• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:24
CEST 13:24
KST 20:24
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues23LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
#1: Maru - Greatest Players of All Time Classic Games #3: Rogue vs Serral at BlizzCon Team Liquid Map Contest #21 - Presented by Monster Energy What happened to Singapore/Brazil servers? SC4ALL: A North American StarCraft LAN
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia RSL: Revival, a new crowdfunded tournament series LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 LiuLi Cup - September 2025 Tournaments Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion alas... i aint gon' lie to u bruh... BW General Discussion [ASL20] Ro16 Preview Pt1: Ascent
Tourneys
[ASL20] Ro16 Group B Small VOD Thread 2.0 [ASL20] Ro16 Group A [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 The PlayStation 5 General RTS Discussion Thread Iron Harvest: 1920+
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1614 users

[D]TvP 2 ghost push *GSL Super Tournament Spoiler* - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
Aui_2000
Profile Blog Joined October 2010
Canada435 Posts
May 26 2011 23:50 GMT
#21
On May 27 2011 08:12 Jayrod wrote:
The best counter to the push itself is just alot of non-immortal units and good unit spread.. Zealots > stalker, but youll need stalkers. You'll also want to make sure you use a GS before the emp. Having 3 sentries spread out so that at least one doesnt get emp'd is important.

I think the biggest mistake people make is relying on forcefields against this push. Guardian shield is the key as the ghost investment that early on is a HUGE blow to the size of their bio ball. Not only do ghosts take an extremely long time to build (thus taking up production slot longer) they are more than twice as expensive as a marauder. You dont NEED a ton of forcefields to repel this attack. The thing is they cant even really kite you a ton because the nature of the push forces them to go through with the attack.. .here's why:

1) they try to kite you back, but you dont go because by not going you get your shields up and nullify the EMP effects as well as gather some energy for later.

2) if they dont follow through it gives you additional time to get to colossus/HT (colo obviously best option)

People need to realize that this is just a clever timing push and not a new standard. This build is okay, but not standard-worthy. People seem to be forgetting one player was cutting a ton of units to tech to DTs while expanding and continuing max probe production. Simply building a bunch of units would have led to a longer game on even footing.


As you'll be getting the robo regardless because of the threat of cloaked banshees, can you explain to me why immortals are bad? The have the same health:shield ratio as zealots (ie. best in the protoss arsenal) and are much better than stalkers against every single terran ground unit in a straight up fight.

I don't agree with the they cannot effectively kite arguement either, as shields take a while to regenerate and I don't think a terran attack has ever lasted the minute and a half required to get 50 energy for a single forcefield (although I supposed if a sentry gets emp'd with 140 energy you might be right) because kiting generally involves constantly doing damage.

About holding the ghost push: If you scout the no gas you can go 1 gate fe into 3 gate forge (scout for marauder count to add a 4th gate or a robo, as cloak would be delayed so robo can be delayed). Army composition of almost purely zealot sentry, as sentries actually kill marines faster than stalkers due to their no overkill nature, and having a high number of sentries so that you can spread allowing you to still have a good amount of forcefields is great. The chronoboosted +1 armor will finish at 8:00~8:30, well in time for attack. If you built a robo because terran hid his gas usage well, then immortals actually actually great for damage/tanking against ghost builds.

The attack itself really isn't that scary if you know it's coming, its just knowing that it's coming that's hard. For early things like this protoss scouting and reaction capacity is actually much worse than zerg scouting (not meant to be a balance whine, just trying to offer a different perspective that people reading may be more able to relate to).
follow @aui_2000 // www.twitch.tv/aui_2000
Medrea
Profile Joined May 2011
10003 Posts
May 26 2011 23:56 GMT
#22
I have found that early ghost + expanding terran is compromisable with my standard 3 gate semiproxy warp in pressure as the amount of units they have to hold the bunker can be scary for the terran to hold it.

You have to 2 gate robo in order to get colossus before 9 minute, which is fine, but you definitly woll not have lance, and you will be quite vulnerable to early marauder stuff since you have to skip an immortal to get a colossus that early.
twitch.tv/medrea
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-05-27 00:01:59
May 27 2011 00:00 GMT
#23
similar strategies were popular 12 months ago.

protoss can contain with gateway units, but you just need to keep units spread in a nice concave. you delay the terran expansion, and he can't really do anything until he gets siege tanks or starport.

spreading in concave makes the emp damage minimal - and the ghost is effectively flushing resources down the toilet.
Medrea
Profile Joined May 2011
10003 Posts
May 27 2011 00:01 GMT
#24
On May 27 2011 08:20 LoneWolf.Alpha wrote:
Show nested quote +
On May 27 2011 06:45 Kinky wrote:
I've been doing a build similar to this for the past few months, and its weakness really is any sort of fast colossus. The ghosts are tailored towards the korean metagame of early gateway/HT and transitioning into colossus later on, but foreigners haven't caught on to that.

Personally I don't like MKP's variation because if the opponent did go fast colossus, you don't have enough gas to transition into double reactor'd starports to mass pump out vikings. I'll have to try the build out myself and check the gas timings.


problem is, in early game, terran can scout protoss with scan or floating rax, but toss can't scout terran.

so toss wont know if terran is getting ghosts or what, but terran can tailor his build to whatever.

that is the problem i always run into time and time again in PvT. Terran can customize his build order during the game, but toss is always on the back foot unless he gets robo observer. but i honestly prefer fast HT over fast collosus.


If you do some sort of ultra gosu nexus before gate or 1 gate nexus then you are mostly playing in the dark as you should be when being that eco greedy. Terran has a vulnerability when teching to ghosts and expanding, a lot like how protoss has the same opening when teching to colossus after expanding, the windows are in different places though.
twitch.tv/medrea
Skank
Profile Joined October 2010
United States329 Posts
May 27 2011 00:10 GMT
#25
On May 27 2011 06:48 sereniity wrote:
Show nested quote +
On May 27 2011 06:45 Kinky wrote:
I've been doing a build similar to this for the past few months, and its weakness really is any sort of fast colossus. The ghosts are tailored towards the korean metagame of early gateway/HT and transitioning into colossus later on, but foreigners haven't caught on to that.

Personally I don't like MKP's variation because if the opponent did go fast colossus, you don't have enough gas to transition into double reactor'd starports to mass pump out vikings. I'll have to try the build out myself and check the gas timings.


Do people really have colossus at 9-10 minutes tho unless they rush it? I usually see one pop out at 11-13 minutes, I'm just high plat tho...


Yeah they do most people get rather fast Colossus on the NA ladder. Koreans have a fascination with 2 observers before collusus and/or early immortals, while on NA most people bumrush the colossus and hope they can FF away early pressure. Stim nerf made this very viable.
"To be honest, to play protoss is ridiculously simple" -NesTea
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 27 2011 00:19 GMT
#26
in the old days fast ghost got simply overrolled by mass gateways. Or people used phoenix to lift the ghosts, remember terran has to hit and run against toss army with zealots and stalkers, they are good at that, thats why you use sentrys. But phoenix do the exact same thing just better in the early game. And marines would get massacred if they try to snipe the phoenix. And well they can't emp guardian shield away once its on ^^. (makes a phoenix resistant vs weak marine fire)

Well and if you already have the robo tech, ghost means no factory, so fast colossi can reign the battlefield for a long while. And before there are to many marauders out you will have your charge upgrade.

Anyway ghost tech is easy scoutable (because there is no other tech around) and if one emp misses you won. Well the sentry clumping that is so popular is of course a bad habit. (autofollow trick to split casters is <3 )

Well phoenix is something you have before the ghosts are out, so i guess mass gateways+upgrades is the best solution once scoutet or super fast hts hehe. But mass sentrys is a bad idea against early ghosts. (scan obs down and then the happy sentry hunting begins, well or a good emp when you try to attack)
CrayonKing
Profile Joined August 2010
Cambodia124 Posts
May 27 2011 00:22 GMT
#27
Any have a link the replay? Just a quick question from T perspective, how did MKP engage the army? stim first and then 2 emps? who are you targetting? stalkers/sentrys?
Severus_
Profile Blog Joined October 2010
759 Posts
May 27 2011 00:38 GMT
#28
MKP said he practiced those builds more then 2OO times so this means its for a specific korean metagame.Things i think will work vs this is stargate openings.fast colossus.blink stalker allin and even some kinda of DT cuz he will have to waste emps on DTs and make his army more inefficient without does emps.
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
May 27 2011 00:55 GMT
#29
On May 27 2011 06:45 Kinky wrote:
I've been doing a build similar to this for the past few months, and its weakness really is any sort of fast colossus. The ghosts are tailored towards the korean metagame of early gateway/HT and transitioning into colossus later on, but foreigners haven't caught on to that.

Personally I don't like MKP's variation because if the opponent did go fast colossus, you don't have enough gas to transition into double reactor'd starports to mass pump out vikings. I'll have to try the build out myself and check the gas timings.



I concur, I've been trying a fast ghost build since they announced on the PTR the gas/minerals change to ghost to anticipate this timing, except i do a polt style (i think?) reactor on first barracks, techlab on 2nd, and get out 2 ghosts with the energy upgrade already done. hits around the same time as MKPs but the expand comes after you move out rather than before. slightly less economical but higher energy count on your ghosts. I normally have 4 marauders, 2 ghosts, and lots of marines. Only thing I've lost to so far has been fast colossus builds. If you pull 6 scvs or so with your push, it strengthens the push a LOT because it helps absorb zealot attacks.
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
Medrea
Profile Joined May 2011
10003 Posts
Last Edited: 2011-05-27 02:39:21
May 27 2011 01:37 GMT
#30
On May 27 2011 09:55 Kazeyonoma wrote:
Show nested quote +
On May 27 2011 06:45 Kinky wrote:
I've been doing a build similar to this for the past few months, and its weakness really is any sort of fast colossus. The ghosts are tailored towards the korean metagame of early gateway/HT and transitioning into colossus later on, but foreigners haven't caught on to that.

Personally I don't like MKP's variation because if the opponent did go fast colossus, you don't have enough gas to transition into double reactor'd starports to mass pump out vikings. I'll have to try the build out myself and check the gas timings.



I concur, I've been trying a fast ghost build since they announced on the PTR the gas/minerals change to ghost to anticipate this timing, except i do a polt style (i think?) reactor on first barracks, techlab on 2nd, and get out 2 ghosts with the energy upgrade already done. hits around the same time as MKPs but the expand comes after you move out rather than before. slightly less economical but higher energy count on your ghosts. I normally have 4 marauders, 2 ghosts, and lots of marines. Only thing I've lost to so far has been fast colossus builds. If you pull 6 scvs or so with your push, it strengthens the push a LOT because it helps absorb zealot attacks.


Define fast. 1 2 or 3 gate colossus play, with or without expo?

Also I think people forgot that Squirtle was also grabbing a dark shrine and a robo while ultra fast expanding so MKP's attack was magnified in value.
twitch.tv/medrea
Chainfire99
Profile Joined August 2010
Canada474 Posts
Last Edited: 2011-05-27 03:07:22
May 27 2011 03:06 GMT
#31
My build that I've been doing for the past week is not as efficient but the overall theme is the same ( 2 ghost push with energy upgrade in at around 9ish minute before collosus pops out)...it's very powerful...i pull 4-5 scv's as well...if the toss knows it's coming, throwing down a lot of cannons can stop it in conjunction with a lot of gateway units and good spacing.
Vincere Vel Mori
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
May 27 2011 04:19 GMT
#32
3 voidray push would give you problems.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
May 27 2011 04:50 GMT
#33
On May 27 2011 09:38 Severus_ wrote:
MKP said he practiced those builds more then 2OO times so this means its for a specific korean metagame.Things i think will work vs this is stargate openings.fast colossus.blink stalker allin and even some kinda of DT cuz he will have to waste emps on DTs and make his army more inefficient without does emps.


200..... jesus christ. thats some practice lol.

I think this build is ok, a good build in maybe a bo3 to catch somebody off guard. But you are really rolling the dice with ghost first builds. Stimming becomes very dangerous without medivacs, and you have to nail your EMP's otherwise you ar ehurting bad. It also seems like any 6 gate 2 base build would wreck this.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
vict1019
Profile Joined December 2010
United States401 Posts
May 27 2011 05:32 GMT
#34
It came down to the nexus first and going mass gateway units after that.
Evil Geniuses - The Yankees of ESports(without the results)
GMonster
Profile Blog Joined May 2011
686 Posts
May 27 2011 05:42 GMT
#35
The build that was done in the first game was a timing push designed around abusing 2 things
1- He nexus first so he wouldn't have out any tech units and would have to use heavy gateway
2- He would also have to have a lot of sentries in order to not get run over by standard MM

Game 2 was just a weird game in general.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
May 27 2011 05:51 GMT
#36
Great build for greedy tosses and tosses that heavily abuse sentries, but I think this only meant to kill fast nexus builds. Any other popular build would roll over this quite easily.
im deaf
palanq
Profile Blog Joined December 2004
United States761 Posts
May 27 2011 06:19 GMT
#37
I don't understand why people are saying it's the 15 nex that hurt Squirtle. Both players did very economic builds (15 nex, 1 rax cc) and should be matched in production. The nex/cc both had plenty of time to pay off; it's not like P should be forced to get robo before expanding vs. a 1 rax cc opening from T to get faster colo...

I feel like it was more simply the build Squirtle chose, with some infrastructure (robo, forge, 4 gas) that simply wasn't useful vs. this strong terran timing. I also agree the gateway comp seemed too stalker heavy, and P's micro was a bit off during the fight.
time flies like an arrow; fruit flies like a banana
palanq
Profile Blog Joined December 2004
United States761 Posts
May 27 2011 06:24 GMT
#38
On May 27 2011 10:37 Medrea wrote:
Also I think people forgot that Squirtle was also grabbing a dark shrine and a robo while ultra fast expanding so MKP's attack was magnified in value.


I'm looking at game 1 and there's no dark shrine or citadel, and the robo timing seems normal. Still, some buildings were not useful in holding off the attack.
time flies like an arrow; fruit flies like a banana
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
May 27 2011 06:28 GMT
#39
Makes me sad now that I missed this game
Defs gonna try this out
How devious | http://anartisticanswer.blogspot.com.au/
IIIOmegaIII
Profile Joined May 2011
Sweden319 Posts
May 27 2011 08:05 GMT
#40
ghostplay is awesome, and as a fellow toss player i cant say i like playing against them hehehe their really effective and this seems like a very tight build. i think the counter simply comes by massing non-energy/shield based units, that means NOT build sentrys/immortals and stuff like that. zealots with stalkers are probably a great option for the first push, then u go for colo/stargate.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 2: Playoffs Day 2
ByuN vs MaruLIVE!
Crank 1333
Tasteless669
IndyStarCraft 126
Rex109
CranKy Ducklings95
3DClanTV 51
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1333
Tasteless 669
IndyStarCraft 126
Rex 109
StarCraft: Brood War
Britney 22660
Calm 12629
Jaedong 1213
Bisu 590
Shuttle 504
BeSt 305
sSak 284
Larva 284
EffOrt 282
Hyuk 212
[ Show more ]
Mini 205
Soma 174
Mong 171
Soulkey 155
Snow 141
Light 126
Pusan 112
Rush 106
ToSsGirL 58
Noble 53
Liquid`Ret 45
Movie 43
Sexy 43
zelot 34
Sharp 30
scan(afreeca) 12
NaDa 11
SilentControl 9
Bale 9
sas.Sziky 8
Icarus 6
Dota 2
The International93238
Gorgc7875
Counter-Strike
Foxcn484
shoxiejesuss402
allub178
edward19
Super Smash Bros
Westballz15
Other Games
olofmeister625
crisheroes320
DeMusliM298
hungrybox282
B2W.Neo165
Organizations
Other Games
gamesdonequick937
StarCraft: Brood War
CasterMuse 35
UltimateBattle 31
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler55
Upcoming Events
Online Event
36m
Kung Fu Cup
36m
BSL Team Wars
7h 36m
RSL Revival
22h 36m
Maestros of the Game
1d 2h
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
1d 4h
Bonyth vs Dewalt
[BSL 2025] Weekly
1d 6h
RSL Revival
1d 22h
Maestros of the Game
2 days
BSL Team Wars
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Sharp
Jaedong vs Mini
Wardi Open
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Light vs Speed
Larva vs Soma
LiuLi Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
SC4ALL Open Lan
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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 © 2025 TLnet. All Rights Reserved.