• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:50
CET 15:50
KST 23:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
ACS replaced by "ASL Season Open" - Starts 21/0212LiuLi Cup: 2025 Grand Finals (Feb 10-16)15Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker9PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)12
StarCraft 2
General
Nexon's StarCraft game could be FPS, led by UMS maker Terran Scanner Sweep How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Behind the Blue - Team Liquid History Book Weekly Cups (Jan 12-18): herO, MaxPax, Solar win
Tourneys
LiuLi Cup: 2025 Grand Finals (Feb 10-16) RSL Revival: Season 4 Korea Qualifier (Feb 14) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
ACS replaced by "ASL Season Open" - Starts 21/02 Gypsy to Korea Liquipedia.net NEEDS editors for Brood War Recent recommended BW games [ASL21] Potential Map Candidates
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Diablo 2 thread Path of Exile Nintendo Switch Thread Battle Aces/David Kim RTS Megathread ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread The Games Industry And ATVI Ask and answer stupid questions here! Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ADHD And Gaming Addiction…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2482 users

[G] TvZ Griffith's 4OC Pressure Push - Page 19

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 17 18 19 20 21 37 Next All
Griffith`
Profile Joined September 2010
714 Posts
December 07 2010 06:54 GMT
#361
It takes 6 seconds total (source: liquipedia), if unscouted, it will take at least 2 seconds to react, and 4 seconds for the speedlings to move there, and 4 seconds to kill the 3 thors.
griffith.583 (NA)
Keilah
Profile Joined May 2010
731 Posts
December 07 2010 07:03 GMT
#362
somewhat off topic, but i faced some terrans doing similar things to me as protoss. I abused the fact that he couldn't possibly be teching fast enough to do anything about +range colossi, and killed him as soon as the upgrade finished. Just a note that this is _probably_ a bad idea vs protoss.

Possibly zerg could respond to the OCs by expanding + teching as well? As I understand it, pretty much all hive tech stomps the compositions you suggested.
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 07:06 GMT
#363
On December 07 2010 15:54 Griffith` wrote:
It takes 6 seconds total (source: liquipedia), if unscouted, it will take at least 2 seconds to react, and 4 seconds for the speedlings to move there, and 4 seconds to kill the 3 thors.


It's 8 seconds they have to do it in. It takes 2 seconds to enter it's barrage mode, then it starts dealing the damage for 6 seconds, at the end of which it takes 2 seconds to exit barrage mode.

So the hatchery would be dead in about 8 seconds of the thors being dropped. The Ling's ability to kill the thors are severely hampered if the Thors are dropped in a tripod configuration reducing available surface area for the ling surround to be able to dps any one of them, or worst case scenario, they are dropped in amongst the minerals in a tight group allowing for the minerals to further reduce surface area for ling DPS.

I imagine a 4th Dropship with 4 Hellions (Blue Flame or not) could be incorporated a little bit later into the match.

If you are feeling particularly sadistic, you can even drop a one or two mules around your Thors to screw with the AI a little bit since they won't spawn repairing and thus will be ignored by the ling AI if they simply A-Move.
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 07:14 GMT
#364
On December 07 2010 16:03 Keilah wrote:
somewhat off topic, but i faced some terrans doing similar things to me as protoss. I abused the fact that he couldn't possibly be teching fast enough to do anything about +range colossi, and killed him as soon as the upgrade finished. Just a note that this is _probably_ a bad idea vs protoss.

Possibly zerg could respond to the OCs by expanding + teching as well? As I understand it, pretty much all hive tech stomps the compositions you suggested.


They stomp the compositions, but from what I've been seeing in the replays, the unending stream of units simply forces the Zerg to spend themselves into the ground. With a little micro, Marines actually trade fairly favorably against Zerg Gas units with exception to Brood Lords, and if you see a lot of the replays, once 9 minute marker passes, the Marine or MM Spam forces the zerg to keep spending gas on units rather than tech just to keep alive. The biggest spending of gas that was more or less wasted that I've seen in the games has been the 8 or so Mutalisks you almost universally see in these replays, so that's probably the room for teching you are looking for since they have never paid for themselves through harassment due to the Turret spam.
TheRealDJ
Profile Joined August 2010
United States124 Posts
December 07 2010 08:33 GMT
#365
On December 07 2010 16:14 Conrose wrote:
Show nested quote +
On December 07 2010 16:03 Keilah wrote:
somewhat off topic, but i faced some terrans doing similar things to me as protoss. I abused the fact that he couldn't possibly be teching fast enough to do anything about +range colossi, and killed him as soon as the upgrade finished. Just a note that this is _probably_ a bad idea vs protoss.

Possibly zerg could respond to the OCs by expanding + teching as well? As I understand it, pretty much all hive tech stomps the compositions you suggested.


They stomp the compositions, but from what I've been seeing in the replays, the unending stream of units simply forces the Zerg to spend themselves into the ground. With a little micro, Marines actually trade fairly favorably against Zerg Gas units with exception to Brood Lords, and if you see a lot of the replays, once 9 minute marker passes, the Marine or MM Spam forces the zerg to keep spending gas on units rather than tech just to keep alive. The biggest spending of gas that was more or less wasted that I've seen in the games has been the 8 or so Mutalisks you almost universally see in these replays, so that's probably the room for teching you are looking for since they have never paid for themselves through harassment due to the Turret spam.

Likewise, after zerg loses their inital zergling/baneling composition, reinforcing groups of mm can use marauder slow on speed bane to nullify any effect while the upgraded marines can take them out before they can get in melee range. Since zerg can't produce enough zerglings to distract the a move groups of mm, banelings become useless.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2010-12-07 16:50:58
December 07 2010 16:50 GMT
#366
Modified OP to include some more replays.
griffith.583 (NA)
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 18:16 GMT
#367
Now, an interesting possibility for a counter has come to mind. If one were to use the gas usually wasted on Mutas to instead make 8 or so Overseers, contaminate could create a window of opportunity for the zerg to rebuild their macro and push against the Terran, especially if energy was pooled beforehand.

8x Contaminate could block in excess of 12 Marines under production, or delay the Orbitals transformation if it's an overseer you use to scout the base around 7-9 and spot the play.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
December 07 2010 18:35 GMT
#368
On December 08 2010 03:16 Conrose wrote:
Now, an interesting possibility for a counter has come to mind. If one were to use the gas usually wasted on Mutas to instead make 8 or so Overseers, contaminate could create a window of opportunity for the zerg to rebuild their macro and push against the Terran, especially if energy was pooled beforehand.

8x Contaminate could block in excess of 12 Marines under production, or delay the Orbitals transformation if it's an overseer you use to scout the base around 7-9 and spot the play.


40 turrets stopping mutas isn't going to stop overseers?
As it turns out, marines don't actually cost any money -Jinro
SugarBear
Profile Blog Joined June 2010
United States842 Posts
Last Edited: 2010-12-07 21:54:38
December 07 2010 21:53 GMT
#369
On December 03 2010 05:53 AnodyneSea wrote:
the best way to counter this is ling/baneling into ling/baneling/infestor/muta


Actually I would counter this by getting fast lair and using a similar hydra timing push as used against Protoss 4 gate.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 07 2010 21:59 GMT
#370
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Griffith`
Profile Joined September 2010
714 Posts
December 07 2010 22:28 GMT
#371
On December 08 2010 06:59 Antisocialmunky wrote:
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?


The 2 base baneling bust requires at least 15 banelings for each rax. + any additional banelings for bunkers. Wall of with raxes and place marines behind them. The 2 base baneling strat would literally need to be an all-in to work.
griffith.583 (NA)
TheRealDJ
Profile Joined August 2010
United States124 Posts
December 07 2010 22:31 GMT
#372
On December 08 2010 06:59 Antisocialmunky wrote:
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?

You should be fine if you bunker up properly along with barracks/engineering bays. Even if they break through and can take out a number of SCVs(which you should use to assist the defense), you'll be able to recover quicker than they're able to recover their numbers. Just rebuild your wall, and be sure to expand with a solid wall for that. I had someone 2 base baneling bust and take out my expo cc, and the nice thing is you already have a replacement ready so it doesn't affect you too much, and just build another one as you replace it. Basically if they go for your army, you can replenish those units faster then they can, if they go for your mineral line, well again 4 ccs can replace those easily enough and mules are by nature temporary anyways.You just need to defeat the units that get in, if you can do that the damage they inflict is negligible.
THEPPLsELBOW
Profile Joined November 2010
United States190 Posts
December 07 2010 23:11 GMT
#373
Heres some quality replays vs 2k+ good zerg, shows how to deal with pressure (whether it be mutas in the main or sling/bling contain)
http://screplays.com/replays/thepplselbow/14126#comment-4307
^mutas

http://www.filedropper.com/good4orbitalreplay
^vs zling/sling contain on lost temple
Conrose
Profile Joined October 2010
437 Posts
Last Edited: 2010-12-07 23:42:52
December 07 2010 23:40 GMT
#374
On December 08 2010 03:35 Jermstuddog wrote:
Show nested quote +
On December 08 2010 03:16 Conrose wrote:
Now, an interesting possibility for a counter has come to mind. If one were to use the gas usually wasted on Mutas to instead make 8 or so Overseers, contaminate could create a window of opportunity for the zerg to rebuild their macro and push against the Terran, especially if energy was pooled beforehand.

8x Contaminate could block in excess of 12 Marines under production, or delay the Orbitals transformation if it's an overseer you use to scout the base around 7-9 and spot the play.


40 turrets stopping mutas isn't going to stop overseers?


Look again at the replays, you'll see where all the Turrets are.

Here's a hint, they aren't near the Raxes.

Not to mention they aren't up until after the OC's start to finish. It could be possible for an early Overseer to scout the build and Contaminate the Second CC while it's upgrading to OC.
quillian
Profile Joined April 2010
United States318 Posts
December 08 2010 02:50 GMT
#375
So this is a total aside but...

You know those "total conversion" maps Husky and others have been highlighting where you can use both sc1 and sc2 units?

This build absolutely dominates. 10 reactor barracks pumping marine/medic with +1 range, shields and stim...it devours everything.

super fun and creative build, I hope to see macro play like this become more standard!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 08 2010 04:26 GMT
#376
On December 08 2010 07:28 Griffith` wrote:
Show nested quote +
On December 08 2010 06:59 Antisocialmunky wrote:
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?


The 2 base baneling bust requires at least 15 banelings for each rax. + any additional banelings for bunkers. Wall of with raxes and place marines behind them. The 2 base baneling strat would literally need to be an all-in to work.


It is an all-in but it works frequently vs 2 Rax walls by either taking down the depot(red herring since most people put their orbital behind it) or both Barracks with splash(because you can if you aim the blings well). The main weakness is that with a build that delays Raxes for CCs, by taking out the 2 Rax, you have no production left and you don't have tanks to help defend against the ensuing torrent of speedlings.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
tournamentnow
Profile Joined August 2010
Australia111 Posts
December 08 2010 04:39 GMT
#377
Which is why you wall off at the bottom of the ramp. Don't get gas yet until you get at least 3 rax + bunker + 2 OC up.

Make a bunker in front of rax and one behind rax. When i do this strat i usually make multiple bunkers and bunker creep up to the zerg natural with mass rax and OC.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 08 2010 04:43 GMT
#378
On December 08 2010 13:39 tournamentnow wrote:
Which is why you wall off at the bottom of the ramp. Don't get gas yet until you get at least 3 rax + bunker + 2 OC up.

Make a bunker in front of rax and one behind rax. When i do this strat i usually make multiple bunkers and bunker creep up to the zerg natural with mass rax and OC.


That's even worse because your builders are easier to pick off, lings have more surface area to screw with your buildings, Roaches get better concave on your dudes because you are stuck with a concave the size of the ramp, and its even easier to blow up both rax with baneling splash.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
shadymmj
Profile Joined June 2010
1906 Posts
December 08 2010 04:46 GMT
#379
yes after 1 embarassing loss to an all-in sling/bling bust i somehow failed to scan I suddenly realised that the way to win is to:

1) not blindly drop 3 CCs down - start with expo first, then 3rd, then wait, scout and see
2) you can never have too many bunkers, in fact you can fake them out by not fully loading them with marines

since then i have been laying down at least 4 bunkers if i scout a sizeable unit mass or banelings...sometimes 6. I stagger them at the nat and only fully fill the ones in the back. enjoy wasting 18 banelings on bunkers with 1-2 marines in them. that's enough disincentive to hold the bumrush, then the 4th OC goes down. once i take the island/rock expo my stream of marines are going to eventually take those bling numbers down. never lost since.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
tournamentnow
Profile Joined August 2010
Australia111 Posts
Last Edited: 2010-12-08 04:59:27
December 08 2010 04:57 GMT
#380
i don;t think you know how to wall off properly. i can make it auto win if zerg wastes a ton of banes into my rax. see the 1st rax you make at bottom of ramp? you can make1-2 marines then float it and then add several more rax as appropriate. then make a bunkers in front of wall and some behind wall. the zerg will then waste more banelings. just don't clump up the bunkers.

if you want to have a strong economy, dont get gas trust me if you know opponent all in banelings/etc. all you really need is just enough bunkers .
Prev 1 17 18 19 20 21 37 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Grubby 248
ProTech148
Rex 127
Ryung 23
StarCraft: Brood War
Rain 5087
Jaedong 868
Hyuk 545
Soulkey 356
Zeus 338
firebathero 284
Snow 275
Rush 222
Barracks 135
Hm[arnc] 132
[ Show more ]
Aegong 65
Leta 63
Noble 51
Yoon 50
[sc1f]eonzerg 48
ToSsGirL 39
soO 33
JulyZerg 28
sSak 23
Nal_rA 23
yabsab 21
scan(afreeca) 20
Backho 19
ajuk12(nOOB) 16
Rock 16
Terrorterran 15
zelot 12
Sacsri 11
Britney 0
Dota 2
Gorgc5685
singsing2821
qojqva1940
XcaliburYe154
420jenkins102
Counter-Strike
allub316
byalli41
Super Smash Bros
Mew2King79
Heroes of the Storm
Khaldor182
Other Games
gofns16282
hiko664
crisheroes399
Sick147
djWHEAT71
ArmadaUGS60
Fuzer 42
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4577
• Jankos1940
• TFBlade1155
Upcoming Events
Big Brain Bouts
2h 10m
ByuN vs GgMaChine
Serral vs Jumy
RSL Revival
12h 10m
RSL Revival
17h 10m
LiuLi Cup
20h 10m
uThermal 2v2 Circuit
21h 10m
RSL Revival
1d 3h
Replay Cast
1d 9h
Sparkling Tuna Cup
1d 19h
LiuLi Cup
1d 20h
Replay Cast
2 days
[ Show More ]
Replay Cast
2 days
LiuLi Cup
2 days
Wardi Open
2 days
Monday Night Weeklies
3 days
OSC
3 days
WardiTV Winter Champion…
3 days
Replay Cast
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
The PondCast
5 days
KCM Race Survival
5 days
WardiTV Winter Champion…
5 days
Replay Cast
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

Proleague 2026-02-10
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Escore Tournament S1: W8
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.