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Stalker Stutter Step Micro

Forum Index > Closed
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1 2 Next All
soulist
Profile Blog Joined April 2011
United States932 Posts
June 14 2011 16:01 GMT
#1
How do you do the stalker stutter step micro? or just stutter step micro in general?
Evil Geniuses<3
1nMack1
Profile Joined December 2010
Canada88 Posts
June 14 2011 16:04 GMT
#2
Right click your mouse to move in the direction you want - forward to chase backward to retreat, and hit h right when your attack cooldown is up. It takes some practice to figure out the internal cooldown of different units.

You don't need to spam to do this - and doing so can actually cause you to miss shots.

You can practice on QXC's stutter step micro map - just go to custom games and search for QXC, it's a 1 player map I think. You train a stalker and then go attack the high templar, a stationary stalker will spawn and attack a nexus. The map calculates the difference in HP between the moving templar and the stationary nexus so you can see how many shots you're missing.

Cheers,
Mack
soulist
Profile Blog Joined April 2011
United States932 Posts
June 14 2011 16:05 GMT
#3
is this what you do lets say a group of marines are attacking your stalkers and you want to run away but still attack at the same time?
Evil Geniuses<3
1nMack1
Profile Joined December 2010
Canada88 Posts
June 14 2011 16:08 GMT
#4
Ok click away they start to walk away. Now they are just out of range of the marines, they are faster. Hit h you will see them start to shoot, now right click away again. When they are just out of range of the marines hit h and they will shoot.

There's not much to that part of the stutter step micro, but if you can manage this you're well on your way to being alot stronger of a player. H btw is the hold position hotkey.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
June 14 2011 16:10 GMT
#5
Its pretty simple stalkers are faster then most all ground units with a relatively slow attack animation. Hold and attack move both work, just hit one and move away after its done attacking.

I dont think this is thread worthy for future reference, try searching.

Or simple questions thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187808
~
soulist
Profile Blog Joined April 2011
United States932 Posts
June 14 2011 16:10 GMT
#6
okok now i understand. thank you so much was great helppppp
Evil Geniuses<3
To3-Knee
Profile Blog Joined April 2011
Canada100 Posts
June 14 2011 16:11 GMT
#7
I often use S for stop. Is there a difference between H and S?
GreEny K
Profile Joined February 2008
Germany7312 Posts
June 14 2011 16:15 GMT
#8
On June 15 2011 01:11 To3-Knee wrote:
I often use S for stop. Is there a difference between H and S?


Yes, hold will make them stop moving and stay stationary, stop will make them stop whatever action they are doing for that time.
Why would you ever choose failure, when success is an option.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
June 14 2011 16:15 GMT
#9
You can use H, but you can also attack click forward. I find this more natural, but some people prefer using H.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Kambing
Profile Joined May 2010
United States1176 Posts
June 14 2011 16:16 GMT
#10
A good reference is the Practice marine stutter step micro guide which references qxc's stutter step micro map and also gives stutter periods for each unit.

H = halt which causes a unit to stay in place, attacking units that are in range until otherwise commanded
S = stop which causes a unit clear its command queue

Practically speaking halted units will stay in place and attack while stopped units will move to engage targets if they agro but are out of attack range. Other than halt keeping your units in a tighter ball than stop, there isn't a visible difference when using either to stutter step.
DueleR
Profile Joined May 2010
United States207 Posts
June 14 2011 16:16 GMT
#11
On June 15 2011 01:05 soulist wrote:
is this what you do lets say a group of marines are attacking your stalkers and you want to run away but still attack at the same time?


Um, yes, though marines probably aren't the best example. You can't stutter step micro away from stimmed marines because they're faster and even unstimmed marines are a bit tricky because generally when you're fighting unstimmed marines (early or early midgame), you want to take advantage of a stalker's (slight) range advantage, so it's more like you get a volley in, run back a little bit, get a volley in, run back, etc.

As a protoss player, I usually only find myself needing to stutter step my stalkers in the early game or when it's PvP stalker/zealot wars. Or when you're trying to snipe a structure while moving away from your opponent's army.

Late game, the micro required becomes different, because a lot more factors come into play--zerg will have things like infestors and speedlings, you'll have blink, terran will have stim and concussive shell, etc. In those situations, it becomes more a game of concave positioning, blinking back hurt stalkers, rather than stutter stepping.
Perplex
Profile Joined March 2011
United States1693 Posts
June 14 2011 16:23 GMT
#12
On June 15 2011 01:16 DueleR wrote:
Show nested quote +
On June 15 2011 01:05 soulist wrote:
is this what you do lets say a group of marines are attacking your stalkers and you want to run away but still attack at the same time?


Um, yes, though marines probably aren't the best example. You can't stutter step micro away from stimmed marines because they're faster and even unstimmed marines are a bit tricky because generally when you're fighting unstimmed marines (early or early midgame), you want to take advantage of a stalker's (slight) range advantage, so it's more like you get a volley in, run back a little bit, get a volley in, run back, etc.

As a protoss player, I usually only find myself needing to stutter step my stalkers in the early game or when it's PvP stalker/zealot wars. Or when you're trying to snipe a structure while moving away from your opponent's army.

Late game, the micro required becomes different, because a lot more factors come into play--zerg will have things like infestors and speedlings, you'll have blink, terran will have stim and concussive shell, etc. In those situations, it becomes more a game of concave positioning, blinking back hurt stalkers, rather than stutter stepping.


Don't mislead him though. Not only is kiting marines with stutter step micro useful in the early game, it's often required in order to defend an all-in. The 3 rax marine SCV all-in build requires you start kiting with 2 stalkers from the time he leaves his base to the time he gets to yours or you won't have killed have enough marines to survive the push.
http://www.lolking.net/summoner/na/24238059
lazydino
Profile Joined October 2010
Canada331 Posts
June 14 2011 16:28 GMT
#13
Am I the only one that uses a move?
"I have this moron thing that I do, it's called thinking" - George Carlin
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
June 14 2011 16:29 GMT
#14
On June 15 2011 01:16 DueleR wrote:
Show nested quote +
On June 15 2011 01:05 soulist wrote:
is this what you do lets say a group of marines are attacking your stalkers and you want to run away but still attack at the same time?


Um, yes, though marines probably aren't the best example. You can't stutter step micro away from stimmed marines because they're faster and even unstimmed marines are a bit tricky because generally when you're fighting unstimmed marines (early or early midgame), you want to take advantage of a stalker's (slight) range advantage, so it's more like you get a volley in, run back a little bit, get a volley in, run back, etc.

As a protoss player, I usually only find myself needing to stutter step my stalkers in the early game or when it's PvP stalker/zealot wars. Or when you're trying to snipe a structure while moving away from your opponent's army.

Late game, the micro required becomes different, because a lot more factors come into play--zerg will have things like infestors and speedlings, you'll have blink, terran will have stim and concussive shell, etc. In those situations, it becomes more a game of concave positioning, blinking back hurt stalkers, rather than stutter stepping.



stutter step vs marines is insanely good. it changes the early game from Terran favored to Protoss favored. it shuts down the majority of Terran early aggression. its a HUGE difference
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-06-14 16:29:34
June 14 2011 16:29 GMT
#15
stalkers have a slow fire rate than marines so sometimes you can scoot and stop, Click + S but what I prefer is Click (move) Attack Move Backwards. So all of you stalkers try to engage. Similar to how I banshee micro
[TLNY]Mahjong Club Thread
K_osss
Profile Joined June 2010
United States113 Posts
June 14 2011 16:34 GMT
#16
On June 15 2011 01:28 lazydino wrote:
Am I the only one that uses a move?

I prefer A move as well.
GreEny K
Profile Joined February 2008
Germany7312 Posts
June 14 2011 16:38 GMT
#17
On June 15 2011 01:34 K_osss wrote:
Show nested quote +
On June 15 2011 01:28 lazydino wrote:
Am I the only one that uses a move?

I prefer A move as well.


I use A move when I'm attacking forward, it creates a nice concave around the enemy units. If I am moving backwards and still trying to deal damage, then i use the H key or I will target fire the leading units.
Why would you ever choose failure, when success is an option.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2011-06-14 16:50:29
June 14 2011 16:46 GMT
#18
I thought true stutter step only worked for marines because of animation canceling. As soon as marines shoot you move and they fire up in the air as they walk but still hit their target. If done properly they can do full damage while moving at almost full speed (there is only a slight pause in movement as they release their shot)

I don't think you can truly do this with stalkers, you can walk the moment their shots are released but I don't think it works nearly as efficiently as marines. If you move to soon (during the firing animation) the shot gets canceled unlike with marines. There are obviously plenty of situations where you want to do this, when falling back from marines you probably want to do as much damage as possible so it's a good idea. Try and get that shot off while the stalkers are slightly out of range of the marines. Or when you're pushing up a ramp, you want to shoot step shoot ect. so the units in front don't block everything behind them. The units in front will stop as soon as they are in range stopping the stalkers in back from being able to get in range (or they will try to walk around to the sides) But the pathing usually gets bad in these situations so you really want to shoot step shoot up the ramp.
:)
Tatari
Profile Blog Joined January 2011
United States1179 Posts
June 14 2011 16:49 GMT
#19
I use a-move and click away after the attacking animation. H and S have the same effect. H doesn't have the same instant attack animation that Dragoons had in BW.
A fed jungler is no longer a jungler, but a terrorist.
Legion710
Profile Joined November 2010
Canada423 Posts
June 14 2011 17:02 GMT
#20
I find that using the H key is detrimental to your micro and a bad habit. When my friend told me he used that I didn't even know about it. From WC3, what I used to do and what I still do (rapidly), is a move in the direction im chasing (or a click a target), then as soon as my volley goes out i right click move in the same direction, if you know what i mean.

So basically:

right click until you are close enough that all (or most, or the number you desire) of your units will send a volley, attack ground (or unit), move as soon as volley is fired, repeat.
Tyrion Lannister
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