its like right teetering on the edge of victory or loss, cause toss tech will kill this build easy, but you have the advantage of three tanks and anti air stuff (and vs less goons).
Have u compared this with the results of a 2fac rush?
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imBLIND
United States2626 Posts
its like right teetering on the edge of victory or loss, cause toss tech will kill this build easy, but you have the advantage of three tanks and anti air stuff (and vs less goons). Have u compared this with the results of a 2fac rush? | ||
TheFoReveRwaR
United States10657 Posts
![]() ![]() The purpose of this build is than that of a 2 fact rush and simular to a 2 fact fake rush into cc but with more versitility(and doesn't require an ebay). Its designed to be safe vs all tech openings(and it is, without the need for an ebay at all or until after you've started your cc vs dt) while giving you good scouting/a reasonably fast expo and apply early pressure to delay the protoss nexus. So, because of that I haven't compared it to a 2 fact build. Also I'm a fan of anything that throws your opponent off of his usual game rythm. | ||
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