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[G] PvZ +1 Sair/Speedlot - Page 2

Forum Index > Brood War Strategy
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XenOsky
Profile Blog Joined March 2008
Chile2310 Posts
February 21 2011 14:46 GMT
#21
i was thinking of making this exact topic... well done
StarCraft & Audax Italiano.
nbaker
Profile Joined July 2009
United States1341 Posts
February 21 2011 15:10 GMT
#22
I hate this build

Good for Protoss though.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
February 22 2011 17:08 GMT
#23
GJ! Maybe I'll try someday but nowadays I never play and can't even 2gate right.
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
ArvickHero
Profile Blog Joined October 2007
10387 Posts
February 23 2011 06:00 GMT
#24
On February 23 2011 02:08 SuperJongMan wrote:
GJ! Maybe I'll try someday but nowadays I never play and can't even 2gate right.

thanks, this was somewhat inspired by your guides in the past ^^
Writerptrk
holyhalo5
Profile Joined October 2009
United States187 Posts
February 23 2011 06:48 GMT
#25
ohhh yess. this is sexy.

it's frightening to imagine the APM necessary to execute the Bisu Build 2.0 though. those sairs already take up half my APM (make em, rally em, control em, watch over em), and you gotta send zealots, rally zealots, micro zealots.

that, and the timing. bisu more or less always hits at the perfect time, right before the critical mass of hydralisks. but i remember his game against hydra, where the runby and the mutalisk followup completely threw bisu's timing off and the zealot attack never came because hydras were already massing up.
I'm cold as iceeeee
[Cute]Pjnkje
Profile Joined December 2010
Vietnam50 Posts
February 23 2011 13:54 GMT
#26
LoL. I think I faced this build a couple of times yesterday and it's pretty gay. How can I counter to this build as a Zerg. Thanks
High APM is when you press the "gg + ctrl + Q + Q" combination before your opponent has chance to reply "gg"
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
February 23 2011 14:01 GMT
#27
what i think would be a good counter is for zerg to actually go for a strong muta scourge combo at the start to prevent the zealots from dealing too much damage. +1 air weapons for toss won't be done any time soon so i think muta with scourge should deal with them quite well.

because of the slightly delayed tech, toss can't suddenly switch to a whole bunch of archons and templars to effectively combat against zerg. as zerg, i feel that getting the 4th base right after mutas are out and then transitioning into a muta hydra combo to get footing into mid game and get lurkers mid to late and eventually ultralisks.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
February 23 2011 20:51 GMT
#28
o.O this is new era pvz? I remember doing this exact build/plan back in early 2008, got inspired to practice it off some pro replay... think it might actually have been Bisu's rep!
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
February 24 2011 02:06 GMT
#29
Going 0-6 against this build on Iccup.... to everyone giving their advice on this thread, FUCK YOU! + Show Spoiler +
JK you guys are awesome!
I think that the proper way to "counter" this strategy lies on the Mutalisk usage, for example when you see it coming, DONT tech up to Hydralisk, keep pumping up Mutalisks for map control and keep his corsair count away from your muta. If you can't harass his mineral line, its okay! as long as you keep his zealot in his base so that you will be able to transition properly to 4 base Hive play with Ultralisks in play (I think by this time, the P will have enough and move out with a Zealot/Templar force), Ultralisks is amazing against Zealots. Of course I don't think I am able to execute this properly but I have a feeling that Zerg will try this in the near future on progames.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Soulforged
Profile Blog Joined February 2007
Latvia935 Posts
February 24 2011 07:29 GMT
#30
Hmm, I wonder about this. Usually when zerg's teching mutalisk against me, it just means that I won't attack >right now<. Since my usual attack timing is such that after I moveout I make 2 HTs and 4 gates, and a full produciton wave or 2 after a 3rd nexus, what I would do is just start a +2 asap, add more sairs, move out again on +1air / take 3rd, force enough hydras for zerg to survive and still harrass him with sairs, back off until +2/storm/(obs if neede), and then make a deathball push again. If zerg after muta skips hydras for lurkers, he's basically askings to get sair harrassed while zealots are being elevated to his 4th.
Basically, mutalisks, after 3hatch force you to cancel zealot attack plans, and after 5hatch they are kinda risky/slow, zealots might go for a suicide trade on drones and succeed. Anyhow, mutalisks are going to be a flying waste of gas soon after that critical mass of sair is achieved, that pretty much forces you to switch to hydras. If you try to keep on muta count...well, perhaps it might work, but I'd say it's way more work for zerg than it's work.
The regular option of "read the build and make just enough defences" into hydra/lurk deathball is still there.
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
Last Edited: 2011-02-24 08:03:33
February 24 2011 08:02 GMT
#31
Soo painful to both watch and play against as a Zerg.

The key to fighting seems to rely most on scourge micro imo.

Its an interesting thought by op that 4 hatch before gas might fare well against it...I hadn't really thought to try it, despite it being one of my favorite builds to do...Unfortunately it is a pretty map specific opening to grab a gas 3rd that is easily defendible by ground.
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2011-02-24 08:31:47
February 24 2011 08:28 GMT
#32
I feel that Muta/Scourge is potentially the strongest composition against +1 Sair/Speedlot, but it can horribly blow up in your face if your micro sucks. Basically, the Mutas (if timed correctly) should deflect the initial push, and if your cloning micro is good enough and the Protoss is too careless the Zerg can take out enough Sairs to have the upper hand to control the game (or even win the game outright)

If the Zerg went Mutas they will need to rely on more sunkens for defense from any attack from the Protoss, as they will not be able to get any mass Hydras or Lurkers very quickly if they didn't inflict a heavy amount of damage w/ the Muta/Scourge. Bisu vs Jaedong on Fortress is a really good example of the strength of Muta openings against +1 Sair/Speedlot (also note that Jaedong got away with no lost overlords, killed the scouting probe early and killed 2 Zealots for minimal costs) in the early to early-midgame, but then the disaster that awaits if you stay on that composition too long and don't switch to Lurkers fast enough

Of course, on 2-player maps Muta/Scourge openings are a lot weaker due to not having the free fourth, but it should still work as a safe way of surviving the first timing push.

For those Zergs at the D/D+ level who are having trouble against this build, remember to keep some sort of scouting out in the front of the Protoss's base so you can see the Zealots incoming. In all cases, 2 Sunkens and proper unit timing should always thwart the initial timing attack. The 3 Base Spire 5 Hatch Hydra build in Liquipedia is pretty outdated in regards to timings relative to this build, so you'll need to make adjustments yourself (and someone needs to update that build)

Also EthrealDeath, I'm curious about this rep you are talking about, can you upload it so I can watch it?
Writerptrk
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
Last Edited: 2011-02-24 10:56:07
February 24 2011 10:20 GMT
#33
and just some info, if you want +1 attack to finish with zealot speed, you can start your adun at around 20% of +1 attack completion and research leg speed right after adun is done.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Soulforged
Profile Blog Joined February 2007
Latvia935 Posts
February 24 2011 13:57 GMT
#34
As far as mutalisks and scourge goes, do not forget the trapped probe hotkeyed with sairs. Ever since I started using it, it's been much easier to dodge hydras\scourge and snipe ovies. Subscribe to "trapped probe" today!
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
February 24 2011 17:38 GMT
#35
On February 24 2011 17:28 ArvickHero wrote:
I feel that Muta/Scourge is potentially the strongest composition against +1 Sair/Speedlot, but it can horribly blow up in your face if your micro sucks. Basically, the Mutas (if timed correctly) should deflect the initial push, and if your cloning micro is good enough and the Protoss is too careless the Zerg can take out enough Sairs to have the upper hand to control the game (or even win the game outright)

If the Zerg went Mutas they will need to rely on more sunkens for defense from any attack from the Protoss, as they will not be able to get any mass Hydras or Lurkers very quickly if they didn't inflict a heavy amount of damage w/ the Muta/Scourge. Bisu vs Jaedong on Fortress is a really good example of the strength of Muta openings against +1 Sair/Speedlot (also note that Jaedong got away with no lost overlords, killed the scouting probe early and killed 2 Zealots for minimal costs) in the early to early-midgame, but then the disaster that awaits if you stay on that composition too long and don't switch to Lurkers fast enough

Of course, on 2-player maps Muta/Scourge openings are a lot weaker due to not having the free fourth, but it should still work as a safe way of surviving the first timing push.

For those Zergs at the D/D+ level who are having trouble against this build, remember to keep some sort of scouting out in the front of the Protoss's base so you can see the Zealots incoming. In all cases, 2 Sunkens and proper unit timing should always thwart the initial timing attack. The 3 Base Spire 5 Hatch Hydra build in Liquipedia is pretty outdated in regards to timings relative to this build, so you'll need to make adjustments yourself (and someone needs to update that build)

Also EthrealDeath, I'm curious about this rep you are talking about, can you upload it so I can watch it?


I've reformatted my computer since, so it's not there anymore
And since I haven't played BW since SC2 came out, haven't really bothered looking lately. The description though sounds so familiar.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=105834

Slightly changed version of the build for the purposes of D+, but the idea and general build seems pretty similar, except there was a slower templar archives in my case because I was going for heavier pressure with the zealots, but of course you can always build it sooner - lots of gas anyways, so no reason not to.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2011-02-24 19:43:55
February 24 2011 19:18 GMT
#36
On February 24 2011 19:20 JMave wrote:
and just some info, if you want +1 attack to finish with zealot speed, you can start your adun at around 20% of +1 attack completion and research leg speed right after adun is done.

thanks, this is the really precise stuff that makes this build super polished :D
On February 24 2011 22:57 Soulforged wrote:
As far as mutalisks and scourge goes, do not forget the trapped probe hotkeyed with sairs. Ever since I started using it, it's been much easier to dodge hydras\scourge and snipe ovies. Subscribe to "trapped probe" today!

I thought I had placed this info somewhere in the guide, but it's either in a really obscure place or I forgot lol ^^;;; Thanks

EtherealDeath, your +1 build is a lot different from this modern iteration of the build. Firstly, yours hits at a far later timing than this build. I'm certain of this because you start the +1 after the citadel (instead of the stargate), and you get a gateway count of up to 6 before you attack? Your build, while it could fuck up those at D/D+, wouldn't be viable at higher levels (whereas this build is used all the way to the highest of levels). The important thing to note here is the 2 Gateway count of this modern +1 rush build, which trades off a massive amount of Zealots for a really early timing that Zergs are vulnerable when they do the 3 Base Spire 5 Hatch (insert unit) build, forcing Zergs to cut back on Droning to survive Your build also omits the +1 Air Weapons upgrade that is crucial for the +1 Sair/Speedlot
Writerptrk
writer22816
Profile Blog Joined September 2008
United States5775 Posts
February 26 2011 03:43 GMT
#37
This build is designed to fight against the standard 3 hatch spire -> 5 hatch hydra right?
8/4/12 never forget, never forgive.
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 26 2011 04:04 GMT
#38
Would avoiding spire altogether and going straight to four expansions hydra+1+1+ be even better against this?
Just listen http://www.youtube.com/watch?v=__lCZeePG48
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1189 Posts
February 26 2011 06:30 GMT
#39
On February 26 2011 13:04 etheovermind wrote:
Would avoiding spire altogether and going straight to four expansions hydra+1+1+ be even better against this?


I'm sure not every variation has been tried yet so maybe it could work, but mass sairs are a bitch to defend with only pure hydras.
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
February 26 2011 17:23 GMT
#40
On February 26 2011 13:04 etheovermind wrote:
Would avoiding spire altogether and going straight to four expansions hydra+1+1+ be even better against this?


If they scout this (most likely cuz of lack of spire meaning more corsair map control), they can tech up straight to High Templars cuz no mutalisks meaning no HT sniping and trust me a protoss player that has free reign with the High Templars can evaporate anything coming to the way.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
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