http://www.mymym.com/article/68.html
He is a former War3 pro in China, and now he is playing SC2 in TW server (Because we all know that there is no CN server yet, lol), also he is now a commentator and member of organizing committee of Aiur Starcraft Championshop (It was called Aiur Starcraft Master in beta and this weekly tournament is still goes on). This is a strate guide from him as experiencing the Protoss, which posted on duowan's SC2 site called Lost Temple (sc2.com.cn)
Before we get started, I have to apology for my terrible English, if you have problem with reading, feel free to tell me and I will fix it.
Orginal thread is here http://bbs.sc2.com.cn/thread-16768041-1-1.html and its in Chinese
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MagicYang's guide as Protoss
vs. Zerg
+ Show Spoiler +
There are many maps could just wall the ramp to counter rush and expand, such as Scrap Station wall-in around the watchtower.
Blistering Sands, Stepper of Wars, Desert Oasis and Lost Temple usually. Delta Quadrant could just expand at main base.
Other maps are much harder to defense with wall-in, but could be using 2gates with early zeal and sentries, with cannons to hold early rush from wide entrance.
After expand, use hallucination of Phenoix for scouting, it is much cheaper and faster than build a stargate and a real Phenoix. This is especially good to against Zerg.
Good mircoing with FF in very important, we've seen countless matches that Protoss beat Zerg with good FF using, either for blocking the retreat route or attack route. If you could, trap them all within a cycle to destory Zerg army when they have more lings and you have more sentries and stalkers. It's also for sentry with self-protection.
Also you can use Warp Prisms to bring 4 sentries and drop into his mineral lines, and seal the exit with FF. Then warp-in zealots, this might be effeciency if his main army is somewhere under the ramp. 4 sentries can make his army away from main base for 5 minutes, and once you warp-in zealots, it could done huge damage to his base.
During mid-game, if your army is mainly colossi + sentry + stalkers, it is important to select a good terrian for engagement. Narrow passage is a good choice, and sperates his hydras or roaches.
Often to scout with pheonix hallucinations, if you find out Zerg is going Hive, then press Zerg and take their base down quickly, before Ultras or Broodlords.
If Zerg remains in Lair, then expand more, with 200/200 army, you should win easily. And make some air units for tank or HT to destory their corruptos if they mass.
Blistering Sands, Stepper of Wars, Desert Oasis and Lost Temple usually. Delta Quadrant could just expand at main base.
Other maps are much harder to defense with wall-in, but could be using 2gates with early zeal and sentries, with cannons to hold early rush from wide entrance.
After expand, use hallucination of Phenoix for scouting, it is much cheaper and faster than build a stargate and a real Phenoix. This is especially good to against Zerg.
Good mircoing with FF in very important, we've seen countless matches that Protoss beat Zerg with good FF using, either for blocking the retreat route or attack route. If you could, trap them all within a cycle to destory Zerg army when they have more lings and you have more sentries and stalkers. It's also for sentry with self-protection.
Also you can use Warp Prisms to bring 4 sentries and drop into his mineral lines, and seal the exit with FF. Then warp-in zealots, this might be effeciency if his main army is somewhere under the ramp. 4 sentries can make his army away from main base for 5 minutes, and once you warp-in zealots, it could done huge damage to his base.
During mid-game, if your army is mainly colossi + sentry + stalkers, it is important to select a good terrian for engagement. Narrow passage is a good choice, and sperates his hydras or roaches.
Often to scout with pheonix hallucinations, if you find out Zerg is going Hive, then press Zerg and take their base down quickly, before Ultras or Broodlords.
If Zerg remains in Lair, then expand more, with 200/200 army, you should win easily. And make some air units for tank or HT to destory their corruptos if they mass.
vs. Terran
+ Show Spoiler +
There are many things need to be caution with, scout around your base for proxy rax or bunkers.
When you see terran is not gathering gas or trying to wall-in, build sentries, or just Forge to make cannons. 3 FF is enough for your cannon complete and that should destory bunker rush. Don't build your cannon at the edge of the cliff, make it focus to ramp, with FF to block his route while the cannon is kicking his marines.
If you don't have enough sentries for early pressure, just grab some probes and chrono your nexus for more. Always left 1 stalkers at home. There are many examples when Protoss pushes on the way, a reaper appear in your base and rape your probes hard.
For early marine ball pushes, use zealot+sentry. Guardian shield shall reduce incoming damages for zealot, and marines may cry.
To against early Banshee and drops, blink stalker with observer is a good choice. You can use phenoix for alternative. But due to timing, blink is much easier.
Maps such as Delta Quadrant is good for using Void Rays. Rocks everywhere, and Voids could charge to max quickly.
For DT builds, seprate your DT, so Terran may not be able to catch all your DT with one scan. Even when they are chasing targets, don't bring them together.
In mid-game if you see ghosts, and if you are good with mirco, keep HT stay inside Warp Prism until they used all energy on EMP, then you may unload and cast storm to bio ball.
Once your supply is 150+, you can think about Carriers. First prepare some stargates and then after 180+, push and then build Carriers and HTs to backup. At this point, zealot and colossi are pointless to build. Mass carrier is strong venus Vikings, especially you have HT with storms. Just beware with BC, Yamato Gun destory a carrier with 2 shots. Use feedback to BC, they are just big steak if they have no energy.
When you see terran is not gathering gas or trying to wall-in, build sentries, or just Forge to make cannons. 3 FF is enough for your cannon complete and that should destory bunker rush. Don't build your cannon at the edge of the cliff, make it focus to ramp, with FF to block his route while the cannon is kicking his marines.
If you don't have enough sentries for early pressure, just grab some probes and chrono your nexus for more. Always left 1 stalkers at home. There are many examples when Protoss pushes on the way, a reaper appear in your base and rape your probes hard.
For early marine ball pushes, use zealot+sentry. Guardian shield shall reduce incoming damages for zealot, and marines may cry.
To against early Banshee and drops, blink stalker with observer is a good choice. You can use phenoix for alternative. But due to timing, blink is much easier.
Maps such as Delta Quadrant is good for using Void Rays. Rocks everywhere, and Voids could charge to max quickly.
For DT builds, seprate your DT, so Terran may not be able to catch all your DT with one scan. Even when they are chasing targets, don't bring them together.
In mid-game if you see ghosts, and if you are good with mirco, keep HT stay inside Warp Prism until they used all energy on EMP, then you may unload and cast storm to bio ball.
Once your supply is 150+, you can think about Carriers. First prepare some stargates and then after 180+, push and then build Carriers and HTs to backup. At this point, zealot and colossi are pointless to build. Mass carrier is strong venus Vikings, especially you have HT with storms. Just beware with BC, Yamato Gun destory a carrier with 2 shots. Use feedback to BC, they are just big steak if they have no energy.
vs. Protoss
+ Show Spoiler +
WIth patch 1.1, zealot rush is much weaker than it was. No matter you see him with 2 or 3gates or no gate at home, just build Forge and cannons. Zealot has no chance to win zealot with cannons. And there is alot of mirror battle goes on, so I don't repeat too much, just some important points.
First, your first obsever MUST stay at home, if you use it to scout and detected, dead for sure. OB has low hp and very slow speed, that makes it difficult to escape if it's been found. Do NOT scout it once you made one, scout their base when your opponent is not focus in his base.
If you use Void Rays and you see your opponent goes the same, first one charged to max wins. So hit your own buildings for a while and make your oppoent pay for it, he should be sorry, lol.
Blink stalkers venus colossi is hard to say, blink stalkers must try to hold a watch tower and ambush your opponent. Colossi is much slower than other units, so once they seprated from main army, there is your chance. Scout and opporunity is the key here.
First, your first obsever MUST stay at home, if you use it to scout and detected, dead for sure. OB has low hp and very slow speed, that makes it difficult to escape if it's been found. Do NOT scout it once you made one, scout their base when your opponent is not focus in his base.
If you use Void Rays and you see your opponent goes the same, first one charged to max wins. So hit your own buildings for a while and make your oppoent pay for it, he should be sorry, lol.
Blink stalkers venus colossi is hard to say, blink stalkers must try to hold a watch tower and ambush your opponent. Colossi is much slower than other units, so once they seprated from main army, there is your chance. Scout and opporunity is the key here.
So at last, strates are fixed, but your mind is not, so try to out-smart your opponent, use the correct strate at the correct time. Good luck and have fun!