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Skipping the +1 makes it faster because the citadel and therefore leg speed is faster (the 2nd gas only affects templar archives).
And im pretty sure all games where zerg opens mutas are when the toss makes no more than 1 or 2 corsairs or any at all, because you dont make mutas when the stargate keeps blinking because for one, a muta opening is rather easily scouted and if you mass drones they wont be in time and if you cut drones, making sunkens + lings is painfully expensive if the toss has speedzeals.
Usually you see pros switching to mutas far into midgame after they have really thinned corsair numbers with scourges and making more corsairs is not affordable because its critical to secure with hts that 4th (or even 3rd) for the protoss and zerg has already a pretty sizeable hydra army.
For a vod on how mutas can go really wrong even if properly timed vs a sair build watch jaedong vs bisu on neo harmony.
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In Jaedong vs bisu, Jaedong made his mutas immediatly after his spire was done and his second gas unfinished at that point. Then he lost all his mutas trying to break cannons with like 5 mutalisks and no scourge for some reason and then instead of transitioning into hydras he made like 10 more mutas that did nothing and then he didn't even have hydra speed by the time 2 archons were out and at his nat. And there have been plenty of games where Z purposely makes mutas vs corsair builds (although they don't always win, they aren't behind because of it): Yarnc vs Stork on medusa, as already described, savior vs best on collo, haran vs best on chupung with a few other games I don't remember, like half the games on blue storm, July vs Jangbi on harmony, Luxury vs Jangbi on Carthage, July vs some toss on andro, and I think bisu vs zero? (I just remember bisu losing like 5 sairs to scourge at the end of the game).
According to the guide the speedlots hit at 7:10. Just taking the timing from the recent TL rep of infernal vs I_wish_you at 6:45 he has 3 fully saturated bases, a sunken, a hydra den, 5 hatches, and still has enough money for 8 mutalisks along with his scourge that are already out. So if you cut the hydra den out and a few drones you can still have lings at your nat to stop a runby if he splits them in half. And in one of the reps of this build the attack actually hits at 7:30. In the one on colo it hits at 7:20 and he leaves his base right before 7 mins. However in that rep he made 1 cannon at his choke, 1 at his main, and none at his nat. Thats really cutting it tight to get the zeals out even that early which is a little later than the guide describes.
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I cant remember every single game you posted but the ones i do remember the zerg winning, the protoss never had more than 2 corsairs at the time the mutas arrived at their base.
And as for the infernal rep, yes he had the money for mutas but other upgrades had bigger priorities and the mutas ended up coming much later than 7:10 and being useful a bit later than 8:00
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This build isn't really the "holy grail of PvZ" like the zeal+2 archon push that SJM published earlier. It's a strong build, but I feel it's more to give secure you a third and help your transition into later game than it is to outright kill a zerg. It definitely has some weaknesses, but at the same time, some strengths too. It's just another build to add to your list of builds.
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I actually like this build a lot. I wanna learn a really good reaver sair zealot build... I should go look for it too.
If you don't believe me, just try to keep pushing Muta into this build. Have fun. It's definitely not easy.
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