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Stutter Step Question

Forum Index > StarCraft 2 Strategy
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BridgesOut
Profile Joined October 2010
Canada11 Posts
Last Edited: 2010-12-10 00:08:57
December 10 2010 00:07 GMT
#1
I've searched the forums and the replies on the forums and there seems to be no consistency as to "How to Studder Step"

I use to do the "move - hold" way but was told it was wrong. I've been doing "move -a move" style for a few months now.

Basically which one is the right way?

I'm sorry if this seems a little noobie, but the OTHER forums can't get a straight answer, and even my 2k + buddies offer no help.
Relentless Heroes FTW
Grhym
Profile Joined April 2010
177 Posts
December 10 2010 00:10 GMT
#2
There is no ´right way´, just do what you are most comfortable with.

I believe there's
a-move -> move
move -> stop
move -> hold position
あ
BridgesOut
Profile Joined October 2010
Canada11 Posts
December 10 2010 00:12 GMT
#3
Are they all equal? Because the a-move -> move is exponentially harder since it's twice as many clicks
Relentless Heroes FTW
Bondator
Profile Joined September 2010
Finland120 Posts
December 10 2010 00:20 GMT
#4
I think you might want to move-amove when you're stuttering towards the enemy, and move-stop/hold when moving away from your enemy.

That way all your guys are at least trying to get in the fight when engaging, and not running away without stuttering when retreating.
http://eu.battle.net/sc2/en/profile/520440/1/Bondator/
thesauceishot
Profile Joined July 2010
Canada333 Posts
December 10 2010 00:20 GMT
#5
Good for different situations. When I have stalkers kiting lings, I'll use move + stop. If I have stalkers chasing I'll use move + attack move.
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
December 10 2010 00:21 GMT
#6
It seems like a-move -> move would be more useful stutter-stepping towards your opponent (to get/stay in range of units ahead or units that are running away).

and move -> hold position would be most useful stutter-stepping away (to get a last shot in when retreating or to avoid/delay getting surrounded or closed in on).

I'm no expert though
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
December 10 2010 00:25 GMT
#7
The reccomended way is right click away (to move) and a click towards your opponent (but barely in front of your army. This allows your units to turn to attack, but not move too far. This is the most optimal way with a ball of units. With a small group (4-5) you can just do click hold.
Developer for http://mtgfiddle.com
Comma20
Profile Blog Joined October 2010
Australia138 Posts
December 10 2010 00:25 GMT
#8
Generally Stop/Hold Stutter step is seen as superior due to the fact it doesn't cause all your units to spread if they're not in range.
qxc
Profile Blog Joined May 2009
United States550 Posts
December 10 2010 00:26 GMT
#9


I would just do what you feel most comfortable with. practice a few different ways. I personally like a+move ground then rclick move to cancel animation rinse & repeat
ProgamerDesigner of Aeon's End
Thetan
Profile Blog Joined July 2010
240 Posts
December 10 2010 00:29 GMT
#10
On December 10 2010 09:12 BridgesOut wrote:
Are they all equal? Because the a-move -> move is exponentially harder since it's twice as many clicks


If it's just twice as many clicks, it's not exponentially harder - it's only twice as hard.

The differences aren't really that huge.

With all 3 methods, if there are enemy units within attacking distance, your units will stand in place and attack.


What changes if there aren't units within immediate attacking distance of your units:

A-move: your units will automatically move forward to attack, even if the enemy is out of the unit's sight range
Stop command: your units will automatically move forward to attack, only if the enemy is in the unit's sight range
Hold Command: your units won't move at all to try to attack a unit that isn't in attacking distance.

Hold Command is prob. the worst, and I would think A-move is the best. But the differences between any of the methods are small, and there may be specific situations where one is better than the other.
BridgesOut
Profile Joined October 2010
Canada11 Posts
December 10 2010 00:41 GMT
#11
It's exponentially harder in the sense that it's twice as many click and ALSO that you have to make sure when you "a move" that you don't accidently hit your own troops.

I know it sounds easy but you'd be surprised at what can happen with 50+ guys, stimmed, getting studder stepped twice a second

Thx for the replies everyone!
Relentless Heroes FTW
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 10 2010 04:29 GMT
#12
lol I a-move stutter. The only problem is that I a-move the wrong way so if half my army is out of range then half of my army will continue running away while the other half gets blasted into little giblets D;

It's not any harder than stop or hold imo. More clicks =/= difficulty. That is like someone saying "Zerg early game is WAAAY harder than toss or Terran. I have to press S AND D to make my first drone AND I have to send out my first overlord. zomg Zerg imba!!"
megagoten
Profile Joined October 2010
318 Posts
December 10 2010 06:22 GMT
#13
whatever floats your boat
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2010-12-10 06:30:36
December 10 2010 06:27 GMT
#14
Move A-move when you're chasing

Move Stop(or Hold) when you're running. (Or when you're using marines because they have such a high attack rate.)

This way, you don't have to move your mouse.

Also, it's Stutter Step, not Studder Step.
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