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Why 5 rax over ayumi? Both builds are focused on getting strong marine medic timing attacks, both delay tech by a long way. So why is 5 rax better? Looking at the bare math of how the zerg is affected, the earlier ayumi timing would seem to be stronger because of how many sunks(5+) it forces the zerg to lay while 5rax +1 timing doesnt force any sunks, and how zerg doesnt have a lot of lings and no mutas to support. True, ayumi has a later +1 and later stim and u238 because of its delayed academy, but isnt that a non-problem unless zerg goes for something like 2 hatch mutas?
The liqui says that 3 hatch lings are dangerous as a counter, but again, shouldnt scouting it make it less of an issue, similarly as with 2 hatch builds. So given the raw math of ayumi slowing down zergs economy more than 5rax+1, shouldnt it be better by the numbers?
http://wiki.teamliquid.net/starcraft/Ayumi_Build http://www.teamliquid.net/forum/viewmessage.php?topic_id=291203
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Why would you bother with such builds? You are a bad, bad person.
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Ayumi and 5rax +1 attack is timing pushes vs 3 hatch, not 2 hatch. If the zerg scouts the ayumi and puts up enough sunkens then he will be in a big lead, two or even three extra sunkes wont slow down the zerg enough, especially if they made very few zerglings. Then they can just fly to the terrans base and do a lot of dmg because of the delayed ebay (late turrets). Even if they don't the terran will be far behind because he cut scvs and delayed his ebay and his tech. Also, with a failed ayumi there will be no midgame pressure from the terran (lurkers vs late detection) which means the zerg can expand and power drones and be teching without any fear. +1 attack timing just puts you in a better position in the midgame.
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If its like liquipedia says were talking 5+ sunks here, not 2-3... that ought to slow down the macro a bit, unless you go for some 3hatch before pool build, right? you cant cut corners like that when theres a 2 ctrl croup of rines + 4 medics barging into your nat, can you?
as i read from the ayumi build - it seems only cuts a bit of scvs during the pump phase, similar to the mainstream 5 rax+1 build, as to not be that terrible in the regard? and how do the detection timings differ, comparing to 5 rax? seeing as how the typical mech transition doesnt even get vessels?
On December 03 2011 23:20 blubbdavid wrote: Why would you bother with such builds? You are a bad, bad person. ok ill go for the "evil build" then
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United States11390 Posts
On December 03 2011 23:15 BroodWarHD wrote:Why 5 rax over ayumi? Both builds are focused on getting strong marine medic timing attacks, both delay tech by a long way. So why is 5 rax better? Looking at the bare math of how the zerg is affected, the earlier ayumi timing would seem to be stronger because of how many sunks(5+) it forces the zerg to lay while 5rax +1 timing doesnt force any sunks, and how zerg doesnt have a lot of lings and no mutas to support. True, ayumi has a later +1 and later stim and u238 because of its delayed academy, but isnt that a non-problem unless zerg goes for something like 2 hatch mutas? The liqui says that 3 hatch lings are dangerous as a counter, but again, shouldnt scouting it make it less of an issue, similarly as with 2 hatch builds. So given the raw math of ayumi slowing down zergs economy more than 5rax+1, shouldnt it be better by the numbers? http://wiki.teamliquid.net/starcraft/Ayumi_Buildhttp://www.teamliquid.net/forum/viewmessage.php?topic_id=291203 ....Ayumi doesn't even get marine range. You are dead if it fails.
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Ayumi is pretty all-in.
+1 5rax isn't.
Also, Ayumi only gets stim, nothing else. You cut SCVs for an extended period of time. You delay everything for 24 marines, 4 medics, and stim.
You even skimp out on turrets occasionally.
Edit: In addition, Ayumi is pretty map and position specific. It can easily fail with the slightest variation of a Zerg build, and it really hasn't been used at all in TvZs in my recent memory.
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2-3 EXTRA sunkens. Zergs will typically put down 2-3 early if you do any early pressure before your attack. So yes, it will slow down the zerg some, but not a lot, especially if they drone up instead of making lings. If you cut scvs when you start to pump marines, then you will still cut scvs later with the 5 rax +1 which will still put you in a better position in the midgame. If the zerg muta harass you after a failed ayumi then your vessel will be later than a 5 rax +1. Can't tell about the mech transition, I haven't watched a lot of mech transitions, but I'm pretty sure late game transitions do have vessels. I just skimmed through the guide so I can't really comment on the transition described in it
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Lol Ayumi build is a pre-lair tech all-in sunken break build where you are extremely behind if it fails. +1 5rax has a stronger economy and forces the zerg to fight marines on open ground and to desperately delay the terran from reaching the third base with purely muta/ling against MnM. +1 5Rax transitions very smoothly into late game if you did not kill the zerg then and there, whereas ayumi build cannot due to how late tech is and how bad their economy is. Ayumi build gets later tech than 5rax significantly because you are making shortly as you move out with +1 5rax, and with ayumi build you have to spend your low income on marine range, ebay, and more units in order to not die. As someone said upward a little more, you cut everything in order to get 2 control groups of marines and a few medics.
If anything, Ayumi build is like a sparks terran veiled by a 1rax fe.
Also, ayumi build cannot be used against 2 hatch either, since the zerg's lair tech is out already and they can easily abuse your lack of tech.
And ayumi build cuts way more scvs because with 5rax you can resume scv production and continue it while teching after you have put down your barracks; you do not have the money to do that with ayumi build. And as for your statement about "typical mech transition doesn't get vessels", you'll have at least three comsat stations which is more than enough considering mech kills lurkers fast anyway, and you make turrets and base entrances when you split the map.
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The late u238 is really really brutal, your marines aren't shit when you don't have it.
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The differences are glaring. 5rax is just another midgame variant of the standard 1rax fe, where you build your factory after your fifth rax. There is no real standardized form of it, as you can choose to delay your factory after opening with the upgrade terrran route or 2rax gas -> academy. You don't cut any scvs and your initial timings are all going to be the same (depending on your opening, your +1 timings, pre-muta pressure, etc.)
On the other hand, ayumi does not follow the standard 1rax fe procedure at all. You cut a lot of scvs, you build academy incredibly late, and your post-timing situation is going to be dire. It isn't similar to 5rax at all.
Now, forgg's 5rax timing build is a different story, but that build revolves around a specific timing attack and the 5rax midgame builds that flash started using shortly after are completely different.
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If you continued the game after the initial attack with the Ayumi build, where you don't kill the zerg or flat out cripple him till the point where you can do anything after and win, the amount of scvs you cutted for the build kills your eco so much it really is an all-in. I had games where I actual did a fair amount of dmg but I still lost after because zerg can just comeback more easily from the situation that I could. Your eco is nonexistent, your upgrades and tech is all severly delayed. A failed 5 rax can transition into late game being slightly behind and is definitely doable, a failed ayumi is pretty much game over. I rather stick to the more solid build.
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Edit: It seems the build I remembered Ayumi build incorrectly. I remembered it as: Rax Expand Refinery Academy 3 Rax ...but appearantly the 3 rax should be built before the refinery. So whatever I said below relates to the refinery first build. Anyway, the only thing it changes is that you get a larger amount of marines and a later push, but still before the mutas. You'll also obviously have less gas, which makes it even harder to regain the tech disadvantage.
The main difference between Ayumi and 5 rax +1 is the lack of Engineering Bay for Ayumi and that Ayumi hits earlier, without range. You have about the same academy timing, or actually Ayumi is a few seconds earlier. The proper 5 rax +1, the way Flash does it, delays scvs early on, and more importantly cuts marines. For that reason you need a semi-wall at your natural.
Ayumi is meant to be a sunken bust build. If you don't succeed, you will have a really hard time. Your turrets and +1 weapons are delayed, so mutalisks will be hard to deal with, especially if you failed a sunken bust and lost a lot of units. The tech is also delayed, so you really open up the map to zerg. Don't get me wrong, Ayumi is not a terrible build, but if you're playing someone around the same skill as you, you need to succeed with the attack, or you're pretty much screwed, so it's pretty much a all-or-nothing build.
The purpose of 5 rax +1 is to force zerg to use his mutalisks defensively. This build is much more micro intensive than Ayumi build, but since you're engaging out in the open, terran has the advantage. The purpose of this build is to pull zerg out of their comfort zone, and if zerg loses a lot of his units, you can go for a sunken bust, which will probably succeed. However, if zerg can trade units and stall, then you are in a bit of a awkward position, where you have to engage lurkers with your marines, while you're getting your tech. This is quite hard, but not impossible, and you should be ahead in economy too, since you didn't have to endure any mutalisk harass.
I don't think the 5 rax +1 build is suitable for low level play though since lurker before mutalisk builds are so common. If you're really confident in your marine micro, then a fast tech to SK Terran from 2 rax is much better.
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On December 03 2011 23:15 BroodWarHD wrote:Why 5 rax over ayumi? Both builds are focused on getting strong marine medic timing attacks, both delay tech by a long way. So why is 5 rax better? Looking at the bare math of how the zerg is affected, the earlier ayumi timing would seem to be stronger because of how many sunks(5+) it forces the zerg to lay while 5rax +1 timing doesnt force any sunks, and how zerg doesnt have a lot of lings and no mutas to support. True, ayumi has a later +1 and later stim and u238 because of its delayed academy, but isnt that a non-problem unless zerg goes for something like 2 hatch mutas? The liqui says that 3 hatch lings are dangerous as a counter, but again, shouldnt scouting it make it less of an issue, similarly as with 2 hatch builds. So given the raw math of ayumi slowing down zergs economy more than 5rax+1, shouldnt it be better by the numbers? http://wiki.teamliquid.net/starcraft/Ayumi_Buildhttp://www.teamliquid.net/forum/viewmessage.php?topic_id=291203
The build order given there is so suboptimal that it makes no sense, why would you build a supply depot at 23/36 when you'll be 29/44 when it finishes?
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On December 04 2011 04:33 ninini wrote:
I don't think the 5 rax +1 build is suitable for low level play though since lurker before mutalisk builds are so common. If you're really confident in your marine micro, then a fast tech to SK Terran from 2 rax is much better.
its suitable, its great mm control practice
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it says 2 hatch hydra counters it lmfao ayumi is an all in, the other is a timing attack.
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People shoudn't be doing this thing anymore. Forgg made a timing attack that is pretty much the same thing but isn't all in
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As others have said here, Ayumi build is meant to kill the zerg and break his sunkens before his lair tech comes in. 5 rax is a build that cannot pressure the zerg before his mutas come out, but is aimed at forcing the Zerg to use his mutas to defend his third against a large mnm force before his lurkers morph in (two different timings).
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