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[G] PvZ Overview - Page 2

Forum Index > StarCraft 2 Strategy
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FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
November 10 2010 16:05 GMT
#21
After the expansion how fast do you guys usually get your robo or twilight? Lately I've been trying to push at 9 min with pure warp gate (3 gate exp, once expo is up make two more gates) units.
HeyJude
Profile Joined July 2010
United States157 Posts
November 10 2010 16:06 GMT
#22
You say in the article "don't get zealots, they'll get minced by roach/hydra, etc". If you send in chargelots after everything else is engaged they'll do fine.
decaf
Profile Joined October 2010
Austria1797 Posts
November 10 2010 16:07 GMT
#23
I'm a Zerg Player and this thread provides in-depth information about Protoss - this thread serves Zerg and Protoss equally well. Very well written (only noticed like 3 typos ^^), really a great guide. Maybe a strong Zerg player should write a ZvP guide as long as this so either sides get the same quality of information.
ps: ZvT is far more interesting
mskaa
Profile Joined May 2010
Denmark155 Posts
November 10 2010 16:08 GMT
#24
I do think that PvZ is my weakest matchup after the patch. The roach range has made zergs aware of how f-ing good roaches really are and im pretty much scared constantly from mid to late game. The amount of roaches he can pump on 2base 3 hatch is very scary and only countered with great ff's (and v-rays of course ).
I guess what i really have to do more effectively is keeping my early stalkers alive.

Very, very nice write up plexa!
you sir, are awesome
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
November 10 2010 16:08 GMT
#25
On November 11 2010 01:00 kcdc wrote:
Show nested quote +
On November 11 2010 00:56 Tobberoth wrote:
I don't get it. You claim that there are two viable late game toss strategies: immo+zealot or mass-void. However, you say immo+zealot is bad since the zerg can transition back into mutas and win, then you say mass-voids are good because the zerg can NOT transition back into mutas and win?

Mutas might be expensive, but so are voids, and in a late game situation, it's very easy to mass mutas WAY faster than protoss can mass voids.


In either case, you want to keep pumping HT/archons. I don't think Plexa intends that you completely cut the other units you'd been using--you still need stalkers and collosi/storm--but in late game, you need to start making zealots to tank ultras, and you'll probably want void rays as well or you'll die to brood lords. You need a lot of storms on the field to support void rays tho because voids die instantly to hydras.

Well, I'm just speaking from my thoughts here, I'm not good enough to have any real insight into high level PvZ late game, but wouldn't most Zerg players be quite happy to fly in with a group of mutas, pick of a void or two, then fly away as soon as storm hits? It will keep the storms away from the rest of the army while keeping the void count low (and voids are pretty useless in low numbers). It seems to me that in a situation where a protoss has HTs and is going voids, any Zerg would start massing mutas and use them to halt void production while sniping HTs.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
November 10 2010 16:17 GMT
#26
Strong advice.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
November 10 2010 16:21 GMT
#27
I can agree with everything in your guide. Especialy on the upgrade part!

However, you do not say much about the phoenix harass and transitions. Here is where you shouldnt neglect chargelots. They do more dps than roaches and have about the same durability plus they cost less and free up gas. If you fight with chargelots+phoenix against mutaling and are ahead with upgrades then you can add gateways and all-in the shit out of the zerg. If you fight against roach hydra then your countered in a ball vs ball army but not tactically because you can force him to defend his queens/ovis/drones while you send packs of chargelots+1/+2 into his expansions or vice versa. If he all-ins then throw down a bunch of cannons and start pumping out voidrays/sentrys/stalkers and try to flank him with your zealots. however it IS hard to defend against hydra roach with phoenixes and chargelots but its possible.

however iam blabbering alot here about chargelots being effective and whatnot but to me they feel damn strong. If you have explenations of you neglecting them then it would be very helpful if you can bring them.

The mothership is a very strong lategame transition as soon as you commit to a timing attack from my experience. I used it a ton in the beta and it made PvZ look easy. Even made a thread back then. however: its a commitement nontheless. I dont have much experience with lategame voidrays so I shut my mouth about them. I can imagine they are strong if you upgrade the shit out of them and have a decent number. I tend to go carrier lategame but it gives Z the option to counter them with corruptors, so I definitely try voids next time.

thx for the nice guide
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Gecko
Profile Joined August 2010
United States519 Posts
November 10 2010 16:22 GMT
#28
I <3 plexa, thanks for the guide. Alot of my builds got killed by roach range so i guess its colossus time.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-11-10 16:26:38
November 10 2010 16:22 GMT
#29
On November 11 2010 00:55 kcdc wrote:
Also, after the roach range buff, I don't think the 15 nexus is worth it except on super-long rush distances. 1-base roach pressure into expansion means you have to cut probes to crank out 3-5 cannons, and even expansion into 2-base early roach pressure forces you to cut probes to get 2-3 cannons and a lot of stalkers ASAP. You can keep up with Z's economy if you constantly build probes, but I don't think you can afford to do that unless you have a full scout on Z which is usually impossible. I've had a lot more success keeping up w/ Z's economy constantly chronoing probes on 1 base and sentry expanding. The expansion is later, but it's safe, allows you to apply a little pressure, and the probe count is good once your expansion finishes.

15 Nexus is really only viable on Shakuras, I don't even think its viable on Jungle basin tbh! One base sentry expand works as long as the Zerg doesn't think you are sentry expanding haha. Sentry expand means you can't do any pressure what so ever, so a maphacking Zerg will just sit and mass drones until ~50, which you can't keep up with. That's why I think it's important to be a varied player, well, at least in tournament/series situations (ladder doesn't matter).
On November 11 2010 00:55 Shadrak wrote:
Show nested quote +
On November 10 2010 23:49 Plexa wrote:
Note also that unless you open with Phoenix, Phoenix are not a good counter to Mutalisks. They are good to prevent the Mutalisk death ball from starting, but they are not good at controlling the deathball once it gets large. So if you were already building phoenix, great! If not, don't transition into it because you will just be way too behind in numbers to deal with the Mutalisks effectively.


While I understand the idea behind this, in practice how do you defend multiple expos against muta harrass without Phoenix? Do you split your stalkers into multiple groups, thus weakening your main force? I know blink will help stalkers get to your mineral line quickly but a deathball of mutas will already have done serious damage before that happens.

There's really been nothing I have tried that worked once Z got 10+mutas.
Few cannons in the minlines helps, but you can only defend 2 bases max with Stalkers alone. Thats why, imo, you're breakout attack needs to thin muta numbers or win the game outright. If you can't hurt that muta flock you're fucked

On November 11 2010 00:56 Disda wrote:
Can you elaborate more on knowing when to stop the early pressure against zerg? I have a tendency to over commit to my early pressure and consequently either lose or win very early on. How do I know when I've curtailed his "power-droning" enough?

Also, I'm alittle surprised by the lack of discussion in phoenix's, or air dominance in the early/midgame sections. But I don't know nearly enough to contribute there, only that (at my level) it seems limiting myself to only SSC or IST would feel overly restrictive.

Very nice write up.

::Edit:: I have similar experiences as Shadrak, and tend to open up with Phoenix play to head it off at the pass.
For early pressure, I haven't got an exact ratio worked out - I just feel it.. which isn't much help. When his speedling fleet is big enough to surround your Stalkers then it's time to get out of there! i.e. for 2 stalkers 6 lings is usually enough to isolate one of them and kill it off. But against 8 stalkers, 6 lings can barely surround 1/3 of your stalker mob.

I'm not big on Phoenix play in PvZ. I appreciate that it works for a lot of people, but I can't help but feel that there are massive massive timing windows which leave you vulnerable. If it works for you, great. But I wouldn't advise people learning protoss to try pick up those kinds of builds because you need to be able to read the zerg perfectly to stop him from hitting those timing windows.
On November 11 2010 00:57 Chemist391 wrote:
What do you think about DT tech late-game? They have the dps to deal with ultras (bad choice against broods, obviously). I imagine this would come down to a micro-battle against his overseers.

I've been experimenting with reasonable success with a Sangho style 15 nexus opening into 2 stargates. A common response to the protoss FE is a roach bust, and if you have 2 stargates up, you can chrono out 2 voidrays. This really tends to crush the roach push. The phoenix scouting informs you on the timing of collosi or HT tech. (I always use colossi...the tech path is faster and cheaper, and I'm playing to win in the air, anyway).
DTs are great to mix in. Unfortunately you're nearly always strapped for gas... I often mix them in when going for IST styles since it's close enough to justify getting them (despite the fact that the dark shrine takes longer to build than a nexus....). Mixing in 4-5 can be really really useful in thinning number or harassing.

Actually, here's a neat tip. If you spam a ton of DTs and if you have +2 attack, sending 4 DT per hatchery should be enough to kill the hatch before an overseer finishes really nice for comeback games

On November 11 2010 01:05 sleepingdog wrote:
Ok, here are some comments, I hope you forgive me for being a bit critical, but I think it's more profitable for everyone if I only comment on stuff that I think needs further attention (I could praise 90% of your post though: excellent)

Show nested quote +
e.g. quick 2 stalker pressure should retreat as soon as speed is finished


I can't stress enough how CRITICAL it is to get the timings right. NEXGenius lost a game vs Leenock on Metalopolis (into ragequit lol) because he started retreating his 2 initial stalkers just a few seconds too late. I think the user "Friend23" or sth like that posted the timings some days ago, if you scout the gas you have about 3:15 ingame until you are up against speedlings.
To extend my thoughts from there: I think you should emphazise more that the scouting of the gas early on is THE most aspect in the whole PvZ early game matchup. Of course you will scout for early expo..duh..that's standard. But many fail to realize how important it is to scout how early zerg goes for gas.
Because if he does NOT go for early gas this means he intends to play economicly greedy and you HAVE to do "something" or get outmacroed like roflwhat.
Opposed to this, if you see early gas you can play it more safe (zealot/sentry-expand) because zerg sacrifices mineral-mining in order to get "something" that isn't a drone. Be it speedlings, be it roach, it won't matter much because it means that you can now play it more safely. A 3 gate sentry-expand should do fine if zerg goes for fast(er) speedlings and also does very fine vs any sort of standard 2 hatch roach play (as seen from Nony vs Idra, where Nony stomped over Idra's roach-push-attempt close positions on lost temple).
Good points, I'll add that to the OP.

Show nested quote +
Note also that unless you open with Phoenix, Phoenix are not a good counter to Mutalisks. They are good to prevent the Mutalisk death ball from starting, but they are not good at controlling the deathball once it gets large.


I'm sorry, I really value your opinion as one of the highest of all ppl here, but this is just SO wrong. Phoenixes kill Mutas INCREDIBLY cost-effectively, although - as with every zerg-unit - the effectiveness decreases with upgrades on both sides.
I really hope you take this critique not personally but try to test it in the unit-tester. The protoss-player has the micro-advantage, so nothing is lost by just a-moving the units into another, if anything, protoss profits more if both players know how to micro. Just a simple example: with 20 phoenixes (3000/2000)vs 25 mutas (3000/2000) both unupgraded the ridiculous number of 11 phoenixes survives. Take upgrades into account and mutas do better because the average "profit" from upgrades is higher. Still doesn't change the fact that zerg can NOT, like NEVER rely on pure mutas vs pure phoenixes. You can keep up production-wise due to chrono-boosting both stargates, you only have to be careful to not lose phoenixes early when you are outmatched in numbers. Also zerg cannot really expand safely because mutas are slower than phoenixes, you can always lift off some drones/queens, zerg can NOT defend three bases without any ground-support like more queens than needed or spores, which further decreases the effectiveness of the overall zerg-gameplay.
Maybe I'm wrong, but the maths disagrees and since phoenixes are so easy to micro I've never seen a game where a protoss would lose air-control with phoenixes vs mutas.
EDIT: Forgot to mention that the perfect replay for what I mean would be Sen vs Socke on Desert Oasis. Socke goes for a 5 gate timing attack, does NOT win outright (but deals serious damage) and gets 2 stargates immediately after he sees the first mutas. This shut down Sen COMPLETELY, Sen went hydras and got stomped into the ground by colossi/HT (one of Socke's strongest games at MLG).
Okay it's important to realise there are two scenarios here. Firstly, if you have a stargate and are making phoenix already then yea, you can keep up with his mutalisk production. At the very worst, it's an even game between you two. e.g. replay the protoss beats the zerg with 3 stargate phoenix in a 44 minute game. However, if you scout mutas (i.e. after spire is around 50% complete) and then add phoenix, you will never be able to match his mutalisk count. He will always have superior numbers and you won't win. Phoenix are an excellent preventative measure, but aren't a reactionary measure - if you understand what I mean.

Basically, you'll never get to the point where you have equal cost phoenix vs muta because he'll be ahead of you if you start phoenix production after scouting spire.
On November 11 2010 01:08 Tobberoth wrote:
Show nested quote +
On November 11 2010 01:00 kcdc wrote:
On November 11 2010 00:56 Tobberoth wrote:
I don't get it. You claim that there are two viable late game toss strategies: immo+zealot or mass-void. However, you say immo+zealot is bad since the zerg can transition back into mutas and win, then you say mass-voids are good because the zerg can NOT transition back into mutas and win?

Mutas might be expensive, but so are voids, and in a late game situation, it's very easy to mass mutas WAY faster than protoss can mass voids.


In either case, you want to keep pumping HT/archons. I don't think Plexa intends that you completely cut the other units you'd been using--you still need stalkers and collosi/storm--but in late game, you need to start making zealots to tank ultras, and you'll probably want void rays as well or you'll die to brood lords. You need a lot of storms on the field to support void rays tho because voids die instantly to hydras.

Well, I'm just speaking from my thoughts here, I'm not good enough to have any real insight into high level PvZ late game, but wouldn't most Zerg players be quite happy to fly in with a group of mutas, pick of a void or two, then fly away as soon as storm hits? It will keep the storms away from the rest of the army while keeping the void count low (and voids are pretty useless in low numbers). It seems to me that in a situation where a protoss has HTs and is going voids, any Zerg would start massing mutas and use them to halt void production while sniping HTs.

It doesn't really work like that. Muta switches that late in the game won't make more than 9-12 Mutalisks. Thats still a manageable number! Stalkers can still safely deal with that and VRs are surprisingly durable against Mutalisks (and do more damage than you would expect). So all in all, he'll end up worse off from the exchange and he would have sunk 12k gas into non-ultra/BL which is a win for me.
On November 11 2010 01:21 clickrush wrote:
I can agree with everything in your guide. Especialy on the upgrade part!

However, you do not say much about the phoenix harass and transitions. Here is where you shouldnt neglect chargelots. They do more dps than roaches and have about the same durability plus they cost less and free up gas. If you fight with chargelots+phoenix against mutaling and are ahead with upgrades then you can add gateways and all-in the shit out of the zerg. If you fight against roach hydra then your countered in a ball vs ball army but not tactically because you can force him to defend his queens/ovis/drones while you send packs of chargelots+1/+2 into his expansions or vice versa. If he all-ins then throw down a bunch of cannons and start pumping out voidrays/sentrys/stalkers and try to flank him with your zealots. however it IS hard to defend against hydra roach with phoenixes and chargelots but its possible.

however iam blabbering alot here about chargelots being effective and whatnot but to me they feel damn strong. If you have explenations of you neglecting them then it would be very helpful if you can bring them.
Chargelots actually destroy Hydras really well, they just suck so hard against Roaches that its not funny like I said earlier, I'm not very experienced with Phoenix builds so I left them as a passing note. There are far better players to be explaining the intricacies of those styles since they are drastically different to what is presented here, although they're still viable of course (esp. on scrap).
Administrator~ Spirit will set you free ~
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
November 10 2010 16:24 GMT
#30
On November 11 2010 00:55 kcdc wrote:
Also, after the roach range buff, I don't think the 15 nexus is worth it except on super-long rush distances. 1-base roach pressure into expansion means you have to cut probes to crank out 3-5 cannons, and even expansion into 2-base early roach pressure forces you to cut probes to get 2-3 cannons and a lot of stalkers ASAP. You can keep up with Z's economy if you constantly build probes, but I don't think you can afford to do that unless you have a full scout on Z which is usually impossible. I've had a lot more success keeping up w/ Z's economy constantly chronoing probes on 1 base and sentry expanding. The expansion is later, but it's safe, allows you to apply a little pressure, and the probe count is good once your expansion finishes.


15 nex is perfectly defendable on LT, Shakuras, Jungle Basin though. And slightly more difficult on Steppes of War. Don't think I would do it on any other map because the nat is impossible to defend. Would have to go with sentry expand.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
November 10 2010 16:26 GMT
#31
On November 11 2010 01:22 Plexa wrote:
Show nested quote +
On November 11 2010 00:55 kcdc wrote:
Also, after the roach range buff, I don't think the 15 nexus is worth it except on super-long rush distances. 1-base roach pressure into expansion means you have to cut probes to crank out 3-5 cannons, and even expansion into 2-base early roach pressure forces you to cut probes to get 2-3 cannons and a lot of stalkers ASAP. You can keep up with Z's economy if you constantly build probes, but I don't think you can afford to do that unless you have a full scout on Z which is usually impossible. I've had a lot more success keeping up w/ Z's economy constantly chronoing probes on 1 base and sentry expanding. The expansion is later, but it's safe, allows you to apply a little pressure, and the probe count is good once your expansion finishes.

15 Nexus is really only viable on Shakuras, I don't even think its viable on Jungle basin tbh! One base sentry expand works as long as the Zerg doesn't think you are sentry expanding haha. Sentry expand means you can't do any pressure what so ever, so a maphacking Zerg will just sit and mass drones until ~50, which you can't keep up with. That's why I think it's important to be a varied player, well, at least in tournament/series situations (ladder doesn't matter).
Show nested quote +
On November 11 2010 00:55 Shadrak wrote:
On November 10 2010 23:49 Plexa wrote:
Note also that unless you open with Phoenix, Phoenix are not a good counter to Mutalisks. They are good to prevent the Mutalisk death ball from starting, but they are not good at controlling the deathball once it gets large. So if you were already building phoenix, great! If not, don't transition into it because you will just be way too behind in numbers to deal with the Mutalisks effectively.


While I understand the idea behind this, in practice how do you defend multiple expos against muta harrass without Phoenix? Do you split your stalkers into multiple groups, thus weakening your main force? I know blink will help stalkers get to your mineral line quickly but a deathball of mutas will already have done serious damage before that happens.

There's really been nothing I have tried that worked once Z got 10+mutas.
Few cannons in the minlines helps, but you can only defend 2 bases max with Stalkers alone. Thats why, imo, you're breakout attack needs to thin muta numbers or win the game outright. If you can't hurt that muta flock you're fucked

Show nested quote +
On November 11 2010 00:56 Disda wrote:
Can you elaborate more on knowing when to stop the early pressure against zerg? I have a tendency to over commit to my early pressure and consequently either lose or win very early on. How do I know when I've curtailed his "power-droning" enough?

Also, I'm alittle surprised by the lack of discussion in phoenix's, or air dominance in the early/midgame sections. But I don't know nearly enough to contribute there, only that (at my level) it seems limiting myself to only SSC or IST would feel overly restrictive.

Very nice write up.

::Edit:: I have similar experiences as Shadrak, and tend to open up with Phoenix play to head it off at the pass.
For early pressure, I haven't got an exact ratio worked out - I just feel it.. which isn't much help. When his speedling fleet is big enough to surround your Stalkers then it's time to get out of there! i.e. for 2 stalkers 6 lings is usually enough to isolate one of them and kill it off. But against 8 stalkers, 6 lings can barely surround 1/3 of your stalker mob.

I'm not big on Phoenix play in PvZ. I appreciate that it works for a lot of people, but I can't help but feel that there are massive massive timing windows which leave you vulnerable. If it works for you, great. But I wouldn't advise people learning protoss to try pick up those kinds of builds because you need to be able to read the zerg perfectly to stop him from hitting those timing windows.
Show nested quote +
On November 11 2010 00:57 Chemist391 wrote:
What do you think about DT tech late-game? They have the dps to deal with ultras (bad choice against broods, obviously). I imagine this would come down to a micro-battle against his overseers.

I've been experimenting with reasonable success with a Sangho style 15 nexus opening into 2 stargates. A common response to the protoss FE is a roach bust, and if you have 2 stargates up, you can chrono out 2 voidrays. This really tends to crush the roach push. The phoenix scouting informs you on the timing of collosi or HT tech. (I always use colossi...the tech path is faster and cheaper, and I'm playing to win in the air, anyway).
DTs are great to mix in. Unfortunately you're nearly always strapped for gas... I often mix them in when going for IST styles since it's close enough to justify getting them (despite the fact that the dark shrine takes longer to build than a nexus....). Mixing in 4-5 can be really really useful in thinning number or harassing.

Actually, here's a neat tip. If you spam a ton of DTs and if you have +2 attack, sending 4 DT per hatchery should be enough to kill the hatch before an overseer finishes really nice for comeback games

Show nested quote +
On November 11 2010 01:05 sleepingdog wrote:
Ok, here are some comments, I hope you forgive me for being a bit critical, but I think it's more profitable for everyone if I only comment on stuff that I think needs further attention (I could praise 90% of your post though: excellent)

e.g. quick 2 stalker pressure should retreat as soon as speed is finished


I can't stress enough how CRITICAL it is to get the timings right. NEXGenius lost a game vs Leenock on Metalopolis (into ragequit lol) because he started retreating his 2 initial stalkers just a few seconds too late. I think the user "Friend23" or sth like that posted the timings some days ago, if you scout the gas you have about 3:15 ingame until you are up against speedlings.
To extend my thoughts from there: I think you should emphazise more that the scouting of the gas early on is THE most aspect in the whole PvZ early game matchup. Of course you will scout for early expo..duh..that's standard. But many fail to realize how important it is to scout how early zerg goes for gas.
Because if he does NOT go for early gas this means he intends to play economicly greedy and you HAVE to do "something" or get outmacroed like roflwhat.
Opposed to this, if you see early gas you can play it more safe (zealot/sentry-expand) because zerg sacrifices mineral-mining in order to get "something" that isn't a drone. Be it speedlings, be it roach, it won't matter much because it means that you can now play it more safely. A 3 gate sentry-expand should do fine if zerg goes for fast(er) speedlings and also does very fine vs any sort of standard 2 hatch roach play (as seen from Nony vs Idra, where Nony stomped over Idra's roach-push-attempt close positions on lost temple).
Good points, I'll add that to the OP.

Show nested quote +
Note also that unless you open with Phoenix, Phoenix are not a good counter to Mutalisks. They are good to prevent the Mutalisk death ball from starting, but they are not good at controlling the deathball once it gets large.


I'm sorry, I really value your opinion as one of the highest of all ppl here, but this is just SO wrong. Phoenixes kill Mutas INCREDIBLY cost-effectively, although - as with every zerg-unit - the effectiveness decreases with upgrades on both sides.
I really hope you take this critique not personally but try to test it in the unit-tester. The protoss-player has the micro-advantage, so nothing is lost by just a-moving the units into another, if anything, protoss profits more if both players know how to micro. Just a simple example: with 20 phoenixes (3000/2000)vs 25 mutas (3000/2000) both unupgraded the ridiculous number of 11 phoenixes survives. Take upgrades into account and mutas do better because the average "profit" from upgrades is higher. Still doesn't change the fact that zerg can NOT, like NEVER rely on pure mutas vs pure phoenixes. You can keep up production-wise due to chrono-boosting both stargates, you only have to be careful to not lose phoenixes early when you are outmatched in numbers. Also zerg cannot really expand safely because mutas are slower than phoenixes, you can always lift off some drones/queens, zerg can NOT defend three bases without any ground-support like more queens than needed or spores, which further decreases the effectiveness of the overall zerg-gameplay.
Maybe I'm wrong, but the maths disagrees and since phoenixes are so easy to micro I've never seen a game where a protoss would lose air-control with phoenixes vs mutas.
EDIT: Forgot to mention that the perfect replay for what I mean would be Sen vs Socke on Desert Oasis. Socke goes for a 5 gate timing attack, does NOT win outright (but deals serious damage) and gets 2 stargates immediately after he sees the first mutas. This shut down Sen COMPLETELY, Sen went hydras and got stomped into the ground by colossi/HT (one of Socke's strongest games at MLG).
Okay it's important to realise there are two scenarios here. Firstly, if you have a stargate and are making phoenix already then yea, you can keep up with his mutalisk production. At the very worst, it's an even game between you two. e.g. replay the protoss beats the zerg with 3 stargate phoenix in a 44 minute game. However, if you scout mutas (i.e. after spire is around 50% complete) and then add phoenix, you will never be able to match his mutalisk count. He will always have superior numbers and you won't win. Phoenix are an excellent preventative measure, but aren't a reactionary measure - if you understand what I mean.

Basically, you'll never get to the point where you have equal cost phoenix vs muta because he'll be ahead of you if you start phoenix production after scouting spire.


Why not Jungle Basin? The main ramp and nat side entrance are sufficiently far apart by ground that the only thing that can threaten attacking both are speedlings, and you can shut down the main ramp with a sentry or two - and if his roaches show up there, your nat is effectively threatened by lings alone, which, while still dangerous, you can defend by blocking half the nat entrance with a gateway, so you can easily ff against baneling.
madnessman
Profile Blog Joined May 2009
United States1581 Posts
November 10 2010 16:27 GMT
#32
Can't read it now but thanks for writing this. I've been super clueless about how I should play PvZ and I've been looking for some kind of big picture guide rather than the couple of BOs that are in liquipedia 2 right now.
flyguy
Profile Joined October 2010
United States45 Posts
November 10 2010 16:28 GMT
#33
Great post! Can you do the same for PvT and PvP now
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-11-10 16:29:30
November 10 2010 16:28 GMT
#34
Why not Jungle Basin? The main ramp and nat side entrance are sufficiently far apart by ground that the only thing that can threaten attacking both are speedlings, and you can shut down the main ramp with a sentry or two - and if his roaches show up there, your nat is effectively threatened by lings alone, which, while still dangerous, you can defend by blocking half the nat entrance with a gateway, so you can easily ff against baneling.

I dont understand why Zergs just don't attack the Rocks in your natural with Roaches. It's the same with Blistering - it forces cannons in two places which is a massive mineral sink.
On November 11 2010 01:28 flyguy wrote:
Great post! Can you do the same for PvT and PvP now

PvP is easy. The winner of a PvP is the person who can build the most Colossus without dying to mass units
Administrator~ Spirit will set you free ~
Ada
Profile Joined October 2004
Germany150 Posts
November 10 2010 16:29 GMT
#35
Adding some pictures make a guide more presentable, but all of them show the same action going on. If you add pictures, connect them with the content where you place them.

Something like an example for good FF placement, choke usage or army formation.

Nevertheless, thanks for the work.
Hakker
Profile Blog Joined May 2010
United States1360 Posts
November 10 2010 16:30 GMT
#36
I've been experimenting with carriers late game (1900+ diamond). I've found that very late game if you can support 3/4 stargates of carrier production, meaning being on atleast 4 bases then zerg really won't have any counter to it.

Zerg ground gets absolutely raped by carriers, as do mutalisks. The key is just not dieing during the first production cycle, when you're expecting your first 4.

Usually i start upgrading +1 air weapons when i think that I might be going in to carrier mode, because they scale ridiculous with air weapons.

What do you think?
Gecko
Profile Joined August 2010
United States519 Posts
November 10 2010 16:31 GMT
#37
I have a question, you said that a 3gate expo comes to late to play an economic game. Should i pressure with gateway units before i expand when i decide to 3gate then?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-11-10 16:34:53
November 10 2010 16:32 GMT
#38
On November 11 2010 01:29 Ada wrote:
Adding some pictures make a guide more presentable, but all of them show the same action going on. If you add pictures, connect them with the content where you place them.

Something like an example for good FF placement, choke usage or army formation.

Nevertheless, thanks for the work.

I thought they were connected, albeit semi-loosely, to the text
On November 11 2010 01:30 Hakker wrote:
I've been experimenting with carriers late game (1900+ diamond). I've found that very late game if you can support 3/4 stargates of carrier production, meaning being on atleast 4 bases then zerg really won't have any counter to it.

Zerg ground gets absolutely raped by carriers, as do mutalisks. The key is just not dieing during the first production cycle, when you're expecting your first 4.

Usually i start upgrading +1 air weapons when i think that I might be going in to carrier mode, because they scale ridiculous with air weapons.

What do you think?
I've always been worried about Corruptors left over from the midgame killing any carrier transitions (since they're massive). That and the immobility of carriers has been a deterrent for me.. I'll give it a shot next time I get a chance though
On November 11 2010 01:31 Gecko wrote:
I have a question, you said that a 3gate expo comes to late to play an economic game. Should i pressure with gateway units before i expand when i decide to 3gate then?

It depends! If he's making units to counter your 3gate, then no. If he's not making units to counter your 3 gate, then yes! One of the key themes in PvZ is not letting Zerg play the way he wants to, so if you can do anything to disrupt his game (i.e. putting down a pylon in his natural to delay his first exp) then that's a good thing. Pressuring off of a 3gate can often catch Zergs unaware, esp. if they're used to the 3gate sentry expand thats popular atm.
Administrator~ Spirit will set you free ~
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
November 10 2010 16:33 GMT
#39
On November 11 2010 01:28 Plexa wrote:
Show nested quote +
Why not Jungle Basin? The main ramp and nat side entrance are sufficiently far apart by ground that the only thing that can threaten attacking both are speedlings, and you can shut down the main ramp with a sentry or two - and if his roaches show up there, your nat is effectively threatened by lings alone, which, while still dangerous, you can defend by blocking half the nat entrance with a gateway, so you can easily ff against baneling.

I dont understand why Zergs just don't attack the Rocks in your natural with Roaches. It's the same with Blistering - it forces cannons in two places which is a massive mineral sink.
Show nested quote +
On November 11 2010 01:28 flyguy wrote:
Great post! Can you do the same for PvT and PvP now

PvP is easy. The winner of a PvP is the person who can build the most Colossus without dying to mass units


It's not the same as Blistering though. On Blistering, the distance defending both your back rocks and your nat is greater than the distance attacking them, so the zerg can easily swap between the two without you being able to defend effectively. Furthermore, you have to defend your nat which is not particularly narrow and is not a ramp that you can deny vision on.

Whereas on Jungle Basin, the distance attacking is far, far greater than the distance defending, so once the roaches commit to one direction, they have no threat of appearing at the other for a long time - a time during which you can switch over and defend easily, and any pressure at the ramp is easily shut down by a cannon and a sentry, and later you will have stalker. Of course you will have to invest in more cannons/sentry than on a map with one entrance, but not really that much. The only real threat imo if you don't screw up (which I do sometimes ~_~) is at your nat rocks, so it's not as bad as Blistering.
flyguy
Profile Joined October 2010
United States45 Posts
November 10 2010 16:34 GMT
#40
PvP is easy. The winner of a PvP is the person who can build the most Colossus without dying to mass units



lol yeah im starting to see this
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