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[D] PvZ what is the current trend?

Forum Index > StarCraft 2 Strategy
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Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
September 01 2010 10:19 GMT
#1
PvZ is probably the most enjoyable matchup for me right now but I'm struggling with which kind of style fits me the best and whether it's viable.

In my mind each matchup has a usual aggressor:

PvT: T is aggressive as pure macro game favors P
TvZ: T is aggressive because they can with low risk and unharassed zerg macro is beastly
PvZ: P is aggressive with openings like 2 Gate, 4 warpgate and cannon block for the same reasons as above

However, I noticed a lot more Ps are starting to expand earlier with a less aggressive opening and attack Z when they have a critical number of stalkers with other support units.

I've tried a lot of PvZ styles and as I climb the ladder, really aggressive 1v2 base openings such as 2 gate and 4 warpgate seem to have a higher failure rate (maybe because I'm losing on long rush distance maps like Xel naga and sands). Personally I'm not fully comfortable with early aggression as I have to be extremely careful with my army and my knowledge of Z timings and Z as a race in general is very limited.

If anyone has seen the NEXGenius (one of my favorite Ps) vs FruitSeller/Cool series, you'll notice Genius often goes for a macro build and stomps Z mid game with P-ball-of-death.

Of course, this is probably very map dependent but I'd like to hear your opinions on whether it is in your best interest to play passively against Z and on which maps.

My theory is that as Zergs get better they'll get better at fending off aggresive builds as they have the natural defenders home advantage and on top of that patch 1.1 will nerf early aggression T_T

Is PvZ leaning towards the macro-oriented style of BW or are both styles equally viable?
('''(G_G/'''')
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 01 2010 11:07 GMT
#2
This matchup is the most map dependant I think.

Early aggresion to stop their expansion efforts and possibly wall in your own expo is quite good on small 2 player maps like steppes of war and blistering sands. Gives a good oppurtunity to force him to make zerglings while at the same time setting yourself up for an expansion. Early zealot aggresion will be nerfed in patch 1.1 though so I think forge FE will become the norm here.

On 2 or 4 player maps like scrap station, desert oasis and kulas ravine I like to do a voidray FE opening. A counter hydra push takes ages here before they can install the creep highway. The maps also favor air heavily so by going quick air you put down a much bigger threat on their expo (takes long here to hop queens from 1 site to the other) and protoss air prematurely stops zerg air usually as with a stargate up already you can start making phoenixes before they start making muta if you see spire.


4 player maps with a nearby and closed expo site i prefer to forge FE. Lost temple is definately one here and I try to do so on metalopolis as well which is a bit harder.

Xel naga caverns I haven't a clue what is a good strat yet, the expo is really open making it hard to FE yourself. Yet the expo site is close enough to the main that zerg can defend his fairly well. I usually 4 gate here and hope to find a angle of attack so he can't use his spine crawlers, 4 gate is also gone as a option in patch 1.1 though (I think you need 5 gates then).
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