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[D/G]Bisu/oov's new PvT opening

Forum Index > Brood War Strategy
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Kiante
Profile Blog Joined December 2009
Australia7069 Posts
Last Edited: 2011-05-15 01:55:13
May 12 2011 02:35 GMT
#1
[image loading]




So i read the interview where bisu said he showed a new PVT build that hadn't been played on air before, so i was intrigued to go and watch the vod again. I remember thinking it was a curious build while it was being played. After watching the vod i've gone and played out the typical 1 gate FE and this new build vs an AI and i'll share my results and thoughts as to timing etc.

Build orders

Normal 1 gate FE (as is played in most pvt's on korean television these days. Note this is slightly different to the liquipedia version).

8 pylon
10 gate
11/12 gas
13 core
14 zealot
14 pylon
18 goon
21 range (pull 1 probe off gas here)
22 pylon
22 goon
27 goon
30 nexus (probe back on gas)
31 pylon

and so on
here is a replay of this i whipped up https://rapidshare.com/files/963094149/0383_CompT_asdasdP.rep
The most interesting thing to note in this comparison is the timings.

Range finishes at 4:45
Nexus finishes at 5:30
3 goons at 4:27
2nd gate finishes at 5:33

Now lets put that on ice for a bit and look at the build bisu used vs bogus yesterday (on icarus in case you're looking for the vod).

I watched it a couple of times and tried to replicate the build order, this is what i ended up with

8 pylon
10 gate
12 gas
13 core
15 pylon
17 range (pull probe from gas)
17 gate
20 nexus (cut probes to get the two goons and pylon out)
20 goon
22 goon
24 pylon (put probe back on gas)
25 2 more goons
31 robo

from here you need to respond to what the terran is doing, by either cutting goons and grabbing a fast third or teching to arbiters or defending an early rush.

here is the replay https://rapidshare.com/files/880062183/0384_asdasdP_CompT.rep
Anyways lets have a look at the timings.

2nd gate finishes at 3:35
range finishes at 4:23
nexus finishes at 4:50
4 goons at 4:53

oh heres the vod(courtesy of harem)

Analysis
So the first thing to think about is that if you get BBS'd, you're going to have a hard time, which means that maybe scouting the center of the map first would be advisable. If you do get caught off guard by proxy marines you're pretty much straight up dead unless you have gosu probe micro because you aren't making units for the first few minutes of the game lol.

Secondly you get a much faster range and more goons out faster (in the first build the fourth goon doesn't get out until after the 5:30 mark). Not to mention your second gate finishes so much earlier giving you much more potential production if there is cheese coming. One of the big weaknesses of a 1 gate FE is a 2 fac or FD. I know i have alot of trouble against these builds with a 1 gate FE as the push usually starts coming out as your three goons arrive at their base and range is almost done. With this build, while you only have 2 goons at their base, you get range done faster, allowing you to soften up the marines of an FD before pulling back to your reinforcement goons.
I would say that looking at bisu's play against bogus's strong FD, that this build is designed to completely destroy FD's. Your goon count is simply better, your economy faster. i actually got my robo up faster in the second build than i did in the first.

Now lets look at the other major difference, the nexus. You literally get a nexus 40 seconds faster, have more units at an important (stop an FD) timing. Holy shit. If the terran is doing a 1 rax FE build, your nexus starts around the same time as their cc, equalizing their economic advantage to an extent.

I would LOVE to see how this goes against 2 fac varieties, and i guess i will and i'm sure i'll be trying this out on iccup.

I'd love to hear peoples thoughts on this build. Did i get it right (my version could be wrong) so please submit corrections and i'll try to keep this up to date and maybe pretty it up a bit or add it to liquipedia if people think its viable.
Writer
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-05-12 02:46:39
May 12 2011 02:46 GMT
#2
oops.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Harem
Profile Joined November 2007
United States11390 Posts
May 12 2011 02:46 GMT
#3
Wow, way to forget VOD link.

http://www.youtube.com/watch?v=rXwpjj7kuks
Moderator。◕‿◕。
Lemonwalrus
Profile Blog Joined August 2006
United States5465 Posts
May 12 2011 02:46 GMT
#4
You are special and I love you.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 02:48 GMT
#5
On May 12 2011 11:46 Harem wrote:
Wow, way to forget VOD link.

http://www.youtube.com/watch?v=rXwpjj7kuks

i told people how to find it
Writer
Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
May 12 2011 03:24 GMT
#6
Way to ruin my dreams of getting an advantage off of 1rax cc
/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
tryummm
Profile Joined August 2009
774 Posts
May 12 2011 03:28 GMT
#7
2 Factory is pretty easy to stop with 1 gate expansion build, you just need good Dragoon control and building placement. If stopped without a lot of damage, the Terran loses the game pretty easily. Moreover, the initial Zealot and/or Probe can generally scout whether or not a 2 Factory is coming. If not initially, if becomes evident since the Terran isn't making a Command Center that some sort of aggression is coming.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 03:32 GMT
#8
If the terran wants to deny you information, they will. Theres no real way to pre-scout a 2 fac if the terran doesn't want you too.
As for stopping 2 fac with 1 gate fe...well you need to have amazing micro and a bit of luck, because a regular 2 fac will at LEAST kill the expo of a 1 gate FE toss, in the long run losing you the game (see best vs reality if you want proof)
Writer
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 12 2011 03:33 GMT
#9
I am impressed! This is quite smart. Delay the goon for an earlier goon range and make up for goon count with an earlier second gateway.

I feel the earlier goon range is such a good counter to the 1 rax FE. He will need to spend resources on repairing the bunker much earlier, which is at a critical point before the nat CC is up. This means he is going to lose even more minerals because the timing that a tank can be up is still the same.

Hot!
火心 Jealous. I always loved that feeling when I was young. Embrace it.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 12 2011 03:33 GMT
#10
I would like to say there's a big difference between 1-gate FE and Range-expand..
Writerptrk
aegisabcde
Profile Joined November 2008
United States145 Posts
Last Edited: 2011-05-12 03:37:19
May 12 2011 03:36 GMT
#11
This is weak vs a 1 rax CC timing push. Usually with a 1 gate nexus you will have 2 goons shooting at the bunker at ~4:30. Now, you'll have 2 goons shooting at ~5:00. They can shoot for only 20 seconds before siege is done. Also, w/o early dragoons to deny scouting, there is no need for T to build engineering bay/turrets. So T's early game is much smoother.

For the sake of argument, let's say you can continuously produce goons out of those 2 gates, get a robo, AND a 3rd nexus (a very generous assumption). You'll have 4 goons at 5:00, 8 at 6:00, and 10 at 7:00 + a shuttle. In Flash vs Free on Grand Line, Flash gets pressured early game (which this build can't), puts down an engineering bay (which this build won't force), and STILL is able to get 7 marines and 6 tanks at 7:00. I'd say 7 marines + 6 tanks + scvs > 10 goons + a shuttle.

I still like this P build though, but I'm just pointing out its one huge weakness.
XenOsky
Profile Blog Joined March 2008
Chile2277 Posts
May 12 2011 03:41 GMT
#12
nice thread, just by the look of it, im really liking it... gonna try some games.
StarCraft & Audax Italiano.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 03:42 GMT
#13
On May 12 2011 12:41 XenOsky- wrote:
nice thread, just by the look of it, im really liking it... gonna try some games.

oh hi there
nice games this morning
Writer
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
May 12 2011 03:55 GMT
#14
On May 12 2011 12:28 tryummm wrote:
2 Factory is pretty easy to stop with 1 gate expansion build, you just need good Dragoon control and building placement. If stopped without a lot of damage, the Terran loses the game pretty easily. Moreover, the initial Zealot and/or Probe can generally scout whether or not a 2 Factory is coming. If not initially, if becomes evident since the Terran isn't making a Command Center that some sort of aggression is coming.

It's hard of hard to tell what's coming when they've denied or chased your probe out with a marine and then walled off, no real way to tell if he has a second factory until he actually moves out. You can't always count on looking for the CC either as they can build it in the main and float it out.

I'm really liking the timings of this build though, good work Kiante
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 03:57 GMT
#15
If there is a tank timing push coming, and they've skipped turrets you'll have obs in their base and scout it before you drop your third (if you dont you're just greedy). From there you can just drop a few more gates, delay the push a little and be safe. Shuttles are trey strong when it comes to pushes with low vulture counts
Writer
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
Last Edited: 2011-05-12 04:05:43
May 12 2011 03:59 GMT
#16
i believe infernal used to do this, or something very similar to it. he got 1 dragoon, nexus, range, 2nd gateway iirc.

anyway both versions are weak to a 5marine+vulture+scv attack, like those commonly used against 12nexus. In this case, the protoss has the option of canceling his nexus though..possibly holding his ramp and being able to counter attack before siege or mines...

this could have some potential specially on 2player maps, to remove the threat of BBS and 1rax cc.

ill probably try it out in the next few days

edit: also 10 dragoons beats 6 tanks and 7 marines with scvs..u just one shot every tank, then clean up the marines
aka DragOn[NaS]
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 04:01 GMT
#17
On May 12 2011 12:59 FyRe_DragOn wrote:
i believe infernal used to do this, or something very similar to it. he got 1 dragoon, nexus, range, 2nd gateway iirc.

anyway both versions are weak to a 5marine+vulture+scv attack, like those commonly used against 12nexus. In this case, the protoss has the option of canceling his nexus though..possibly holding his ramp and being able to counter attack before siege or mines...

this could have some potential specially on 2player maps, to remove the threat of BBS

ill probably try it out in the next few days


you get the gates up so fast. you'll have 2 goons out by the time this push comes to your base. Pull a couple of probes and you're safe, sure you might lose a probe or two but its not the end of the world, then you get 2 more goons popping out and you can immediately counter while the terran is building their machine shop/making tank and potentially do more damage
Writer
shinjin
Profile Joined January 2010
United States398 Posts
May 12 2011 04:06 GMT
#18
wow this looks really interesting, and could possibly net very big advantages at low levels of iccup...eg. up until C-

will definitely be trying this variation
give it one more try because the best things in life dont come free.
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
May 12 2011 04:07 GMT
#19
On May 12 2011 13:01 Kiante wrote:
Show nested quote +
On May 12 2011 12:59 FyRe_DragOn wrote:
i believe infernal used to do this, or something very similar to it. he got 1 dragoon, nexus, range, 2nd gateway iirc.

anyway both versions are weak to a 5marine+vulture+scv attack, like those commonly used against 12nexus. In this case, the protoss has the option of canceling his nexus though..possibly holding his ramp and being able to counter attack before siege or mines...

this could have some potential specially on 2player maps, to remove the threat of BBS

ill probably try it out in the next few days


you get the gates up so fast. you'll have 2 goons out by the time this push comes to your base. Pull a couple of probes and you're safe, sure you might lose a probe or two but its not the end of the world, then you get 2 more goons popping out and you can immediately counter while the terran is building their machine shop/making tank and potentially do more damage


i dont think this would work with rangeless dragoons..they r pretty bad. does range finish in time? i think it would come when your 2nd dragoon had just popped, and range not done yet, but not sure..
aka DragOn[NaS]
aegisabcde
Profile Joined November 2008
United States145 Posts
Last Edited: 2011-05-12 04:09:25
May 12 2011 04:08 GMT
#20
But if you look at that Bisu Bogus VOD you'll notice that his observer pops at 6:30. By the time it gets to T's base at 7:00, the tank push is already moving out. Cutting goons temporarily for a faster observer will make your goon count lower.

Also, vs a 1 rax CC, the more you delay your third, the larger T's window gets. Any competent T will know not to push out till he knows you've probably expanded. And the longer you stay on two bases, the more powerful T's two bases get.
Reyis
Profile Joined August 2009
Pitcairn287 Posts
May 12 2011 04:12 GMT
#21
On May 12 2011 13:08 aegisabcde wrote:
But if you look at that Bisu Bogus VOD you'll notice that his observer pops at 6:30. By the time it gets to T's base at 7:00, the tank push is already moving out. Cutting goons temporarily for a faster observer will make your goon count lower.

Also, vs a 1 rax CC, the more you delay your third, the larger T's window gets. Any competent T will know not to push out till he knows you've probably expanded. And the longer you stay on two bases, the more powerful T's two bases get.



or you go for a 2 base arbiter and totally lockdown the game there.
기적의 혁명가 김택용 화이팅~!!
aegisabcde
Profile Joined November 2008
United States145 Posts
May 12 2011 04:15 GMT
#22
On May 12 2011 13:12 Reyis wrote:
Show nested quote +
On May 12 2011 13:08 aegisabcde wrote:
But if you look at that Bisu Bogus VOD you'll notice that his observer pops at 6:30. By the time it gets to T's base at 7:00, the tank push is already moving out. Cutting goons temporarily for a faster observer will make your goon count lower.

Also, vs a 1 rax CC, the more you delay your third, the larger T's window gets. Any competent T will know not to push out till he knows you've probably expanded. And the longer you stay on two bases, the more powerful T's two bases get.



or you go for a 2 base arbiter and totally lockdown the game there.

That's what I would do if I were doing this build vs a 1 rax CC.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 04:16 GMT
#23
reyis has a good point. if you do see a 1 rax FE you could skip detection entirely, get some dt's out and go 4 gate 2 base arbiter. You use dt's to waste scans while you try and get an arbiter out.
Writer
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
May 12 2011 04:16 GMT
#24
i would just not do this build vs 1 rax cc
aka DragOn[NaS]
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 04:20 GMT
#25
What happens if you scout them last and you've already dropped your second gateway?
Writer
Gummy
Profile Blog Joined October 2010
United States2180 Posts
May 12 2011 04:24 GMT
#26
Wonderful in-depth build analysis. Keep these coming! <3
¯\_(ツ)_/¯ There are three kinds of people in the world: those who can count and those who can't.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
May 12 2011 04:34 GMT
#27
I think that one of the keys of this build is the fact that you get super super late scouting - you lose many of the advantages that this build has if you scout before about 20 supply.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 04:39 GMT
#28
i scouted after core in my test run and still hit those timings. You need to scout before the nexus goes down or you could insta-lose to an un-scouted bbs, hence why i recommended proxy searching, one of this BO's main weaknesses.
Writer
Taekwon
Profile Joined May 2010
United States8155 Posts
May 12 2011 04:39 GMT
#29
Too bad Bisu vs Bogus wasn't exactly the quintessential game to showcase the build lol
▲ ▲ ▲
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
May 12 2011 04:45 GMT
#30
On May 12 2011 13:20 Kiante wrote:
What happens if you scout them last and you've already dropped your second gateway?


like i said earlier, i think this build would be strong on 2player maps. I probably wouldnt use it on 4player but i havent tested it out at all yet either
aka DragOn[NaS]
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
May 12 2011 04:45 GMT
#31
On May 12 2011 12:36 aegisabcde wrote:
This is weak vs a 1 rax CC timing push. Usually with a 1 gate nexus you will have 2 goons shooting at the bunker at ~4:30. Now, you'll have 2 goons shooting at ~5:00. They can shoot for only 20 seconds before siege is done. Also, w/o early dragoons to deny scouting, there is no need for T to build engineering bay/turrets. So T's early game is much smoother.

For the sake of argument, let's say you can continuously produce goons out of those 2 gates, get a robo, AND a 3rd nexus (a very generous assumption). You'll have 4 goons at 5:00, 8 at 6:00, and 10 at 7:00 + a shuttle. In Flash vs Free on Grand Line, Flash gets pressured early game (which this build can't), puts down an engineering bay (which this build won't force), and STILL is able to get 7 marines and 6 tanks at 7:00. I'd say 7 marines + 6 tanks + scvs > 10 goons + a shuttle.

I still like this P build though, but I'm just pointing out its one huge weakness.


I didn't read half of what you said just because you mentioned 2 goons @ 4:30 vs a bunker (range doesn't even finish until 4:45 he said and the other build has faster range) How do you kill a bunker with no range?
I don't need luck, luck is for noobs, good luck to you though
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 04:46 GMT
#32
Now that its been revealed hopefully the SKT protosses will start using this in pvt more often so we can see what decisions they make when they come up against 1 rax fe's. This build is so raw i figured we could start speculating now >.>
Writer
aegisabcde
Profile Joined November 2008
United States145 Posts
May 12 2011 05:04 GMT
#33
On May 12 2011 13:45 dRaW wrote:
Show nested quote +
On May 12 2011 12:36 aegisabcde wrote:
This is weak vs a 1 rax CC timing push. Usually with a 1 gate nexus you will have 2 goons shooting at the bunker at ~4:30. Now, you'll have 2 goons shooting at ~5:00. They can shoot for only 20 seconds before siege is done. Also, w/o early dragoons to deny scouting, there is no need for T to build engineering bay/turrets. So T's early game is much smoother.

For the sake of argument, let's say you can continuously produce goons out of those 2 gates, get a robo, AND a 3rd nexus (a very generous assumption). You'll have 4 goons at 5:00, 8 at 6:00, and 10 at 7:00 + a shuttle. In Flash vs Free on Grand Line, Flash gets pressured early game (which this build can't), puts down an engineering bay (which this build won't force), and STILL is able to get 7 marines and 6 tanks at 7:00. I'd say 7 marines + 6 tanks + scvs > 10 goons + a shuttle.

I still like this P build though, but I'm just pointing out its one huge weakness.


I didn't read half of what you said just because you mentioned 2 goons @ 4:30 vs a bunker (range doesn't even finish until 4:45 he said and the other build has faster range) How do you kill a bunker with no range?

Why should I reference that when I know when range can finish? For example, in this game it clearly finishes at 4:38.

Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 05:11 GMT
#34
The timings just came out of the replay that i ran. Theres obviously some level of leeway here (eg: if i cut a probe to get range out it would come out a few seconds earlier, aka 4:38)
Writer
XenOsky
Profile Blog Joined March 2008
Chile2277 Posts
May 12 2011 06:00 GMT
#35
On May 12 2011 12:42 Kiante wrote:
Show nested quote +
On May 12 2011 12:41 XenOsky- wrote:
nice thread, just by the look of it, im really liking it... gonna try some games.

oh hi there
nice games this morning


yeah, i was telling you to /fa but you did not respond, kinda liked to practice protoss vs protoss.
StarCraft & Audax Italiano.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 06:07 GMT
#36
i dont really play on fish very much dont really see the point of maintaining a friends list on there
Writer
BisuDagger
Profile Blog Joined October 2009
Bisutopia19250 Posts
May 12 2011 06:50 GMT
#37
I will be mastering this strategy. Thank you!
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
HawaiianPig
Profile Blog Joined July 2008
Canada5155 Posts
May 12 2011 08:45 GMT
#38
I dub this....

"The Bisu Build"
AdministratorNot actually Hawaiian.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 08:58 GMT
#39
On May 12 2011 17:45 HawaiianPig wrote:
I dub this....

"The Bisu Build"

new banner plz
Writer
ninini
Profile Joined June 2010
Sweden1204 Posts
May 12 2011 14:05 GMT
#40
On May 12 2011 12:59 FyRe_DragOn wrote:
edit: also 10 dragoons beats 6 tanks and 7 marines with scvs..u just one shot every tank, then clean up the marines

Without siege, maybe, with siege, no way, and there's no reason why you wouldn't have siege at that timing. Flash had it btw. The marines dps alone would take out quite a few dragoons. Also, try defending against this push when the tanks are parked outside your natural. It's not like you will have much room for splitting your dragoons or surrounding him.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 14:17 GMT
#41
the idea with that kind of push is you have your dragoons delay the push by forcing siege while you get a shuttle and some zealots out. once they're out you can bomb the tanks and you're sweet
Writer
Miwyfe
Profile Joined September 2010
England101 Posts
May 12 2011 20:43 GMT
#42
Good article thanks Kiante.
Well, my favourite game which used range, 2nd gate, double is this one
http://www.teamliquid.net/tlpd/korean/games/48001_Classic_vs_Tyson/vod

MBCGame Hero Protosses used it in a few games around that time. Classic opens with the rax double so I think you will be interested in this game. It is a brilliant game. Very clean, Im tempted to do an analysis on it.

Also you mentioned bias towards SK Telecom T1 players; Best has used the build on Fortress several times. Off the top, one against Frozen where he goes arbiter then 3rd nexus, and also one against ForGG where he goes 3rd nexus after 3rd gate with obs. Ive got the build orders written down for both these games if you want them.

The build is map dependant. Icarus and Fortress are short rush maps relative to others. Thats why you want a slightly larger army earlier on to be safe.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=193287
Flash vs Grape on Icarus, search the interview for the word 'rush'.

In my opinion:
A protoss player can use range, 2nd gate, nexus build against a factory first build by Terran to great effect, especially on aggressive maps. If P sees a rax expand, skip the second gate and get the nexus. This is a general rule for todays current maps. In starcraft things change.

Overall go watch Classic vs Tyson. It is one of my favourite games of last year! Enjoy
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 12 2011 21:30 GMT
#43
...no one has used the 2 Gate Range FE build before. Those games you listed are classic examples of the normal 2 Gate Range, but they sacrifice economy for much stronger aggression, whereas 2 Gate Range FE for some reason has an even better economy than 1 Gate Range FE
Writerptrk
prosatan
Profile Joined September 2009
Romania8240 Posts
May 12 2011 22:23 GMT
#44
GW Kiante
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
phosphorylation
Profile Blog Joined July 2009
United States2935 Posts
May 12 2011 22:27 GMT
#45
urgh toss don't need to any more new builds to help them out at the lower levels (under C iccup)
Buy prints of my photographs at Redbubble -> http://www.redbubble.com/people/shoenberg3
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 12 2011 22:42 GMT
#46
On May 13 2011 07:27 phosphorylation wrote:
urgh toss don't need to any more new builds to help them out at the lower levels (under C iccup)

Terran and Zergs getting the shaft foreigner-scene wise for builds lol..
Writerptrk
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 12 2011 22:44 GMT
#47
On May 13 2011 05:43 Miwyfe wrote:
Good article thanks Kiante.
Well, my favourite game which used range, 2nd gate, double is this one
http://www.teamliquid.net/tlpd/korean/games/48001_Classic_vs_Tyson/vod

MBCGame Hero Protosses used it in a few games around that time. Classic opens with the rax double so I think you will be interested in this game. It is a brilliant game. Very clean, Im tempted to do an analysis on it.

Also you mentioned bias towards SK Telecom T1 players; Best has used the build on Fortress several times. Off the top, one against Frozen where he goes arbiter then 3rd nexus, and also one against ForGG where he goes 3rd nexus after 3rd gate with obs. Ive got the build orders written down for both these games if you want them.

The build is map dependant. Icarus and Fortress are short rush maps relative to others. Thats why you want a slightly larger army earlier on to be safe.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=193287
Flash vs Grape on Icarus, search the interview for the word 'rush'.

In my opinion:
A protoss player can use range, 2nd gate, nexus build against a factory first build by Terran to great effect, especially on aggressive maps. If P sees a rax expand, skip the second gate and get the nexus. This is a general rule for todays current maps. In starcraft things change.

Overall go watch Classic vs Tyson. It is one of my favourite games of last year! Enjoy


i watched the vod. the build is different. What makes this build unique is you literally DONT MAKE A GOON before your nexus. Nothing, JUST range. The classic tyson game was a regular 2 gate, this build is special
Writer
WeRRa
Profile Joined December 2010
378 Posts
May 12 2011 23:22 GMT
#48
imo this build could struggle, if the terran builds just a bunker at ur nat, since u have no units, u cant really stop it.
so in the end i think the timings of the first goons are nearly the same as them if u do 12 nexus.
InnoVation Fighting!!!
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 12 2011 23:31 GMT
#49
Ya man. I think this build dies to BBS.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
vishrut
Profile Joined April 2009
United States567 Posts
May 13 2011 02:55 GMT
#50
to all the people saying that it dies to bbs, couldnt the toss just scout first for the bbs and then go on its regular rounds. The gates are there to start the zealot production just that they are not used so if a bbs is scouted should it not be easy to switch
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 13 2011 03:09 GMT
#51
Uh...

Aren't y'all comparing a CoreZ build against a no-zealot build? CoreZ builds cut probe and slightly delay dragoon to get an early zealot. If you don't have plans for that zealot, you do not open CoreZ.

The oddity in this build is that you go Range-Gate-Nexus before building any units. Is this really better than going Range-Goon-Nexus?
My strategy is to fork people.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 03:14 GMT
#52
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS
Writer
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
Last Edited: 2011-05-13 03:36:09
May 13 2011 03:35 GMT
#53
On May 13 2011 12:09 Severedevil wrote:
The oddity in this build is that you go Range-Gate-Nexus before building any units. Is this really better than going Range-Goon-Nexus?


Your pulling probes off gas after range to get a faster nexus. I guess also cause your 2nd gate comes out faster, you'll have move units later on against fac timing pushes.

A bit off topic but does anyone know what happened to the 10/15 pressure build that use to be popular back in the days. I remember it being used a lot on Medusa and some other maps.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 03:38 GMT
#54
On May 13 2011 12:35 Rhaegar99 wrote:
Show nested quote +
On May 13 2011 12:09 Severedevil wrote:
The oddity in this build is that you go Range-Gate-Nexus before building any units. Is this really better than going Range-Goon-Nexus?


Your pulling probes off gas after range to get a faster nexus. I guess also cause your 2nd gate comes out faster, you'll have move units later on against fac timing pushes.

A bit off topic but does anyone know what happened to the 10/15 pressure build that use to be popular back in the days. I remember it being used a lot on Medusa and some other maps.

I use it occasionally. Its fairly easy to block and easy to scout and puts you behind if they defend it, which is probably why korean pros dont use it very often.
Writer
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 13 2011 04:00 GMT
#55
On May 13 2011 12:35 Rhaegar99 wrote:
Show nested quote +
On May 13 2011 12:09 Severedevil wrote:
The oddity in this build is that you go Range-Gate-Nexus before building any units. Is this really better than going Range-Goon-Nexus?


Your pulling probes off gas after range to get a faster nexus.

Of course. That's a very basic piece of optimization... normal 1 gate FE builds don't mine more gas than they want, either.

I guess also cause your 2nd gate comes out faster, you'll have move units later on against fac timing pushes.

You're buying an earlier second gateway to pump more dragoons. And to get it, you're not pumping dragoons.

Why is that a good idea?
My strategy is to fork people.
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 13 2011 04:06 GMT
#56
On May 13 2011 12:14 Kiante wrote:
Show nested quote +
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS


I have read the OP. Your assumption is based on proxy BBS. Even if he decides to go for BBS in his own base, you are still going to die if you do this build because of how late your units arrive.

I feel that the proxy is useful for a double rax rush but not needed. The only real significance is proxy off 1 rax because common logic is that your marine count is double with BBS than with a single proxy rax.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 04:06 GMT
#57
On May 13 2011 13:00 Severedevil wrote:
Show nested quote +
On May 13 2011 12:35 Rhaegar99 wrote:
On May 13 2011 12:09 Severedevil wrote:
The oddity in this build is that you go Range-Gate-Nexus before building any units. Is this really better than going Range-Goon-Nexus?


Your pulling probes off gas after range to get a faster nexus.

Of course. That's a very basic piece of optimization... normal 1 gate FE builds don't mine more gas than they want, either.

Show nested quote +
I guess also cause your 2nd gate comes out faster, you'll have move units later on against fac timing pushes.

You're buying an earlier second gateway to pump more dragoons. And to get it, you're not pumping dragoons.

Why is that a good idea?


Because it gives you faster range allowing you to slow down FE's etc. You get 4 goons at a critical timing to defend an FD push (as we saw in the bisu bogus game). If you say got 1 gate then took the expo, you'd just have less goons all up and straight up die to the FD
Writer
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
May 13 2011 05:02 GMT
#58
very interesting build
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 05:29 GMT
#59
On May 13 2011 13:06 JMave wrote:
Show nested quote +
On May 13 2011 12:14 Kiante wrote:
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS


I have read the OP. Your assumption is based on proxy BBS. Even if he decides to go for BBS in his own base, you are still going to die if you do this build because of how late your units arrive.

I feel that the proxy is useful for a double rax rush but not needed. The only real significance is proxy off 1 rax because common logic is that your marine count is double with BBS than with a single proxy rax.

i've literally never, ever, seen someone do an in base BBS. Not to mention, in this build, you scout. You get 2 gateways fast. if something is up, you dont drop your nexus and you get units instead. easy peasy.

honestly though, where are you finding these terrans doing their in base BBS, seriously. O.o
Writer
henzi
Profile Joined November 2010
United States200 Posts
May 13 2011 05:36 GMT
#60
On May 13 2011 13:06 JMave wrote:
Show nested quote +
On May 13 2011 12:14 Kiante wrote:
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS


I have read the OP. Your assumption is based on proxy BBS. Even if he decides to go for BBS in his own base, you are still going to die if you do this build because of how late your units arrive.

I feel that the proxy is useful for a double rax rush but not needed. The only real significance is proxy off 1 rax because common logic is that your marine count is double with BBS than with a single proxy rax.



an in base BBS makes no sense since the distance is so long for marine follow ups, even if you take down the nexus, the protoss has range done and two gates, while you have two barracks and a bunker. I think this build has some flexibility, especially for in base BBS that gets scouted, cutting probes for that first dragoon, if scouting goes well
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
Last Edited: 2011-05-13 06:22:01
May 13 2011 06:18 GMT
#61
On May 13 2011 14:36 henzi wrote:
Show nested quote +
On May 13 2011 13:06 JMave wrote:
On May 13 2011 12:14 Kiante wrote:
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS


I have read the OP. Your assumption is based on proxy BBS. Even if he decides to go for BBS in his own base, you are still going to die if you do this build because of how late your units arrive.

I feel that the proxy is useful for a double rax rush but not needed. The only real significance is proxy off 1 rax because common logic is that your marine count is double with BBS than with a single proxy rax.



an in base BBS makes no sense since the distance is so long for marine follow ups, even if you take down the nexus, the protoss has range done and two gates, while you have two barracks and a bunker. I think this build has some flexibility, especially for in base BBS that gets scouted, cutting probes for that first dragoon, if scouting goes well


I'm not really sure but you might be talking about something against a 12 nexus or something because there would be no way his nat nexus would be up by the time you attack with BBS. For BBS, your attack is way before range is complete and the completion of a second gateway wouldn't be up unless he had gone for a 10/15 gate.

EDIT: But I don't know. Since the success of BBS against a 1 gate FE is dependent on the first goon, the delay of the first goon for range in this build optimizes the BBS timing a lot more. One thing is for sure, you cannot continue with this build if you scout a BBS.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 13 2011 06:48 GMT
#62
It's killing me that I don't have a mouse right now, to test whether Range-Gate-Nexus actually has any advantages over Range-Goon-Nexus.

It feels wrong that you could increase your dragoon count by cutting dragoons to build an earlier gateway. It feels pointless to have dragoon range before your first dragoon could reach the opponent's base (according to the recorded timings). It feels weak to allow the opponent such extensive scouting of your base. (Terran that knows he doesn't need missile turrets? Very hard to play against.)

Would someone please test this build order against a comparable build that switches the positions of the first dragoon and the second gateway? (Note - you will want 11 gas, not 12 gas, since you're not scouting early (so 11 gas does not inflict a probe cut) and you need a fully 200 gas.)
My strategy is to fork people.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 07:32 GMT
#63
On May 13 2011 15:18 JMave wrote:
Show nested quote +
On May 13 2011 14:36 henzi wrote:
On May 13 2011 13:06 JMave wrote:
On May 13 2011 12:14 Kiante wrote:
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS


I have read the OP. Your assumption is based on proxy BBS. Even if he decides to go for BBS in his own base, you are still going to die if you do this build because of how late your units arrive.

I feel that the proxy is useful for a double rax rush but not needed. The only real significance is proxy off 1 rax because common logic is that your marine count is double with BBS than with a single proxy rax.



an in base BBS makes no sense since the distance is so long for marine follow ups, even if you take down the nexus, the protoss has range done and two gates, while you have two barracks and a bunker. I think this build has some flexibility, especially for in base BBS that gets scouted, cutting probes for that first dragoon, if scouting goes well


I'm not really sure but you might be talking about something against a 12 nexus or something because there would be no way his nat nexus would be up by the time you attack with BBS. For BBS, your attack is way before range is complete and the completion of a second gateway wouldn't be up unless he had gone for a 10/15 gate.

EDIT: But I don't know. Since the success of BBS against a 1 gate FE is dependent on the first goon, the delay of the first goon for range in this build optimizes the BBS timing a lot more. One thing is for sure, you cannot continue with this build if you scout a BBS.


yes, and this is noted in the OP. Whats the problem?
Writer
Reyis
Profile Joined August 2009
Pitcairn287 Posts
May 13 2011 08:07 GMT
#64
yeah the opening is very greedy but it is also safe. you need to scout whole time the terrans marine count tho. aslong as you are scouting, you should be fine against any earlier agression.
기적의 혁명가 김택용 화이팅~!!
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 13 2011 08:18 GMT
#65
On May 13 2011 16:32 Kiante wrote:
Show nested quote +
On May 13 2011 15:18 JMave wrote:
On May 13 2011 14:36 henzi wrote:
On May 13 2011 13:06 JMave wrote:
On May 13 2011 12:14 Kiante wrote:
On May 13 2011 08:31 JMave wrote:
Ya man. I think this build dies to BBS.

please read the OP. I recommend scouting for proxies and not doing this if you see a BBS


I have read the OP. Your assumption is based on proxy BBS. Even if he decides to go for BBS in his own base, you are still going to die if you do this build because of how late your units arrive.

I feel that the proxy is useful for a double rax rush but not needed. The only real significance is proxy off 1 rax because common logic is that your marine count is double with BBS than with a single proxy rax.



an in base BBS makes no sense since the distance is so long for marine follow ups, even if you take down the nexus, the protoss has range done and two gates, while you have two barracks and a bunker. I think this build has some flexibility, especially for in base BBS that gets scouted, cutting probes for that first dragoon, if scouting goes well


I'm not really sure but you might be talking about something against a 12 nexus or something because there would be no way his nat nexus would be up by the time you attack with BBS. For BBS, your attack is way before range is complete and the completion of a second gateway wouldn't be up unless he had gone for a 10/15 gate.

EDIT: But I don't know. Since the success of BBS against a 1 gate FE is dependent on the first goon, the delay of the first goon for range in this build optimizes the BBS timing a lot more. One thing is for sure, you cannot continue with this build if you scout a BBS.


yes, and this is noted in the OP. Whats the problem?


The problem is scouting the BBS in time. Since you are rushing the nexus and the second gateway in time for goon influx, you will not be able to scout as early as you would, probably as late as after you plant down the second gateway.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 08:19 GMT
#66
Whats stopping you from scouting early? if its a choice between cutting a probe or two to get goons out and not dying to BBS, i'll choose scouting
Writer
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
Last Edited: 2011-05-13 08:47:56
May 13 2011 08:29 GMT
#67
Well, if you are going to follow Bisu's exact build, then that is something you should question as well.

If it is a significant thing to note that you should remove one probe from gas after starting range, this should mean that the difference in scouting timing will also make a significant difference and should be questioned just as much.

The reason why I feel what you said doesn't really make sense to me is because it doesn't keep in flow with the whole intention of the build. If you have to cut one probe or two to get goons out earlier and to scout earlier, then why go this build in the first place? Going for a standard 10 gate 10 scout and 13 core is much better because it serves its purpose.


EDIT: But ya, lol. I made a complete fool of myself with the in base BBS. ^^
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 08:51 GMT
#68
the scouting timings are to taste, some people scout after core, some scout after gate, etc etc. its really not a big deal. you cut the probe off gas because otherwise you end up with a gas excess. more minerals are better but not vital. its the same any any other build. The big concepts to take away are getting range but not units before you drop your expo and what that means in terms of how you respond to different builds (aka if you 12 nex and get bbs'd, you die. if u do this build, get bbs'd, you see it, and diverege by building units. hence making it safer than a 12 nex by far)
Writer
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 13 2011 09:05 GMT
#69
On May 13 2011 17:51 Kiante wrote:
the scouting timings are to taste, some people scout after core, some scout after gate, etc etc. its really not a big deal. you cut the probe off gas because otherwise you end up with a gas excess. more minerals are better but not vital. its the same any any other build. The big concepts to take away are getting range but not units before you drop your expo and what that means in terms of how you respond to different builds (aka if you 12 nex and get bbs'd, you die. if u do this build, get bbs'd, you see it, and diverege by building units. hence making it safer than a 12 nex by far)


Okay. That makes sense. Thanks
火心 Jealous. I always loved that feeling when I was young. Embrace it.
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
May 13 2011 12:40 GMT
#70
Really nice builds.
Glad to see pvt builds still evolving.
My guess though is that it is not going to be very safe VS 2 fact.
Will try it to see.....
BW forever!
Miwyfe
Profile Joined September 2010
England101 Posts
May 13 2011 13:51 GMT
#71
Werra and JMave I agree. I also agree with Pyrogenetix who says the build is very interesting. It really is interesting.

Severedevil, consider the zerg race. They build drones and hatcheries and tech for as long as possible then switch over to making an army for as long as is necessary before going back to improving economy, infrastructure and more tech.
This concept is exactly the same for Terran and Protoss. If you can get away with building 3 command centres before a barracks and then 20 factories before a single army unit you would but maps dont allow this. Do you see what Im saying? I hope that helps you.

Hafnium, I disagree. I believe the build would be exceptionally good at defending 2 factory timing attacks. And I think Bisu actually anticipated Bogus was a high contender to do a 2 fac and later drop to exploit the ledge due to his style.
I believe he read Bogus and risked it all to win in this game. Bisu essentially didnt scout at all. Bisu made the game a 50/50 game. He absolutely cheesed. A protoss who doesnt scout early and doesnt make a zealot is cheesing. Bisu is guilty already but then doesnt make a goon either. Absolutely 100% cheese. My definition of cheese is taking a risk that means you would guaranteed lose the game if the opponent does something. You gamble that he doesnt do this thing. If he doesnt, it will give you a very powerful timing attack later in the game and that is the attraction.


If Bogus had scouted 12 o clock first it would have been a different game. Instead, Bogus scouts late and his own cheese build (1 fac drop) was already beaten.

If Bogus had scouted first try, it would have been interesting to see who won. If Bisu had scouted earlier I would be very excited. Lets see what Bisu does on the future but I dont think this build has a future personally.



PS Rhaegar99, 10 15 gate is map dependant as are all builds. Think about Medusas architecture. It is rampless and quite wide aswell. Early timing attacks are therefore stronger than on other maps. However, the earlier your timing attack is, the less chances you have given yourself to pull ahead previously with small details, and therefore the less likely you are to suceed. This is why the later your timing attack is, the better. The best player never actually attacks fully, they just threaten before cementing the lead further with more upgrades, economy and infrastructure. But if you see an opportunity, by all means punish the opponent as much as you can while still not opening yourself up to counters. That is perfect play and that is why early attacks like 10 15 are not popular at the highest level.
renzy
Profile Joined April 2010
Canada781 Posts
May 13 2011 16:13 GMT
#72
On May 13 2011 15:48 Severedevil wrote:
It's killing me that I don't have a mouse right now, to test whether Range-Gate-Nexus actually has any advantages over Range-Goon-Nexus.

It feels wrong that you could increase your dragoon count by cutting dragoons to build an earlier gateway. It feels pointless to have dragoon range before your first dragoon could reach the opponent's base (according to the recorded timings). It feels weak to allow the opponent such extensive scouting of your base. (Terran that knows he doesn't need missile turrets? Very hard to play against.)

Would someone please test this build order against a comparable build that switches the positions of the first dragoon and the second gateway? (Note - you will want 11 gas, not 12 gas, since you're not scouting early (so 11 gas does not inflict a probe cut) and you need a fully 200 gas.)


It feels wrong, but its not. When a 2 Fac/FD of some sort hits a Protoss that just 1 gate FEed, it hits at a timing that either the Protoss is stopping goons slightly to get that nexus (no 2nd gateway), OR the nexus is almost complete (I think, if done properly), but the Protoss hadn't had time to gain the econ benefits to add more gates and produce more goons.

In this case, the nexus is already done at the FD timing, while the Protoss is making dragoons out of both gates. Like Kiate said, in that critical FD timing, Protoss has 4 ranged goons instead of 3 rangeless goon and a zealot to hold off the FD. The range is to stop the FD timing, not for your first goon to harass, because by the time your goon makes it to their base, their tank will prolly be out any second. lol

As for the no missile turret thing. I find that building a turret ring isn't too bad. Sure it wastes resource, but it prevents obs scouting puts a lot more pressure mentality wise on the Protoss. Plus, you have to sac an obs in hopes of scouting the Terran base.
Bisu is the man
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 18:36 GMT
#73
On May 13 2011 22:51 Miwyfe wrote:
Werra and JMave I agree. I also agree with Pyrogenetix who says the build is very interesting. It really is interesting.

Severedevil, consider the zerg race. They build drones and hatcheries and tech for as long as possible then switch over to making an army for as long as is necessary before going back to improving economy, infrastructure and more tech.
This concept is exactly the same for Terran and Protoss. If you can get away with building 3 command centres before a barracks and then 20 factories before a single army unit you would but maps dont allow this. Do you see what Im saying? I hope that helps you.

Hafnium, I disagree. I believe the build would be exceptionally good at defending 2 factory timing attacks. And I think Bisu actually anticipated Bogus was a high contender to do a 2 fac and later drop to exploit the ledge due to his style.
I believe he read Bogus and risked it all to win in this game. Bisu essentially didnt scout at all. Bisu made the game a 50/50 game. He absolutely cheesed. A protoss who doesnt scout early and doesnt make a zealot is cheesing. Bisu is guilty already but then doesnt make a goon either. Absolutely 100% cheese. My definition of cheese is taking a risk that means you would guaranteed lose the game if the opponent does something. You gamble that he doesnt do this thing. If he doesnt, it will give you a very powerful timing attack later in the game and that is the attraction.


If Bogus had scouted 12 o clock first it would have been a different game. Instead, Bogus scouts late and his own cheese build (1 fac drop) was already beaten.

If Bogus had scouted first try, it would have been interesting to see who won. If Bisu had scouted earlier I would be very excited. Lets see what Bisu does on the future but I dont think this build has a future personally.



PS Rhaegar99, 10 15 gate is map dependant as are all builds. Think about Medusas architecture. It is rampless and quite wide aswell. Early timing attacks are therefore stronger than on other maps. However, the earlier your timing attack is, the less chances you have given yourself to pull ahead previously with small details, and therefore the less likely you are to suceed. This is why the later your timing attack is, the better. The best player never actually attacks fully, they just threaten before cementing the lead further with more upgrades, economy and infrastructure. But if you see an opportunity, by all means punish the opponent as much as you can while still not opening yourself up to counters. That is perfect play and that is why early attacks like 10 15 are not popular at the highest level.



you say the game would be different if bogus scouted it. how would it be different. What could bogus have done to counter this build?

one thing that DOES work, is ebay blocking the nexus spot. This relies on scouting really early, (aka as the rax goes down), and knowing exactly whats going on (usually when you see 2 early gates, your first thought isn't to go and block an expo)
Writer
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 13 2011 19:17 GMT
#74
...and then I felt dumb.

Of course you can get more units by cutting probes than by not cutting probes. Dunno if this would compare favorably to a goon-before-second-gate build that also cuts probes at 19, however. I'll find out when I can.
My strategy is to fork people.
renzy
Profile Joined April 2010
Canada781 Posts
May 13 2011 19:28 GMT
#75
On May 14 2011 04:17 Severedevil wrote:
...and then I felt dumb.

Of course you can get more units by cutting probes than by not cutting probes. Dunno if this would compare favorably to a goon-before-second-gate build that also cuts probes at 19, however. I'll find out when I can.


I've been practicing with that build last night. You need to cut around 10 seconds of probe. Depending on what you see, you can even get away with a probe at 19, and a dragoon at 20 instead of cutting probe a little longer with a dragoon at 19. You cut 15 seconds of probe max, but you get your nexus 40 seconds faster, and robotics faster as well, meaning u can make more probes faster, scout with obs faster, not to mention a better econ from 2 bases. It is definitely worth it. Because of the fast obs, when you see Terrans not putting the second fac in favor of armory first, you can get away with a third nexus with only 6 goons.
Bisu is the man
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 13 2011 20:48 GMT
#76
On May 14 2011 04:28 renzy wrote:
Show nested quote +
On May 14 2011 04:17 Severedevil wrote:
...and then I felt dumb.

Of course you can get more units by cutting probes than by not cutting probes. Dunno if this would compare favorably to a goon-before-second-gate build that also cuts probes at 19, however. I'll find out when I can.


I've been practicing with that build last night. You need to cut around 10 seconds of probe. Depending on what you see, you can even get away with a probe at 19, and a dragoon at 20 instead of cutting probe a little longer with a dragoon at 19. You cut 15 seconds of probe max, but you get your nexus 40 seconds faster, and robotics faster as well, meaning u can make more probes faster, scout with obs faster, not to mention a better econ from 2 bases. It is definitely worth it. Because of the fast obs, when you see Terrans not putting the second fac in favor of armory first, you can get away with a third nexus with only 6 goons.

So you're enjoying the build? Do you feel its superior to the classic 1 zealot 3 goon expo?
Writer
Miwyfe
Profile Joined September 2010
England101 Posts
May 13 2011 20:57 GMT
#77
I just want to repeat that I do think this is a really interesting game, fully worthy of a thread. Games like this one push the whole sport forward and I love that.
Kiante, nice idea with the ebay block, hadnt thought of that. Also, I think some sort of scv and offensive bunker would still be powerful and viable for Bogus if he had scouted first try. I think your counter to that would be the fact that P could cancel the nexus (something not possible with nexus first builds) and would already have range upgrade to deal with this. If so then I would agree to an extent, but scvs can repair and P would still be boxed in to his main only for a long time. A dangerous situation.
See Movie vs Major on Icarus for an example of the kind of scv bunker timing Im suggesting Bogus could have done.
http://www.teamliquid.net/tlpd/korean/games/47321_Major_vs_Movie/vod

Well, even if Bisu can defend all reactive timng attacks that T could throw at him, the problem of BBS or 2 rax (after supply) in a forward location is too much of an issue to ignore. I know you have addressed this already.

So again, all I can say now is what I said earlier, 'Lets see what Bisu does in the future' haha. I know Im very excited to find out. And even though I ramble, please understand, I just love discussing strategy!
renzy
Profile Joined April 2010
Canada781 Posts
Last Edited: 2011-05-13 21:21:24
May 13 2011 21:20 GMT
#78
On May 14 2011 05:48 Kiante wrote:
Show nested quote +
On May 14 2011 04:28 renzy wrote:
On May 14 2011 04:17 Severedevil wrote:
...and then I felt dumb.

Of course you can get more units by cutting probes than by not cutting probes. Dunno if this would compare favorably to a goon-before-second-gate build that also cuts probes at 19, however. I'll find out when I can.


I've been practicing with that build last night. You need to cut around 10 seconds of probe. Depending on what you see, you can even get away with a probe at 19, and a dragoon at 20 instead of cutting probe a little longer with a dragoon at 19. You cut 15 seconds of probe max, but you get your nexus 40 seconds faster, and robotics faster as well, meaning u can make more probes faster, scout with obs faster, not to mention a better econ from 2 bases. It is definitely worth it. Because of the fast obs, when you see Terrans not putting the second fac in favor of armory first, you can get away with a third nexus with only 6 goons.

So you're enjoying the build? Do you feel its superior to the classic 1 zealot 3 goon expo?


It is a much better build than 1 zeal 3 goon expo. At C level atleast, most terrans cant respond well to this build. They end up making their CC in base when they see the 2nd gateway, and are quite a bit behind as a result.

Edit: Not sure about the response in the blue and green ranks in ICCUP, but I doubt any C+ can come up with a proper response to punish the 40 second earlier nexus.
Bisu is the man
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
May 14 2011 02:05 GMT
#79
Actually the game in the OP shows how dangerous this build is vs all in..if bogus didn't mis micro his first marine/tank group, while he was dropping vul in the main he could have setup a good position in bisu's nat, the commentators note this as well. Obviously we won't know whether it would have worked or not but I do believe this is worth noting, especially because opening can easily transition into CC (flux of early gas but can be regulated by adjusting scv count on refinery).
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 14 2011 02:21 GMT
#80
On May 14 2011 11:05 CaffeineFree-_- wrote:
Actually the game in the OP shows how dangerous this build is vs all in..if bogus didn't mis micro his first marine/tank group, while he was dropping vul in the main he could have setup a good position in bisu's nat, the commentators note this as well. Obviously we won't know whether it would have worked or not but I do believe this is worth noting, especially because opening can easily transition into CC (flux of early gas but can be regulated by adjusting scv count on refinery).

it would be even worse with a regular 3 goon expand
Writer
Taekwon
Profile Joined May 2010
United States8155 Posts
May 14 2011 02:32 GMT
#81
On May 14 2011 06:20 renzy wrote:
Show nested quote +
On May 14 2011 05:48 Kiante wrote:
On May 14 2011 04:28 renzy wrote:
On May 14 2011 04:17 Severedevil wrote:
...and then I felt dumb.

Of course you can get more units by cutting probes than by not cutting probes. Dunno if this would compare favorably to a goon-before-second-gate build that also cuts probes at 19, however. I'll find out when I can.


I've been practicing with that build last night. You need to cut around 10 seconds of probe. Depending on what you see, you can even get away with a probe at 19, and a dragoon at 20 instead of cutting probe a little longer with a dragoon at 19. You cut 15 seconds of probe max, but you get your nexus 40 seconds faster, and robotics faster as well, meaning u can make more probes faster, scout with obs faster, not to mention a better econ from 2 bases. It is definitely worth it. Because of the fast obs, when you see Terrans not putting the second fac in favor of armory first, you can get away with a third nexus with only 6 goons.

So you're enjoying the build? Do you feel its superior to the classic 1 zealot 3 goon expo?


It is a much better build than 1 zeal 3 goon expo. At C level atleast, most terrans cant respond well to this build. They end up making their CC in base when they see the 2nd gateway, and are quite a bit behind as a result.

Edit: Not sure about the response in the blue and green ranks in ICCUP, but I doubt any C+ can come up with a proper response to punish the 40 second earlier nexus.


That is ridiculous.

ly awesome
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LightningStrike
Profile Joined February 2011
United States14277 Posts
May 14 2011 14:13 GMT
#82
I like this build but i need to test it since i really like the idea of the build since i more of a econ type of toss ~.~
May the next light shine/Former #1 Alliance LoL fan/ Current Teamliquid LoL Fan
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
May 14 2011 21:47 GMT
#83
On May 12 2011 12:28 tryummm wrote:
2 Factory is pretty easy to stop with 1 gate expansion build, you just need good Dragoon control and building placement. If stopped without a lot of damage, the Terran loses the game pretty easily. Moreover, the initial Zealot and/or Probe can generally scout whether or not a 2 Factory is coming. If not initially, if becomes evident since the Terran isn't making a Command Center that some sort of aggression is coming.

Really? I thought the only build 2 fac was good against was a 1 gate FE. Anyways this is a great build, thanks for taking the time to share it!
710+ Posts with a Probe Icon =D
oDieN[Siege]
Profile Joined November 2009
United States2905 Posts
May 15 2011 00:01 GMT
#84
Awesome stuff! I miss BW
SC2 took over me.
말크 : ^_^~ NeO)GabuAt, vGODieN
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 15 2011 02:06 GMT
#85
So anyways i altered the BO in the opening post a little after doing some more testing to include the probe cutting period.

Now i'm thinking of putting this into liquipedia, so i figured i'd get some community input here.
so, if you have ideas for these sections, please share!

Counter to
Countered by
Strong maps
Weak maps
Replays (if you have any where you think you played the game out well)


I think i can write the rest out (though i'll appreciate edits when it comes to transitions).
But yeah, if anyone wants to help out could you try and throw out some ideas for the underlined points there? Please include reasons ^_^
Writer
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
May 15 2011 02:53 GMT
#86
strong maps: 2 player because of the fast scouting and lack of bbs.
aka DragOn[NaS]
Yurie
Profile Blog Joined August 2010
11874 Posts
May 15 2011 07:04 GMT
#87
Isn't it a counter to 1 rax expand, assuming it gets scouted? They see 2 gates quickly, making it hard to decide if you are expanding or putting on pressure?
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 15 2011 07:59 GMT
#88
The late goons give him more time to get tank with siege. Also, the nexus is obtained quite early even before the first goon is out. A scouting SCV will be able to see all of this.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
eton7410
Profile Joined December 2009
Canada261 Posts
May 18 2011 23:16 GMT
#89
this build dies to 2 factory contain.
T pushes out with marines vulture and tanks and plant down mines outside of your base while researching siege mode.
Obs come out after siege, and T and just build supply depots and turrents and bunkers outside of your base.
super hard to break out.
Live English Caster of Korean BW Scene
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 19 2011 02:03 GMT
#90
I would think that 2 fac dies to this. Your marine count will be very low initially since you will need your second factory to be down asap.

The earlier 2 gate will have higher number of goons and it can well hold your push off.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
eton7410
Profile Joined December 2009
Canada261 Posts
May 19 2011 02:34 GMT
#91
The thing with 2 factory is that they dont need to kill you.
they can just contain outside ur base with siege mode.
Live English Caster of Korean BW Scene
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 19 2011 07:05 GMT
#92
Yes that is correct. But the main thing is getting to that contain. By the time you get 3 tanks out, he will have around 7 goons out, which is more than enough to completely crush your push.

Since you are prioritizing siege before your expansion, losing the push will make you dead if you cannot do a contain.

火心 Jealous. I always loved that feeling when I was young. Embrace it.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 19 2011 07:16 GMT
#93
Defending a 2 fac should be easier than it is with a regular 1 gate expand because you're getting an extra goon out if they start the push with 1 tank. 2 fac vs this build will be hard, but its not unwinnable. the trick is catching the push at the terran base and forcing mines/killing marines/vultures before they get to your base while prioritising a shuttle out to bomb the tanks if they get sieged up
Writer
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 19 2011 16:05 GMT
#94
Just an update, i've thrown this up on liquipedia quickly inbetween study
http://wiki.teamliquid.net/starcraft/2_Gate_Range_Expand

please, go edit my shitty english and add information!! gogogo
Writer
Taekwon
Profile Joined May 2010
United States8155 Posts
May 19 2011 16:21 GMT
#95
Kiante, I'm sure you've already done this, but in your next possible stream, play as many PvTs as possible using this build. Just a request.
▲ ▲ ▲
Taekwon
Profile Joined May 2010
United States8155 Posts
May 19 2011 16:23 GMT
#96
I'd also add that this build is weak against fast drop builds
▲ ▲ ▲
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 19 2011 16:23 GMT
#97
i've been using it in pretty much every PVT i've played since i made this thread. The only times i haven't are when i've forgotten my first pylon and rage 12 nex'd
lolololol
Writer
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
May 19 2011 18:26 GMT
#98
Looks like a good build, but it seems to me like it's inferior to 12 nex against everything but proxy rax and BBS.

Am I wrong here?
Taekwon
Profile Joined May 2010
United States8155 Posts
May 19 2011 18:53 GMT
#99
On May 20 2011 03:26 APurpleCow wrote:
Looks like a good build, but it seems to me like it's inferior to 12 nex against everything but proxy rax and BBS.

Am I wrong here?


The key is the goon and range timing.
▲ ▲ ▲
Taekwon
Profile Joined May 2010
United States8155 Posts
May 19 2011 21:32 GMT
#100
In all seriousness, this needs a super cool name as an opener.
I propose this build be coined the

+ Show Spoiler +

Bisoov Build - Edit in Liquipedia plz
▲ ▲ ▲
Ethelis
Profile Blog Joined September 2008
United States2396 Posts
May 19 2011 21:38 GMT
#101
Bisu build vs T

need klazart to do a commentary on that game btw
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 19 2011 23:42 GMT
#102
On May 20 2011 03:26 APurpleCow wrote:
Looks like a good build, but it seems to me like it's inferior to 12 nex against everything but proxy rax and BBS.

Am I wrong here?

Theres no real risk of getting bunker rushed. When you 12 nex, a terran who scouts you before your gateway finishes has the options to simply box 8 scv's and kill your nexus, and if they know what they're doing, you cant really stop it. Sure, you can sac the nexus and try and play it out, but if they've expanded while doing it, dont sac their scv's, you end up equal or behind. This build just puts you ahead, thats the advantage. Also getting range out super fast lets u hold rushes and defuse mines. range on a 12 nex is super late
Writer
Taekwon
Profile Joined May 2010
United States8155 Posts
May 21 2011 04:39 GMT
#103
this build could theoretically work in PvP...
▲ ▲ ▲
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 21 2011 06:58 GMT
#104
On May 21 2011 13:39 Taekwon wrote:
this build could theoretically work in PvP...

no.
they make a zealot
they send it to your base, you HAVE to make a goon/zealot to stop it. hence you deviate from the build, making the build useless.
Writer
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
May 21 2011 07:15 GMT
#105
On May 21 2011 13:39 Taekwon wrote:
this build could theoretically work in PvP...


I think if you want to FE in pvp, you can try this pvp build
http://www.teamliquid.net/forum/viewmessage.php?topic_id=137582
BW forever!
Biff The Understudy
Profile Blog Joined February 2008
France7896 Posts
May 21 2011 08:40 GMT
#106
Why Oov?

It's so boring that every time a SKT player does something unusual we have instant reaction zomgOovsogenius. It's already doubtful that players really invent the builds they do; and Oov doesn't even play Protoss.

The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 21 2011 09:05 GMT
#107
On May 21 2011 17:40 Biff The Understudy wrote:
Why Oov?

It's so boring that every time a SKT player does something unusual we have instant reaction zomgOovsogenius. It's already doubtful that players really invent the builds they do; and Oov doesn't even play Protoss.



Someone doesn't read interviews. i even mentioned it in the OP

Q: Any last words you want to say?
A: I used a special build in today’s ace match, and it was a build created by Coach (T)iloveoov. It had been never used in a broadcasted match before.

from http://www.teamliquid.net/forum/viewmessage.php?topic_id=222026
Writer
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
May 23 2011 08:56 GMT
#108
against a 4-6 factory, can the third base to gateway timing be slimmed down in time for the push along with zealot speed?

assuming he opens siege expand, it is possible to get the third nexus before the robotics. i was wondering if you add in 4-5 gates just as your nexus is 75% complete and your citadel after the gateways, if this could stomp a 6 factory push.

since the natural econ is up quite early, constant goons can be made through the initial 2 gates during the duration of the 3rd nexus building time and halted at around 50% for gateways to be made along with the citadel.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
May 23 2011 10:44 GMT
#109
Hilarious that Oov creates builds for the Protoss players as well. XD
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
yB.TeH
Profile Blog Joined November 2008
Germany414 Posts
May 23 2011 13:01 GMT
#110
1rax cc economic style beats this easily
p has to cut probes to get his units out, t doesn't, also less agression than regular 1gate fe because goons arive later at your bunker and siege will finish soon
p can't deny your scout so you won't need turrets, get your 3rd base early, don't attack with your units just defend
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 23 2011 13:05 GMT
#111
I wouldn't say it beats it. Your nexus gets down fairly quickly, and you still have a chance to snipe a tank if they've over agressive with it (hold back 2 goons, they come to hit 2 goons 2 with their tank, sprint with 4 goons and attempt to kill). You could even rush to DT tech as soon as their scv dies in your base to take advantage of a terran who's skimping on detection, or attempt a 2 base goon/shuttle push to break a terran going too hard for a third.
saying this build straight up is beaten by a 1 rax cc is just :S. by the same logic 1 rax cc also beats 1 gate 3 goon FE, which is what 90% of pro games are
Writer
yB.TeH
Profile Blog Joined November 2008
Germany414 Posts
May 23 2011 13:15 GMT
#112
i didnt say to skip on detection just on ebay/turrets get comsat with armory anyway
i said you dont need to be agressive with your units, so you cant snipe a tank except when t tries to get to his 3rd

1gate fe denies t scout much earlier so you have to get turrets to be safe against dt

and how will you scout a fast 3rd with 6minutes and something obs?
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
May 23 2011 13:17 GMT
#113
this build gets 4 goons out faster than 1 gate fe. also, if you didn't know about this build as t, and you saw 2 gate in protoss base, wouldn't you build more marines in fear of aggression?
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
yB.TeH
Profile Blog Joined November 2008
Germany414 Posts
Last Edited: 2011-05-23 13:31:00
May 23 2011 13:26 GMT
#114
i have no doubt that anyone will lose to this build who doens't know about it
but once you know how it works, it isn't that fearsome anymore

i don't think this build is bad, because it forces the terran into a macro game even if he doesn't want it,
but 1gate fe into arbiters does the same thing if not better once the novelity of the build has vanished
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 23 2011 14:43 GMT
#115
This build gets a faster nexus with more goons. if you dont get bunker rushed and completely screw it up, and you hold a 2 fac with good micro that would've got scouted by initial zealot harass (aka vs a bad terran) then i dont see how 1 gate is better...
Writer
Harem
Profile Joined November 2007
United States11390 Posts
May 23 2011 14:50 GMT
#116
This build also has an advantage over gate FE variants in that you can stop Fac CC Fac as range and second gate are so quick.
Moderator。◕‿◕。
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
May 23 2011 20:38 GMT
#117
Against Rax CC having earlier goons isn't useful anyway, since you can't start hammering away at the bunker until you have range, so this build is actually better that 1gate fe.
AIV_Funnytoss and sGs.Funnytoss on iCCup
Reyis
Profile Joined August 2009
Pitcairn287 Posts
May 24 2011 17:57 GMT
#118
well i would say this build is something flash would came up if he was playin protoss. very good one for todays games. it offers you many many different options to transition into very easily also if terran do something.
기적의 혁명가 김택용 화이팅~!!
naneri
Profile Blog Joined May 2008
Kyrgyzstan165 Posts
June 19 2011 12:25 GMT
#119
Replay.
My FD got destroyed by this build today, though i have found my opponent on 15 limit. But it is just that i saw it for the first time.
High APM is when your marine gets 3 stim packs instead of one.
Miwyfe
Profile Joined September 2010
England101 Posts
December 19 2011 17:44 GMT
#120
Kiante still using this build? How are you getting on with it?

I only recently watched a game between Best and Classic March 2011 on Circuit Breakers where Best uses this build. It is actually an earlier example of it strangely, despite the interview. So hope this is considered a worthwhile bump.
http://www.teamliquid.net/tlpd/korean/games/60935_BeSt_vs_Classic/vod

Also I must apologise for my earlier posts in this thread.
Black[CAT]
Profile Blog Joined July 2010
Malaysia2589 Posts
December 19 2011 19:31 GMT
#121
Hmm, if this is starting to get used more often, then I guess I'll start seeing Terrans opening 8rax vs P.
You mean ESPORTS isnt a synonym for SC2? ¯\_(ツ)_/¯ -Proud owner of a Filco Majestouch 2 with Cherry Blue Switches- BW or SC2? Why not both?
Entaro[AoV]
Profile Joined July 2009
United States184 Posts
December 20 2011 01:38 GMT
#122
dude i love pvt and i've been getting a lot better at it so i'm really excited to try this build! thanks for taking the time to do the analysis!
TL+ Member
CakeOrI)eath
Profile Blog Joined September 2009
United States327 Posts
December 20 2011 18:42 GMT
#123
Nice bump!
I'll be giving this a try since FD has been giving me trouble since my goon micro is below average. My only real negative thought is that your first goon is so late the Terran will have unopposed scouting of everything you are doing. I guess they can't really kill you with that information, but they can at least delay ebay which opens up really strong Fac-CC-Fac and 3Fac timings if they scout your 3rd. It will be fun to play around with this on both sides! (I play TvP and PvT)
Opportunities multiply as they are seized.
Yaqoob
Profile Blog Joined March 2005
Canada3332 Posts
Last Edited: 2012-01-29 05:39:52
January 29 2012 05:35 GMT
#124
I watched the Bisu vs Bogus game and Bisu puts his probe back on gas after he builds his nexus.
김택용 Fighting!
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
January 29 2012 08:35 GMT
#125
your micro is going to have to be really good if you use this build. even with faster range, you are going to have to micro like a god to hold off a strong fd. even with the faster second gate, it does not kick in timely for his push so you will need to micro very carefully to not let the tank get any shots off.

火心 Jealous. I always loved that feeling when I was young. Embrace it.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
January 29 2012 08:42 GMT
#126
any build which involves getting a quick nexus is going to have a hard time with strong FD
Writer
JMave
Profile Blog Joined December 2007
Singapore1804 Posts
January 29 2012 09:00 GMT
#127
yes absolutely, which you did not mention in the op. since the idea of your analysis was how it would counter an fd push well(which it does).
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Big2Fonz
Profile Joined March 2011
United States19 Posts
February 10 2012 18:08 GMT
#128
im still not convinced because i think 12 nexus does everything this build does and puts you at a more economical advantage against a fe terran
i fap to tossgirl
Ry-Masta-T
Profile Blog Joined April 2008
United States478 Posts
Last Edited: 2012-02-10 18:35:25
February 10 2012 18:34 GMT
#129
But I think with this build you're better equipped to deal with (non-BBS) bunker rushes/early vultures. 12nex has trouble with these.

I could also see this being stronger vs a 1rax CC. the early 4 goons with range means you can pressure their bunker hard very quickly, while still having a decent economy to follow up with.
Speak the word...
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
February 10 2012 21:42 GMT
#130
i liked this build ALOT, but than i faced a sfd again, and again and youre yust deadTT
The harder it becomes, the more you should focus on the basics.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6637 Posts
February 13 2015 11:28 GMT
#131
Does anyone still use this build? I just randomly remembered this today and I'm going to try it out again, I think it looks pretty solid.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Jukado
Profile Blog Joined May 2011
805 Posts
February 13 2015 15:39 GMT
#132
Its still kind of cool, but no, this build was hardly used in televised games.
The first was Best vs Classic on Circuit Breaker,
http://www.teamliquid.net/tlpd/korean/games/60935_BeSt_vs_Classic/main

and then Bisu vs Bogus on Icarus
http://www.teamliquid.net/tlpd/korean/games/67899_Bisu_vs_INnoVation

I dont know of it being used apart from that, I think Bisu might have used it again like once though.

The build sort of evolved into the 1 goon expo
http://www.teamliquid.net/forum/bw-strategy/417964-pvt-opening-1-goon-range-nexus
The t1 protosses in particular would get a second gate after the nexus, which reflects the build in this thread. Sun used that alot on Beltway etc. Shuttle for example was also quick to adopt this style and use it quite often; he did so on new empire of the sun quite alot etc.
Soon after, other protoss players began favouring to stay on 1 gate and get robo and observatory while making goons out of the single gateway. I would say the STX protosses were probably the main guys who pushed this forward.
By the later part of the 2012 season even the t1 protoss players were favouring to stay on 1 gate and get robo and observatory while making goons out of the single gateway. Thats why I focused on the later style in the 1 goon expo thread.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
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