• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:49
CET 05:49
KST 13:49
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation0Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Craziest Micro Moments Of All Time? Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
Terran 1:35 12 Gas Optimization FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1580 users

[H] PvT, Stopping the 9-10 Minute 2 Ghost Push

Forum Index > StarCraft 2 Strategy
Post a Reply
HinagikUx
Profile Joined January 2011
United States178 Posts
Last Edited: 2011-08-04 09:29:41
August 04 2011 09:15 GMT
#1
Hey guys, im high master protoss on NA server. Ive been having tons of trouble with the 2ghost push, just plain out dying to it so many times over the last couple weeks. Was hoping for a solution after watching MLG, but every PvT i saw where the terran actually did this push either killed the toss or made him very far behind in eco.

So im just curious, what do you guys do to combat it?

I usually 1gate FE or 2gate expand, and terrans usually 1rax expo and follow up with this push. I try to get 35-40 probes before i start cranking out units out of 5-6 gates about the 8 min mark just to prepare for the push.

Ive tried for lots of zealots with fast charge, didnt work too well (EMP literally halves the hp of all your zealots...lol)

Tried for fast archons and split the 2 i had, but stim, emp and focus fire ate them pretty bad. Guess it might work on maps like shakuras but iono.

Tried holding it with well placed force fields, but seriously it doesnt work too well...

Ive been trying to avoid going collosus this early, and instead holding it with templar route. I dont like going to straight blind collosus either, but maybe thats the easy solution? i saw socke vs someone and he would get a collo at exact time the push came, which allowed him to hold it. It still left him behind though, because it was easy to stim -> FF the collosus. Its just a push thats so hard to scout unless you go robo, but if u react by the time your observer gets there its too late tbh.

[image loading]

In the replay, i made a few key mistakes. I think i coulda got 1 or 2 more sentries, i was 5 energy short of guardian shield, and i got supply blocked a couple times. But i think i would still be quite dead in spite of these mistakes. I think i got too much tech at once (DTs and HTs). Not really sure though!

Will try to upload more replays ASAP
uGpTaiga/HinagikUx NA Server
Dusty
Profile Blog Joined December 2010
United States3359 Posts
Last Edited: 2011-08-04 09:35:39
August 04 2011 09:26 GMT
#2
edit: will watch

edit2: You had 1 sentry at the engagement, 1 of your first archons was sent in and got attacked by all of his units at once. You needed to send your archons after the zealots. No Guardian shield on your zealots vs. marine heavy composition, and furthermore the zealots streamed in a line. You were way behind on economy even though he 1based for roughly 10 minutes, and you did a 20nexus.

Also, spread your sentries vs. EMP. 2 ghosts <<< sentries that arent stacked in a ball
Severus_
Profile Blog Joined October 2010
759 Posts
Last Edited: 2011-08-04 10:01:22
August 04 2011 09:49 GMT
#3
1st I think work on your macro. 2nd if you play vs this on small map lets say you do your stalker poke and you see like 1rax expand 1base colosuss is insta win. If you do your normal 2gate nexus and then more gates and a robo when your obs gets to his base and you see no tech to vikings well this means your colo is unstoppable get 1 colo as fast as possible and crank the other chrono on gates and warp zealots they are your best unit keep your colo in the back and you will clean it ez. The 2 base ghost push is designed for the Korean metagame with many gates and upgrades because korean T do more drops and with colossus you don't have a way to move out or stop those drops and thats why they don't do it so this means if you try to go the path of the koreans you will have hard time stoping it. Even if you do 6gate stuff with upgrades if the terran is doing 2base allin with alot of barracks marines+few rauders and emp will rip your gateway army part just like PuMa does in his TvP games with alot of rines. Going Archons in TvP i don't think is good because you need your opponent to make a mistake and don't hit his emps so in my opinion Archons in TvP are still just to do something with your HT's that don't have energy.

EDIT:Oh and one more thing if you do some kind of Alicia 3gate pressure or Naniwa's 2gate pressure you can just FF your opponent in his base and he has no chance of doing anything like ground push to you when he has no way of going out of his base.
eatmybunnies
Profile Joined October 2010
United States90 Posts
Last Edited: 2011-08-04 12:25:02
August 04 2011 12:24 GMT
#4
Try out this build:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=223726

Edit: This builds put on pressure real early with 5 stalkers. If he only has 1 bunker and only marines you can easily kill him right there.


User was warned for this post
iamke55
Profile Blog Joined April 2004
United States2806 Posts
August 04 2011 12:43 GMT
#5
I don't use your style very often at all but it seemed like you lost because of an unrefined build order. By the time the push hit, you invested in twilight council and charge, forge and +1, a dark shrine, 3 more gates than you need to hold that push, and a templar archives. Out of those, the templar archives was the only one that paid for itself. Maybe the dark shrine too. You should streamline your build by cutting out the templar archives so that you have enough gas to finish charge by 10:00, at which point both of the major timing pushes (2 ghosts, or 2 medivacs) hit. I really don't think you need archons or until Terran gets closer to 150 supply.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
ShatterZer0
Profile Joined November 2010
United States1843 Posts
Last Edited: 2011-08-04 14:06:55
August 04 2011 13:04 GMT
#6
Okay from watching the replay here are my notes:

-You scout a 1 rax expand with no gas before 3 minutes, and do not try scouting again before expanding.... you also don't make the initial stalker zealot and are saving chrono for no reason. This mean you have a HIGHLY unsafe 1 gate expo, for all you know he could be 5 raxing and slamming you into the ground with 4 bazillion marines and ALL of his scv's in 30 seconds....

-You have all 4 gas by 8 minutes, while having seriously subpar saturation, what're you trying to do with all that gas? DT push? Blink archon push? You know you're at a decent econ edge, why push your luck by teching and expanding at the same time. Since you never really scouted his gas timing/you never really push up his ramp and check his bunker units for all you know they're a SLIGHTLY delayed banshee or even a funny 2 rax conc push to clear out your stalkers or push them back.

-Okay, all of your mistakes culminate in your demise. You go, in my opinion, at least 3 tech paths while expanding against a 1 base Terran with double mules. I make the same mistake often, you over estimate your 1.5 base play over his 1.2 base play. If you had simply had more gateways with faster Twilight upgrades you would have steam rolled him. If you went for storm quick you would have steam rolled him with decent micro. If you went for gateways and fast +1/+2 armor you would have torn him to shreds. If you had went serious DT delay, you could have held him off for even longer, gotten more probes, and smashed him down with a gateway army.... hell, you could have had out 2 colossi and a decent gateway army if you wanted to.


In the end, don't 1 forge/dt/ht/chrono probes all at the same time off of 1.5 bases.... it will not and should not work against ANY competent push by the terran... the emp's were just icing.

EDIT: On a lighter note, you almost could've won with a few money storms, seeing as your opponent had NO idea what he was doing and you were barely economically behind AFTER losing you natural. Spread your gateway army and, imo, you should have 2 obs per base. Observers are the Protoss Map hack
A time to live.
sleep
Profile Joined August 2010
United States47 Posts
Last Edited: 2011-08-04 15:57:48
August 04 2011 15:52 GMT
#7
I'm at work and can't watch the replay right now, but I'll just comment on this.

On August 04 2011 18:15 HinagikUx wrote:
Ive tried for lots of zealots with fast charge, didnt work too well (EMP literally halves the hp of all your zealots...lol)

I agree that EMP is frustrating to deal with as protoss, but it's important to understand that EMP actually does not "literally half" the HP of your zealots, and it's hard to believe a high masters player would think this.

Zealots lose their 50 shields and keep their 100 HP which has 1 base armor. The 50 shields would take 9 marine shots or 5 marauder shots to deplete. The remaining 100 HP with 1 base armor would take 20 marine shots or 12 marauder shots to deplete. It's for this very reason - their high HP to shields ratio - that zealots do better than your average protoss unit against EMP; it effectively reduces their life by less than 1/3.

If you get charge, fast armor upgrades and spread your sentries enough that at least one avoids the EMPs and you can throw up a guardian shield, they become monsters. Zealots with +1 armor and guardian shield take 50(!) un-upgraded marine shots or 17 un-upgraded marauder shots to kill even after losing all their shields to EMP. Also remember not to just 1A, spam G and watch, micro your sentries forward to make sure the zealots are covered by the guardian shield; leaving your zealots outside it will lose you battles/games.
mazqo
Profile Joined September 2010
Finland368 Posts
August 04 2011 16:02 GMT
#8
I seriously dont think this needs any specific counters, just make enough sentries and units. I hold this always quite easily just splitting my 5-6 sentries and making lots of zealots and forcefielding+guardianshielding
HinagikUx
Profile Joined January 2011
United States178 Posts
August 04 2011 20:18 GMT
#9
After reading all your comments, i think I'd need to fucuz on army positioning more mostly. ive been under-utilizing sentries alot in favor or more tech/upgrades, but I guess thats the wrong direction to go (only had 1 sentry in the engagement). Will try it out, and repost afte results:p thanks!


On August 05 2011 00:52 sleep wrote:
I'm at work and can't watch the replay right now, but I'll just comment on this.

Show nested quote +
On August 04 2011 18:15 HinagikUx wrote:
Ive tried for lots of zealots with fast charge, didnt work too well (EMP literally halves the hp of all your zealots...lol)

I agree that EMP is frustrating to deal with as protoss, but it's important to understand that EMP actually does not "literally half" the HP of your zealots, and it's hard to believe a high masters player would think this.

Zealots lose their 50 shields and keep their 100 HP which has 1 base armor. The 50 shields would take 9 marine shots or 5 marauder shots to deplete. The remaining 100 HP with 1 base armor would take 20 marine shots or 12 marauder shots to deplete. It's for this very reason - their high HP to shields ratio - that zealots do better than your average protoss unit against EMP; it effectively reduces their life by less than 1/3.

If you get charge, fast armor upgrades and spread your sentries enough that at least one avoids the EMPs and you can throw up a guardian shield, they become monsters. Zealots with +1 armor and guardian shield take 50(!) un-upgraded marine shots or 17 un-upgraded marauder shots to kill even after losing all their shields to EMP. Also remember not to just 1A, spam G and watch, micro your sentries forward to make sure the zealots are covered by the guardian shield; leaving your zealots outside it will lose you battles/games.


Yea, thats true. I was just a bit flustered when i wrote this, because i was so frustrated with dealing with emp. thanks for the advice though!
uGpTaiga/HinagikUx NA Server
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
August 04 2011 20:35 GMT
#10
On August 05 2011 05:18 HinagikUx wrote:
After reading all your comments, i think I'd need to fucuz on army positioning more mostly. ive been under-utilizing sentries alot in favor or more tech/upgrades, but I guess thats the wrong direction to go (only had 1 sentry in the engagement). Will try it out, and repost afte results:p thanks!


Show nested quote +
On August 05 2011 00:52 sleep wrote:
I'm at work and can't watch the replay right now, but I'll just comment on this.

On August 04 2011 18:15 HinagikUx wrote:
Ive tried for lots of zealots with fast charge, didnt work too well (EMP literally halves the hp of all your zealots...lol)

I agree that EMP is frustrating to deal with as protoss, but it's important to understand that EMP actually does not "literally half" the HP of your zealots, and it's hard to believe a high masters player would think this.

Zealots lose their 50 shields and keep their 100 HP which has 1 base armor. The 50 shields would take 9 marine shots or 5 marauder shots to deplete. The remaining 100 HP with 1 base armor would take 20 marine shots or 12 marauder shots to deplete. It's for this very reason - their high HP to shields ratio - that zealots do better than your average protoss unit against EMP; it effectively reduces their life by less than 1/3.

If you get charge, fast armor upgrades and spread your sentries enough that at least one avoids the EMPs and you can throw up a guardian shield, they become monsters. Zealots with +1 armor and guardian shield take 50(!) un-upgraded marine shots or 17 un-upgraded marauder shots to kill even after losing all their shields to EMP. Also remember not to just 1A, spam G and watch, micro your sentries forward to make sure the zealots are covered by the guardian shield; leaving your zealots outside it will lose you battles/games.


Yea, thats true. I was just a bit flustered when i wrote this, because i was so frustrated with dealing with emp. thanks for the advice though!


I second that +1 armor, having an upgrade advantage makes your zealots beastly, with or without charge. It's also why I like going double forge then colossus, tyler style.
bankai
Profile Joined November 2010
362 Posts
August 04 2011 23:52 GMT
#11
I have also faced something similar as well while doing a double forge tyler style build and not sure how to hold this off. I often get caught off guard and they EMP my sentries and therefore I have no GS, then i get steamrolled afterwards.

Is this a case of just scouting the Terran and if I know they are going ghost, to quickly build up Colossus??
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
August 05 2011 01:55 GMT
#12
From my humble high diamond experience, going a gateway heavy twighlight upgrade focused build keeps you safe from this and any non-starport terran openings. Chargelots with preemptive Guardian Shield will crap all over it. Keeping your zealot and sentry line spread out is vital, and try contest the xelnaga towers with stalkers so you know its coming.

This build is indeed very tough to hold off if you have invested in a standard colossus timing, and any early colossus builds lose to a lot of other things, so I would advise gateway focused builds in response to rax-based aggression in the current PvT metagame.

User was warned for this post
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #55
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 185
ProTech128
Nina 106
Nathanias 106
StarCraft: Brood War
Britney 51874
Tasteless 271
Icarus 7
Dota 2
LuMiX1
League of Legends
Reynor20
Counter-Strike
fl0m582
Super Smash Bros
hungrybox2003
C9.Mang0323
ChuDatz7
Other Games
summit1g13171
WinterStarcraft291
ViBE128
CosmosSc2 16
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 65
• Light_VIP 65
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1276
• Lourlo591
• Stunt267
Other Games
• Scarra1262
Upcoming Events
Replay Cast
4h 12m
OSC
6h 42m
Kung Fu Cup
7h 12m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
18h 12m
The PondCast
1d 5h
RSL Revival
1d 5h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 7h
WardiTV Korean Royale
1d 7h
PiGosaur Monday
1d 20h
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
[ Show More ]
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.