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[G]PvT Naniwa build - Page 3

Forum Index > StarCraft 2 Strategy
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Helluva
Profile Joined September 2010
United States651 Posts
May 04 2011 06:12 GMT
#41
Awesome stuff, I'll definitely look into this.
Abuse the strat as much as possible until next patch ~~
gogo
<3
tooleman
Profile Joined April 2011
United States20 Posts
May 04 2011 06:15 GMT
#42
With the WG tech time changed to 160 opposed to 180 in the upcoming patch will this build still be effective? I understand if the patch had remained with a research time of 180 seconds that the build would not have been nearly as effective and most likely would have had to be changed. Would the current BO be effective with the research time at 160? Also, do note that as of now build time for zealots and stalkers will be back to 38 and 42 seconds (only the sentry build time is cut by 5 seconds).
Arco
Profile Joined September 2009
United States2090 Posts
May 04 2011 06:16 GMT
#43
On May 04 2011 15:15 tooleman wrote:
With the WG tech time changed to 160 opposed to 180 in the upcoming patch will this build still be effective? I understand if the patch had remained with a research time of 180 seconds that the build would not have been nearly as effective and most likely would have had to be changed. Would the current BO be effective with the research time at 160? Also, do note that as of now build time for zealots and stalkers will be back to 38 and 42 seconds (only the sentry build time is cut by 5 seconds).

Just came here wondering myself. Would like to see people's thoughts on this.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
May 04 2011 06:25 GMT
#44
On May 04 2011 15:15 tooleman wrote:
With the WG tech time changed to 160 opposed to 180 in the upcoming patch will this build still be effective? I understand if the patch had remained with a research time of 180 seconds that the build would not have been nearly as effective and most likely would have had to be changed. Would the current BO be effective with the research time at 160? Also, do note that as of now build time for zealots and stalkers will be back to 38 and 42 seconds (only the sentry build time is cut by 5 seconds).


Naniwa already does 3 zealots 1 sentry and 4 stalkers occasionally instead of 6 units. That should work fine after the patch.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
May 04 2011 06:35 GMT
#45
nice build, abusing the fact that protoss units are just better than terran units before medivac and stim are done (which both take like forever unless rushed for, in which case you'll have no units to benefit from them).

Hopefully the patch will fix this, but I have a feeling that a lot of zealot all-in 4gate/5gate attacks after expanding will become the norm in PvT, we'll have to see though:D
tooleman
Profile Joined April 2011
United States20 Posts
May 04 2011 06:35 GMT
#46
On May 04 2011 15:25 iamke55 wrote:
Show nested quote +
On May 04 2011 15:15 tooleman wrote:
With the WG tech time changed to 160 opposed to 180 in the upcoming patch will this build still be effective? I understand if the patch had remained with a research time of 180 seconds that the build would not have been nearly as effective and most likely would have had to be changed. Would the current BO be effective with the research time at 160? Also, do note that as of now build time for zealots and stalkers will be back to 38 and 42 seconds (only the sentry build time is cut by 5 seconds).


Naniwa already does 3 zealots 1 sentry and 4 stalkers occasionally instead of 6 units. That should work fine after the patch.


I'm sorry if this is a really dumb question but I'm guessing he builds the extra 2 zealots before the sentry and just pushes the other units back to coordinate with the later WG timing?

Btw this is a great guide and I now use this build as my standard in PvT on most maps. Thank you!
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2011-05-04 06:39:08
May 04 2011 06:35 GMT
#47
I just tested this on the PTR. It works fine with 160 seconds, you just need to save Nexus energy after the second Chrono Boost, not the third. Then Warpgate lines up almost perfectly with Stalker x2 completion.
Melchior
Profile Joined January 2011
United States112 Posts
May 04 2011 07:14 GMT
#48
Awesome! I just tried this out and might make this my standard PvT build. A couple questions:

1) Will going sentry first leave you open for reaper harass? I presume sentry first is to build up more energy for FF/guardian shield.

2) Would this be a viable PvZ build? It would look like a 4gate because of the chrono on WG, but get out a reasonably fast expand while forcing units/static defense from Z. My guess is the main problem is that they're most likely still getting their expansion faster than you, and you don't have the number of sentries needed to effectively deal with roach/ling.

Thanks again for bringing attention to this build, even if it has been around for a while.
TheDemigod
Profile Joined April 2010
Australia79 Posts
May 04 2011 10:20 GMT
#49
On May 04 2011 16:14 Melchior wrote:
Awesome! I just tried this out and might make this my standard PvT build. A couple questions:

1) Will going sentry first leave you open for reaper harass? I presume sentry first is to build up more energy for FF/guardian shield.

2) Would this be a viable PvZ build? It would look like a 4gate because of the chrono on WG, but get out a reasonably fast expand while forcing units/static defense from Z. My guess is the main problem is that they're most likely still getting their expansion faster than you, and you don't have the number of sentries needed to effectively deal with roach/ling.

Thanks again for bringing attention to this build, even if it has been around for a while.


Yeah a bunch of lings or roaches will crush your units with only 1 sentry, and you don't have the reinforcing that you do with a 4gate, it's more the initial push and its power to contain for T for awhile that's strong.
drolkrad
Profile Joined September 2010
98 Posts
May 04 2011 12:11 GMT
#50
this is a good build however like many builds there are counters for it... this build is weak against:
1. quick banshee
2. hellion drop (all your units are near his ramp, and you only got 2 warpgate up with little gas left for stalkers)
3. 3 rax stimmed timing pushes
4. 7 rax marine all in

terrans can easily defend their ramp with bunkers and take on anyone of these paths and kick some serious ass after defending the initial poke

sometimes even a single reaper can cause havoc vs this build if your units aren't in your base and your warpgates are on cooldown ><
loklok
Profile Joined January 2011
Germany161 Posts
May 04 2011 12:37 GMT
#51
On May 04 2011 15:15 tooleman wrote:
With the WG tech time changed to 160 opposed to 180 in the upcoming patch will this build still be effective? I understand if the patch had remained with a research time of 180 seconds that the build would not have been nearly as effective and most likely would have had to be changed. Would the current BO be effective with the research time at 160? Also, do note that as of now build time for zealots and stalkers will be back to 38 and 42 seconds (only the sentry build time is cut by 5 seconds).


I think it would be more a defensive build because your attack timing will be delayed and you have to produce 2 more units instead of warping them in.

I really like this build because it's the best compromise between 3 gate expo and 1 gate FE. Compared to 3 gate expo it's much better against banshee play and saver than 1 gate FE. If i can't read my oponent i skip 1 stalker, get the gas earlier to have a fast robo and play defensive.
Zerg1
Profile Joined April 2011
27 Posts
May 04 2011 15:50 GMT
#52
This is a godly build and I think it will become the standard in pvt. I don't see the change to 180 really affecting it since you can simply skip 1 chrono on probes and use it on warp gates instead. I love this build so much after watching all 4 of those replays

I think the biggest problem is the stim timing push, but it looks like as long as you don't lose your stalkers that you will still do significant enough damage to justify it. If you see a lot of marines, make a forge and make 1-2 cannons at the natural and go stalker sentry and only hit when they are in range of the cannon.

Good job naniwa!
Rek1zek
Profile Joined January 2011
France6 Posts
May 05 2011 12:25 GMT
#53
Good job naniwa!


first time i saw this build from ChiTaPrime was in nov-december, so the merit deserves to him.

Btw, you don't really need thoses canons. when I you see the stim push comin', i just cut the probe and pump more zealots sentries. As it's said earlier, you really need to keeps your first 4 stalkers alive.
dafnay
Profile Joined May 2010
Angola375 Posts
May 12 2011 13:14 GMT
#54
is this build still strong in this patch?
randplaty
Profile Joined September 2010
205 Posts
May 16 2011 22:55 GMT
#55
Seems like Naniwa abandoned this build in favor of 1 gate FE into fast collossus during the TSL finals vs Thorzain. I wonder if the patch hurt him more than it hurt Thorzain.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 16 2011 23:19 GMT
#56
Build seems dead, the fit was really tight before and the 20 seconds makes a huge difference. Less safe expo and less pressure.
Using a build with sentries just makes more sense now.
TDC
Profile Joined May 2010
United States197 Posts
May 17 2011 04:16 GMT
#57
I've been using this build a lot lately, but when I see a completed bunker and 2 marauders, I just back out because I feel like I'll be losing more than I gain. after that I transition into colossi, but since my expo's usually later than my opponent's I feel like I am slightly behind the whole game unless I catch their drop attempts and kill it off without losing much
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
Blasterion
Profile Blog Joined October 2010
China10272 Posts
May 17 2011 15:43 GMT
#58
Awesome build, Thinking about to moving into protoss recently from Terran, definitely would book mark this thread for reference. Just curious is this build also viable in pvz and pvp?
[TLNY]Mahjong Club Thread
black_drag0n
Profile Joined May 2011
4 Posts
May 17 2011 16:03 GMT
#59
Was playing around with this build after the patch a bit and it just feels like the push is 15-25 seconds too late. Gotta admit that i am not a very good player but before the patch it felt like everything just fits and those steps were not bumpy in any way.
So as i like this type of opening where i can pressure the terran and expand relatively early i am still searching fotr a viable way to achiev this. but trying with different unitcompositions did not help too much till now.
If i get to a point where i say that i found a way to accomplish this i will surely post it in this forum as here are many much more skilled and experienced players that could have advice....
but for now i just can say the way it was played before it does not work anymore.
So if you came up with similar playing styles that work well it would be kind to post those.
ximae
Profile Joined January 2011
181 Posts
May 17 2011 17:51 GMT
#60
it works fine for me after some minor adjustments, push comes just 5-10 secs later

i just crono 2 times probes, first on 11 second at 14 (so i can place assim at 13 just after gate) then the rest on wg.

So the build remains the same just that ur one probe behind on every step o the bo.

its not as clean as before though ( 2nd gate pops a tad bit after u start 1st stalker, and gotta wait a sec to get second stalker due to gas shortage)... but still as efective.


pd: i do recomend putting the second gas at 32-33, so u got enough gas soon enough to get a robo while u push, banshees can be a pain if not.



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