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PvP 4 Gate Counter - Page 3

Forum Index > StarCraft 2 Strategy
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unsaid
Profile Joined February 2011
45 Posts
February 05 2011 19:34 GMT
#41
fight @ ramps.

depends very much on the map tho... if he's able to pin you down completely he can still win by expanding, altho the expo will come late, but urs will come even later then, wont it...
headies
Profile Joined October 2010
United States63 Posts
February 05 2011 19:36 GMT
#42
On February 06 2011 03:27 TheGiftedApe wrote:
Show nested quote +
On February 06 2011 03:24 headies wrote:
On February 06 2011 03:10 TheGiftedApe wrote:
I think people need to take the DT build seriously, it is a hard counter to 4gate if you do it just right.

3chrono on probes
1 gate twilight council, build a sentry(try to hide council so it looks like you are 4gating)
2nd gas, Warp tech(1-2 chrono on warp tech to keep up with 4gate)2 more gates+DT shrine
another sentry+zealots
from this point only build zealots, you should also build 1-2 proxy pylons around the map so you can make dts near his base while you FF your ramp.
4gate will show up at ~6:15-6:30 so you have to hold for ~1 minute
continue producing zealots constantly, a 3rd sentry will probably be needed
split his forces in half on your ramp with FF and let zealots fight, you should have more zealots than a regular 4gater, and in the close combat stuck on a ramp you will win the fight at your base easily. Just in time to warp in 2 dt's and run them into your ememies mineral line, and at that points its gg, dts can kill robo faster than it can be built, and once he runs probes you will out produce him.


Wait, what? If you build a sentry before stalker is out to kill probe it's basically telling the opponent "hey I'm not 4 gating."

At that point it is as easy to go robo and you'll most certainly win because robo hardcounters DT.

Also you're forgetting about warp in on top of your ramp. its ez pz lemon squeezy to just warp in 4 zealots when you gain vision and have the stalkers on the bottom go to town.

DT will not work against a 4 gate executed properly. Not only that but how do you afford all that gas heavy stuff if you're building 2 or 3 sentries?



I find it easy to kill scouting probe with a sentry and 2-3 probes. With early second gas it very easy to afford all the gas try it(no stalkers = extra gas)...Not to mention dont let him build pylon next to your base its simple you should have 3-4 zealots to counter the pylon building probe.....If somehow they get a pylon up, FF at the bottom of the ramp and they wont get any vision.,,,
you just have to hold on for a minute as soon as the dt's pop its over.

protip: use scouting probe to build pylons right in their base, forces them to respond and buys you time for dt's to pop.

lol, please don't give anyone "protips" because you clearly are not understanding PvP basics.

If you build a sentry before stalker it is a CLEAR sign that you're not 4 gating. I myself would much rather play standard than 4 gate and if I saw this I would immediately throw down a robo.

How, pray tell, are you going to afford to build anything if you're building pylons in their base? Not only that, but a smart player isn't going to be fooled when they see a sentry and then proxy pylons in their base. I would probably be like "wtf this guy is clueless."

Not only that, but it is clearly easy to tell what they are spending chrono on. If you're not k4g and you're building proxy pylons in my base I'm just going to wait for my stalker and zealot to kill the pylons.

DT rush will not work against perfectly executed 4 gate.


mizU
Profile Blog Joined April 2010
United States12125 Posts
February 05 2011 19:41 GMT
#43
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.
if happy ever afters did exist <3 @watamizu_
Acridice
Profile Joined December 2010
United States298 Posts
February 05 2011 19:51 GMT
#44
On February 06 2011 04:41 mizU wrote:
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.


I'm sorry, but even with 3 gate robo, especially with no probe cuts, you're not going to counter a well executed 4 gate. I Bust any robo build all the time. At the 6 min mark when i push up your ramp and start my pylon, even when you kill the 1 zealot i had up your ramp, as soon as my pylon is finished I warp in 4 zealots, try and snipe your sentries and then just brute force in. You can't assume that "players will throw down ramp pylons too early" that's just dumb. Most people at the upper level will do it right, and you won't even be able to build an immortal because you're going to be too busy trying to warp in as many units as u can to fend off the attack.

IF you want to try some kind of 3 gate robo, it has to be a delayed robo and you're going to have to chrono units out of your gates to trake map control.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Rhythm.102
Profile Joined December 2010
United States56 Posts
February 05 2011 20:27 GMT
#45
On February 06 2011 04:51 Acridice wrote:
Show nested quote +
On February 06 2011 04:41 mizU wrote:
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.


I'm sorry, but even with 3 gate robo, especially with no probe cuts, you're not going to counter a well executed 4 gate. I Bust any robo build all the time. At the 6 min mark when i push up your ramp and start my pylon, even when you kill the 1 zealot i had up your ramp, as soon as my pylon is finished I warp in 4 zealots, try and snipe your sentries and then just brute force in. You can't assume that "players will throw down ramp pylons too early" that's just dumb. Most people at the upper level will do it right, and you won't even be able to build an immortal because you're going to be too busy trying to warp in as many units as u can to fend off the attack.

IF you want to try some kind of 3 gate robo, it has to be a delayed robo and you're going to have to chrono units out of your gates to trake map control.

Multiple builds can counter a 4g, until you can provide a 'well executed 4gate' replay, then be a little more open minded.
[img]http://sc2sig.com/s/us/2410867-1.png?1314762023[/img]
Acridice
Profile Joined December 2010
United States298 Posts
February 05 2011 21:52 GMT
#46
On February 06 2011 05:27 Rhythm.102 wrote:
Show nested quote +
On February 06 2011 04:51 Acridice wrote:
On February 06 2011 04:41 mizU wrote:
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.


I'm sorry, but even with 3 gate robo, especially with no probe cuts, you're not going to counter a well executed 4 gate. I Bust any robo build all the time. At the 6 min mark when i push up your ramp and start my pylon, even when you kill the 1 zealot i had up your ramp, as soon as my pylon is finished I warp in 4 zealots, try and snipe your sentries and then just brute force in. You can't assume that "players will throw down ramp pylons too early" that's just dumb. Most people at the upper level will do it right, and you won't even be able to build an immortal because you're going to be too busy trying to warp in as many units as u can to fend off the attack.

IF you want to try some kind of 3 gate robo, it has to be a delayed robo and you're going to have to chrono units out of your gates to trake map control.

Multiple builds can counter a 4g, until you can provide a 'well executed 4gate' replay, then be a little more open minded.


I didn't think a replay was necessary for such a well known fact. But okay bud... will do. Now tell me what league / level do you play at? and be honest?
The superior man is modest in his speech, but exceeds in his actions. - Confucius
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 05 2011 22:08 GMT
#47
On February 05 2011 14:52 Dakota wrote:
Show nested quote +
On February 05 2011 14:09 kcdc wrote:
Against a top level all-in 4 gate, your options are to (1) 4 gate with a few more probes, (2) 3 gate with a lot of sentries and PERFECT control, or (3) 2 gate robo off of 1 gas for zealot immortal. I have a build order that works with option 3, but a lot of people will tell you that it's not possible. Either way, the easiest most secure option is to 4 gate yourself.


Mind posting that build? Would love to try it out.




9 pylon
13 gate
13 gas
15 pylon
core @ 100% gate
zealot @100 minerals
stalker @ 100% core (you'll have to chrono the end of the zealot to sync it up)
robo ASAP when you can deny scouting (chrono the stalker out and start the robo out of the probe's vision if it stays in your base to be hunted down by your stalker. you need an immortal by 6 minutes and there aren't many seconds to spare)
pylon
robo @ 100% stalker (see above regarding timing)
zealot @ 100 minerals
2nd gateway
pylon
immortal
zealot
@100% warpgate research, 2 more zealots and another immortal

It's basically 1-gas gate, robo, gate, but you'll find you need to gas on 13 to get your immortal out on time. Against a hard 4 gate with probe cutting, you'll want to cut some probes as well to get your stuff out a little earlier.
Volka
Profile Joined December 2010
Argentina411 Posts
February 05 2011 22:13 GMT
#48
I've fooling around with 1 Gate FE with the aid of a Cannons.
The idea is to expand really fast, like against Terran, and do 3WG +Cannon (on cliff better) to survive with a +1W coming quickly.

It won't work against 4gate all-ins (like 10 gate), but it MIGHT work against 12gate (push around 6.30ish).I've been failing at the Cannon timing so far.

If you manage to hold it off, then you're in an advantage. If opponent sees Cannon, we may be tempted to expand which will be awesome in PvPs...
http://www.starsite.com.ar
Rhythm.102
Profile Joined December 2010
United States56 Posts
February 05 2011 22:16 GMT
#49
On February 06 2011 06:52 Acridice wrote:
Show nested quote +
On February 06 2011 05:27 Rhythm.102 wrote:
On February 06 2011 04:51 Acridice wrote:
On February 06 2011 04:41 mizU wrote:
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.


I'm sorry, but even with 3 gate robo, especially with no probe cuts, you're not going to counter a well executed 4 gate. I Bust any robo build all the time. At the 6 min mark when i push up your ramp and start my pylon, even when you kill the 1 zealot i had up your ramp, as soon as my pylon is finished I warp in 4 zealots, try and snipe your sentries and then just brute force in. You can't assume that "players will throw down ramp pylons too early" that's just dumb. Most people at the upper level will do it right, and you won't even be able to build an immortal because you're going to be too busy trying to warp in as many units as u can to fend off the attack.

IF you want to try some kind of 3 gate robo, it has to be a delayed robo and you're going to have to chrono units out of your gates to trake map control.

Multiple builds can counter a 4g, until you can provide a 'well executed 4gate' replay, then be a little more open minded.


I didn't think a replay was necessary for such a well known fact. But okay bud... will do. Now tell me what league / level do you play at? and be honest?

~400 point silver. If you would like to demonstrate your well executed 4g, vs a 3g robo then lets play a couple games.
[img]http://sc2sig.com/s/us/2410867-1.png?1314762023[/img]
Acridice
Profile Joined December 2010
United States298 Posts
February 05 2011 22:32 GMT
#50
On February 06 2011 07:16 Rhythm.102 wrote:
Show nested quote +
On February 06 2011 06:52 Acridice wrote:
On February 06 2011 05:27 Rhythm.102 wrote:
On February 06 2011 04:51 Acridice wrote:
On February 06 2011 04:41 mizU wrote:
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.


I'm sorry, but even with 3 gate robo, especially with no probe cuts, you're not going to counter a well executed 4 gate. I Bust any robo build all the time. At the 6 min mark when i push up your ramp and start my pylon, even when you kill the 1 zealot i had up your ramp, as soon as my pylon is finished I warp in 4 zealots, try and snipe your sentries and then just brute force in. You can't assume that "players will throw down ramp pylons too early" that's just dumb. Most people at the upper level will do it right, and you won't even be able to build an immortal because you're going to be too busy trying to warp in as many units as u can to fend off the attack.

IF you want to try some kind of 3 gate robo, it has to be a delayed robo and you're going to have to chrono units out of your gates to trake map control.

Multiple builds can counter a 4g, until you can provide a 'well executed 4gate' replay, then be a little more open minded.


I didn't think a replay was necessary for such a well known fact. But okay bud... will do. Now tell me what league / level do you play at? and be honest?

~400 point silver. If you would like to demonstrate your well executed 4g, vs a 3g robo then lets play a couple games.


Okay, I arrest my case then... When you get masters then you are allowed to contribute input to this thread.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Acridice
Profile Joined December 2010
United States298 Posts
February 05 2011 22:43 GMT
#51
On February 06 2011 07:13 Volka wrote:
I've fooling around with 1 Gate FE with the aid of a Cannons.
The idea is to expand really fast, like against Terran, and do 3WG +Cannon (on cliff better) to survive with a +1W coming quickly.

It won't work against 4gate all-ins (like 10 gate), but it MIGHT work against 12gate (push around 6.30ish).I've been failing at the Cannon timing so far.

If you manage to hold it off, then you're in an advantage. If opponent sees Cannon, we may be tempted to expand which will be awesome in PvPs...


Ehh, I've tried this before... and the 12gate probe cutting 4 gate comes at 6 min, you won't be able to hold it.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
DanceSC
Profile Blog Joined March 2008
United States751 Posts
February 05 2011 22:55 GMT
#52
On February 06 2011 07:32 Acridice wrote:
Show nested quote +
On February 06 2011 07:16 Rhythm.102 wrote:
On February 06 2011 06:52 Acridice wrote:
On February 06 2011 05:27 Rhythm.102 wrote:
On February 06 2011 04:51 Acridice wrote:
On February 06 2011 04:41 mizU wrote:
3 gate robo is probably the best defense.
Yes you need to FF perfectly, or close to perfectly, but if yo udo you are almost guaranteed a win.

And about those warp in base pylons, generally players will throw them down too early, so it's easy to snip, but if they throw it down as they push up the ramp.

FF about 3 units into your base, kite and kill, then snipe the pylon.
You should be able to not cut probes, keep up constant gate production as well as make immortals

The crucial thing here is to NEVER supply block yourself.

I've lost too many times where I needed a sentry but got supply blocked.

Also, with your defending army, always have at least 2 zealots, and 2 sentries.

Everything else should be stalkers and immortals.

Eventually he will retreat or just lose his whole army. At that point you should be able to chrono an obs out, throw down an expo.

At this point you are free to harass on closer position maps, and use the obs to snipe high ground things and or bait and FF off the army.


I'm sorry, but even with 3 gate robo, especially with no probe cuts, you're not going to counter a well executed 4 gate. I Bust any robo build all the time. At the 6 min mark when i push up your ramp and start my pylon, even when you kill the 1 zealot i had up your ramp, as soon as my pylon is finished I warp in 4 zealots, try and snipe your sentries and then just brute force in. You can't assume that "players will throw down ramp pylons too early" that's just dumb. Most people at the upper level will do it right, and you won't even be able to build an immortal because you're going to be too busy trying to warp in as many units as u can to fend off the attack.

IF you want to try some kind of 3 gate robo, it has to be a delayed robo and you're going to have to chrono units out of your gates to trake map control.

Multiple builds can counter a 4g, until you can provide a 'well executed 4gate' replay, then be a little more open minded.


I didn't think a replay was necessary for such a well known fact. But okay bud... will do. Now tell me what league / level do you play at? and be honest?

~400 point silver. If you would like to demonstrate your well executed 4g, vs a 3g robo then lets play a couple games.


Okay, I arrest my case then... When you get masters then you are allowed to contribute input to this thread.

These threads are to discuss strategy supported by factual information, claiming that someone elses build will fail because they do not cut probes or chrono boost their gateways is not supporting you point. Picking on lower level players who prove a valid point and saying "When you get masters then you are allowed to contribute input to this thread." is not only trolling but also flaming :/
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
tar
Profile Joined October 2010
Germany991 Posts
Last Edited: 2011-02-05 23:10:25
February 05 2011 23:07 GMT
#53
On February 06 2011 07:13 Volka wrote:
I've fooling around with 1 Gate FE with the aid of a Cannons.
The idea is to expand really fast, like against Terran, and do 3WG +Cannon (on cliff better) to survive with a +1W coming quickly.

It won't work against 4gate all-ins (like 10 gate), but it MIGHT work against 12gate (push around 6.30ish).I've been failing at the Cannon timing so far.

If you manage to hold it off, then you're in an advantage. If opponent sees Cannon, we may be tempted to expand which will be awesome in PvPs...



a nexus + forge + 1 cannon + 1W upgrade= 650(1 gate less)/100 recources spent more than ur 4 gating opponent till the 6 minute mark (not taking into account the minerals spent on double probe production)

By the time the 4 gate hits, ur eco won't even be close to the point where u pull ahead of one base play
I had a lot of hard times with expanding even after I did severe eco damage using Adel's no gas build.
whoever I pick for my anti team turns gosu
Rhythm.102
Profile Joined December 2010
United States56 Posts
February 05 2011 23:15 GMT
#54
On February 06 2011 08:07 tar wrote:
Show nested quote +
On February 06 2011 07:13 Volka wrote:
I've fooling around with 1 Gate FE with the aid of a Cannons.
The idea is to expand really fast, like against Terran, and do 3WG +Cannon (on cliff better) to survive with a +1W coming quickly.

It won't work against 4gate all-ins (like 10 gate), but it MIGHT work against 12gate (push around 6.30ish).I've been failing at the Cannon timing so far.

If you manage to hold it off, then you're in an advantage. If opponent sees Cannon, we may be tempted to expand which will be awesome in PvPs...



a nexus + forge + 1 cannon + 1W upgrade= 650(1 gate less)/100 recources spent more than ur 4 gating opponent till the 6 minute mark (not taking into account the minerals spent on double probe production)

By the time the 4 gate hits, ur eco won't even be close to the point where u pull ahead of one base play
I had a lot of hard times with expanding even after I did severe eco damage using Adel's no gas build.

you want to fall back to 4warpgate after you expand, if worse comes to pass then you are at the same potential as your opponent. with adel make sure you chrono boost your warpgate tech after the stalkers come out.
[img]http://sc2sig.com/s/us/2410867-1.png?1314762023[/img]
Acridice
Profile Joined December 2010
United States298 Posts
Last Edited: 2011-02-06 00:23:50
February 05 2011 23:25 GMT
#55
Here is one replay of 4gate vs 1gate robo, which IMO is better than 3 gate or 2 gate roboing. I will post replays of 3 gate robo in a minute, I'm working on it. And Rhythm... I'm Acridice.147 play me and I show you.

4 Gate vs 1Gate Robo:
http://www.sc2replayed.com/replays/135410-1v1-protoss-shakuras-plateau

My attack was also very bad, the pylon warp in didnt do as I expected and I almost lost all my stalkers
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Crysus
Profile Joined November 2010
New Zealand29 Posts
February 05 2011 23:39 GMT
#56
PvP right now is all about one base. Whether it be 4 gate, 3 gate robo, or even 3 gate star. It's all about micro as well. When you go into a pvp just have a mind set that your gonna wonna kill him asap. Also if you see him doing a earlier 4 gate than you make sure you defend with 2 gas sentries. This ensures that you keep your ramp safe and you can split his army and stuff.

A major way to improve pvp is simply micro your heart out and make sure you dont get caught off guard by the opponents sentries.

Best of luck for the future.

P.S how do i post a thread of my own?
Skyro
Profile Joined May 2010
United States1823 Posts
February 06 2011 01:05 GMT
#57
Economical 4-Gate is the best counter to 4-Gate on maps where they can warp in from areas other than your ramp (DQ) or maps with wide ramps (Scrap). It is also IMO the easiest way to handle it on all maps.

IMO chronoing units out of 3 Gates ways works best since it transitions into tech easier and allows you to put on early pressure before warpgate tech is done so you can both confirm if they are doing 4-Gate or not and to delay their proxy pylon probe if they are in fact doing it. There are a lot of variations of 3-Gate so you have to experiment to see what works best in what situations. Generally on larger maps if I suspect 4-Gate and I see no initial zealot from them I get 3 early stalkers which I use to confirm the 4-Gate and delay their proxy pylon probe + escort, which will usually only be 1 zealot and 1 stalker. If they push me back by warping in their first round of units at their base that's when I warp in a sentry or 2 at mine and then make an arc of sentries at the top of my ramp which will blast any warping in zealots they try to make with no casualities w/ some minor micro. Once you hold this first round of warp-ins at your ramp you can pretty much just overwhelm them.
ionlyplayPROtoss
Profile Joined March 2010
Canada573 Posts
February 06 2011 02:08 GMT
#58
On February 06 2011 02:21 Rhythm.102 wrote:
Show nested quote +
On February 05 2011 17:06 Monta wrote:
On February 05 2011 16:17 Rhythm.102 wrote:
On February 05 2011 16:05 kaisr wrote:
On February 05 2011 15:42 Rhythm.102 wrote:
Pylon-Gateway-Assim-Pylon-Cyber-Forge-Cannon
either start with 2zeal 1stalker
or 1zeal 2 sentry (take second gas sooner)
or 3zeal 1 stalker (if your opponent does 2g stalker rush into 4wrpgate then the 3 zeals will be under stalker fire for a little while your stalker comes out and 1-2 cannons warp in.

chrono boost your cyber core, and when you reach 50% put down 2 more gateways and later take your second gas. place your cannon so that you defend your ramp, or your expansion preference. make sure the fight is in range of the cannon.


building a forge to defend a 4gate is extraodinarily bad. Sinking so much money into static defense puts the opponent way too far ahead unless for some reason he is retarded and suicides his army into your cannons instead of pulling back and doing whatever he wants with a huge army lead.

I respect your opinion, and if you would like to back it up, i would be more then happy to let you try.

1 forge and 2 cannons is equivalent to 1 gateway and 3 zealots in price.
Gateway takes - 20 additional seconds to build then forge
Cannon takes - 2 additional seconds to build then zealot (but you can build multiple at once)
3zealots = 300 hp + 150 shield worth || 2 cannons = 300 hp + 300 shield worth
cannons are ranged / have detection / and kick out more dps
Forge provides ground unit upgrades for the protoss army.

downside = cannons are immovable.

Your right... your opponent will have a bigger army, but he will be unable to kill you without suiciding his army. In the mean time you have a safe tech route / expansion / protection from dt threat.

The problem is he can just sit below your ramp and tech/expand freely.

Once warpgate tech comes in, he will be the one in the dark. Containing a cannoned ramp in general is not a good idea, for all you know he may never need to push out.

Not sure if being 3300 diamond means to you but cannons are awful.
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-02-06 02:15:35
February 06 2011 02:13 GMT
#59
This build does very well against a 4gate, even though you won't have a sentry. If you successfully followed this build till bout 50 supply, you should have 24 probes, 5 zealots and 8 stalkers. That should be plenty to fend off the first attack of a 4gate.

If you fend off the original attack, you can throw up a tech building and either defend and tech up or add on another gateway and go on the agressive.

Survival is winning, everything else is bullshit.
NintendoStar
Profile Blog Joined May 2010
United States217 Posts
February 06 2011 02:49 GMT
#60
I always hold off 4 gates with 3 gate robo. I go a typical 1 gate core opening and make a stalker right away and cb warpgates(I use my first 3 on probes). Then I make 2 more gates and a robo and my second gas when I can afford them. I get 2 sentries before the 4gate hits. When it hit, I constantly keep my ramp forcefielded. I warp in new sentries when I need them.It might sound unreasonable, but you should definitely be able to get enough sentries as long as you dont get too many stalkers. If they build a proxy pylon, just make sure your ramp is forcefielded and you'll be fine. 4 zealots without any support will die really easily. Also, it should in range of your stalkers, so you can keep pecking away at it. Once my robo finishes, I immediately cb immortals out. If I survive to the point where I have 2 immortals out, I'm pretty much guaranteed a win. Now I push out, set up a contain around my opponent, and tech up to colossus while I expand.
"oh well then u can just get off this site then if ya'll goin to play it like dat fool i write like dis cos itz gangstar" -Linko8697
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