maybe some weird really early sparks). and some people still have difficulty adjusting to the 2 hatch muta timing so that's just another added bonus.

don't overlook 2 hatch muta. it is pure awesomeness.
[formerly sponsored by the artist formerly known as Gene]
rredtooth
Profile Blog Joined December 2008
5464 Posts
January 22 2010 22:11 GMT
#15
On January 23 2010 06:48 ajmer wrote:
Okay, thank you all, I think I'll stick to 3 hatch ^^ so maybe just to make it clear, I'll ask about ZvP too: is the standard build orded 3 hatch spire into 5 base hydra, explained in the Liquipedia?
it's here. yeah that is pretty much the standard for now. you can learn the all-in builds (3 hatch ling, 2 hatch hydra bust, 2 hatch muta sort of) and 3 hatch muta to mix it up but that's probably the best place to start for zvp.
[formerly sponsored by the artist formerly known as Gene]
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
January 22 2010 22:13 GMT
#16
On January 23 2010 06:49 Piy wrote:
2 hatch is probably safer if you have good control and mechanics. You can deal with mech and 2 port pretty well, a bit better than 3 hatch imo, and you can obviously deal with everything else as well.

3 hatch is a lot more forgiving though.

Both totally viable in todays environment, but I do want to stress how mechanically demanding 2 hatch is if you're a slow player.


Also 2 hatch muta is not viable if there is lag, which is factor on Iccup.
Nostalgia is not as good as it used to be.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
January 22 2010 22:36 GMT
#17
2 hatch is the king of multitasking

Can you multitask? do you have all ur hatches hotkeyed and can you cycle them in about a second an a half? then go 2hatch its super fun!!!
MorroW
Profile Joined August 2008
Sweden3522 Posts
January 22 2010 22:38 GMT
#18
1st u learn 2hatch muta into 3base mass muta =>guardian try win

once u got korean muta control u learn 2hatch muta into 3base lurker switch standard play

and 3hatch u play if u wanna lose vs good terrans
Progamerpls no copy pasterino
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
January 23 2010 00:13 GMT
#19
On January 23 2010 07:09 redtooth wrote:
as a person who's been using 2 hatch builds almost exclusively lately, i have to point out a lot of flaws in this thread.


Show nested quote +
On January 23 2010 05:46 DefMatrixUltra wrote:
The issue with 2 hatch play is that it's very fragile. Flash is showing us this by bunker rushing every game (and doing really well with it). If something goes wrong with your plan early on, your 2 hatch will likely be much weaker. If something goes wrong with your timing early on, your 2 hatch is gonna hit a wall vs. a good Terran player.


because 3 hatch muta is so much better at defending/countering against bunker rushes... you know with its lack of ling speed upgrade and all. the third hatch doesn't finish fast enough for it to help. besides, if something goes wrong with your timing early on, your 3 hatch is gonna hit a wall vs. a good Terran player too.



The issue I was getting is the following: if you get bunker rushed with 2 hatch, you are likely to lose 'lots' of drones. This will set you back by a certain amount, like sending you back in time. You will lose just as many drones when doing 3 hatch (because obviously this happens before the builds form and there's no fundamental difference at that point in the game).

However, if you recover from a bunker rush and go into 2 hatch, chances are your timing window (which is so important with 2 hatch) is dead. Going into 3 hatch play, however, softens this blow. Timing is not quite as critical with a 3 hatch since your objective is not necessarily to do damage before some upgrade finishes, it's only to offer up a significant risk to Terran if he tries something (switching tech, moving out with early mnm etc.). Being set back in your timing is a lot more forgiving if you just go 3 hatch. If you get delayed by 5-10 seconds, it's bad, but you can fly up to Terran's bases and keep him honest at the very least. You can waltz right in there, scout his line of turrets, and then leave, your job basically done. You can now get your third because your muta can very likely keep Terran in his base easily.

So my point is, yes you are right that a 2 hatch and a 3 hatch are just as vulnerable to a bunker rush, but going into one build after a bunker rush is more dangerous than going into another build after bunker rush. Put more succinctly, 3 hatch absorbs damage more easily because of the nature of the build.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
Last Edited: 2010-01-23 00:59:32
January 23 2010 00:58 GMT
#20
You can always play 2hatch muta off of a faster pool if you don't want to be bunker rushed. Your mutas will be earlier, and you may be able to delay Terran's expansion + punish 14CC/bunker rush.

Although you have to do even more damage when your mutalisk do come out.
My strategy is to fork people.
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