• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:40
CEST 11:40
KST 18:40
  • 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
Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy4Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27
Community News
Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.7Code S RO8 Results + RO4 Bracket (2025 Season 2)14BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1
StarCraft 2
General
Jim claims he and Firefly were involved in match-fixing Code S RO8 Results + RO4 Bracket (2025 Season 2) Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey. Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson." Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho
Tourneys
[GSL 2025] Code S: Season 2 - Semi Finals & Finals Sparkling Tuna Cup - Weekly Open Tournament $3,500 WardiTV European League 2025 Sea Duckling Open (Global, Bronze-Diamond) SOOPer7s Showmatches 2025
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BW General Discussion ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ Recent recommended BW games FlaSh Witnesses SCV Pull Off the Impossible vs Shu
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET Small VOD Thread 2.0 [BSL20] ProLeague Bracket Stage - Day 4
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason What do you want from future RTS games?
Dota 2
Best crypto recovery experts in the world 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 Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 34545 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
GSL Code S
08:00
Semi-Finals & Finals
Classic vs GuMihoLIVE!
Rogue vs TBD
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .137
StarCraft: Brood War
Pusan 780
Larva 765
Killer 375
BeSt 145
Leta 109
Mind 104
Bisu 93
Mini 78
Hyun 71
Barracks 59
[ Show more ]
Shinee 51
Aegong 44
sSak 40
hero 35
NotJumperer 29
ToSsGirL 22
Movie 19
JulyZerg 10
HiyA 9
ivOry 7
Noble 6
eros_byul 2
Dota 2
XaKoH 518
XcaliburYe515
Counter-Strike
Stewie2K2538
flusha436
Super Smash Bros
C9.Mang0449
Mew2King135
Heroes of the Storm
Khaldor226
Other Games
singsing743
Organizations
Dota 2
PGL Dota 2 - Main Stream8320
PGL Dota 2 - Secondary Stream7004
Other Games
gamesdonequick656
StarCraft: Brood War
UltimateBattle 35
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 41
• Adnapsc2 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2153
League of Legends
• Stunt568
• HappyZerGling84
Upcoming Events
Sparkling Tuna Cup
20m
WardiTV Qualifier
6h 20m
BSL: ProLeague
8h 20m
Bonyth vs Dewalt
Cross vs Doodle
MadiNho vs Dragon
Replay Cast
14h 20m
Wardi Open
1d 1h
Replay Cast
1d 14h
Replay Cast
2 days
RSL Revival
2 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
3 days
herO vs sOs
Zoun vs Clem
Replay Cast
3 days
[ Show More ]
The PondCast
4 days
RSL Revival
4 days
Serral vs SHIN
Solar vs Cham
Replay Cast
4 days
RSL Revival
5 days
Reynor vs Scarlett
ShoWTimE vs Classic
uThermal 2v2 Circuit
5 days
SC Evo League
6 days
Circuito Brasileiro de…
6 days
Liquipedia Results

Completed

Proleague 2025-06-11
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.