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The Protoss Help Me Thread - Page 50

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
September 08 2011 20:58 GMT
#981
On September 09 2011 05:52 Alejandrisha wrote:
Show nested quote +
On September 09 2011 05:41 Latedi wrote:
On September 09 2011 04:53 Alejandrisha wrote:
On September 09 2011 04:47 Latedi wrote:
On September 09 2011 04:23 Alejandrisha wrote:
http://sc2bc.com/replay/454 heres that rep cecil

He doesn't take the third, but you can easily see it would be dead if he did. In the case he doesn't, like I said, just deny the third until you become scared of infestors popping and prepare for them in the meantime. I probably should have walled off that top hall where his slings all ran through as I didn't see that flank until too late.. Lol I cannot believe the nexus stayed up O_O


Access Denied

You do not have permission to view this page. Please try contact the web site administrator if you believe you should be able to view this page.

error 403


;_;

tt i'll try to fix.. havent used this site for upload yet

OK I think I fixed it.. does it work now?


Yup ^^ thanks. Sorry for slow answer I was playing SC2.

didn't notice, as I myself was playing sc2 xD


Haha then it's all good Awesome replay though. You threatened his natural/third for a long time which was really good for you and also the colossi/phoenix was awesome. I really thought phoenixes were a bad choice against infestors, guess you should never rule out a unit too fast. Now I must try this out :F
I am Latedi.
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-09-08 21:13:22
September 08 2011 21:11 GMT
#982
Starting to play sc2 again and practicing build orders like crazy. My current FFE build is.

9 pylon > send scout
12 forge > send second scout
Then it varies upon what pool timings are and what I scout but usually goes
18 nex
18 cannon
18 gateway
18 pylon
gas/gas
core

Is holding the front wall possible with this FFE against a 6-7-8-9 pool with the proper reaction of cutting probes and dropping 2 gates/cannon or does FFE die flat out to early pools?
xlava
Profile Blog Joined March 2011
United States676 Posts
Last Edited: 2011-09-08 21:15:42
September 08 2011 21:14 GMT
#983
On September 09 2011 06:11 Swad1000 wrote:
Starting to play sc2 again and practicing build orders like crazy. My current FFE build is.

9 pylon > send scout
12 forge > send second scout
Then it varies upon what pool timings are and what I scout but usually goes
18 nex
18 cannon
18 gateway
18 pylon
gas/gas
core

Is holding the front wall possible with this FFE against a 6-7-8-9 pool with the proper reaction of cutting probes and dropping 2 gates/cannon or does FFE die flat out to early pools?


Its worth mentioning that you CAN nexus first on large maps and you see that the pool timing isn't indicative of an early ling rush. Often this is the better choice because your nexus will be down long before the Zerg hatch is. The downside is that you can't cannon rush them if they play too greedy or forget to put an ovie over their hatch.

Answering your question: No. Its not. July wrecked... Yonghwa I think it was on Terminus RE, the largest map in the game, with a 6 or 7 pool after he FFE'd. Of course, Yonghwa had the proper response and cannoned off his mineral line, but yes, the Forge and wall part of the FFE does die to early pool rushes unless scouted in time and properly prepared for.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 08 2011 21:25 GMT
#984
On September 09 2011 05:58 Latedi wrote:
Show nested quote +
On September 09 2011 05:52 Alejandrisha wrote:
On September 09 2011 05:41 Latedi wrote:
On September 09 2011 04:53 Alejandrisha wrote:
On September 09 2011 04:47 Latedi wrote:
On September 09 2011 04:23 Alejandrisha wrote:
http://sc2bc.com/replay/454 heres that rep cecil

He doesn't take the third, but you can easily see it would be dead if he did. In the case he doesn't, like I said, just deny the third until you become scared of infestors popping and prepare for them in the meantime. I probably should have walled off that top hall where his slings all ran through as I didn't see that flank until too late.. Lol I cannot believe the nexus stayed up O_O


Access Denied

You do not have permission to view this page. Please try contact the web site administrator if you believe you should be able to view this page.

error 403


;_;

tt i'll try to fix.. havent used this site for upload yet

OK I think I fixed it.. does it work now?


Yup ^^ thanks. Sorry for slow answer I was playing SC2.

didn't notice, as I myself was playing sc2 xD


Haha then it's all good Awesome replay though. You threatened his natural/third for a long time which was really good for you and also the colossi/phoenix was awesome. I really thought phoenixes were a bad choice against infestors, guess you should never rule out a unit too fast. Now I must try this out :F


Yeah I think that was the first time I've tried using phoenixes in this way. Time told me it was good so I figured I'd try it out. The ling/infestor combo and the roach/infestor combo rely on infestors spells for AA, so even if your phoenixes get fungaled or shot down by infested terran, that is mana that isn't used on the rest of your army if your phoenixes are away from your ground force. It sounds shitty but in reality infestors don't actually have infinite mana as I once thought :p

I'm still not sure exactly how to work them into standard builds but I've seen MC do it quite brilliantly so I will keep working at it
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 08 2011 21:27 GMT
#985
On September 09 2011 06:11 Swad1000 wrote:
Starting to play sc2 again and practicing build orders like crazy. My current FFE build is.

9 pylon > send scout
12 forge > send second scout
Then it varies upon what pool timings are and what I scout but usually goes
18 nex
18 cannon
18 gateway
18 pylon
gas/gas
core

Is holding the front wall possible with this FFE against a 6-7-8-9 pool with the proper reaction of cutting probes and dropping 2 gates/cannon or does FFE die flat out to early pools?

You can get the forge on 13 and hold off on the second chrono til about 38 nexus energy without sacrificing any safety. If you see the early pool, you need to wall off on shak. You can sometimes get away with doing that on tal'darim but your building placement has to be REALLY good. If it's on a different map where you can't wall it off, you either have to pull all your probes and hope you can stall til the cannon gets up or just sac your forge and make a cannon in your mineral line.
get rich or die mining
TL+ Member
Swad1000
Profile Joined January 2011
United States366 Posts
September 08 2011 21:38 GMT
#986
On September 09 2011 06:27 Alejandrisha wrote:
Show nested quote +
On September 09 2011 06:11 Swad1000 wrote:
Starting to play sc2 again and practicing build orders like crazy. My current FFE build is.

9 pylon > send scout
12 forge > send second scout
Then it varies upon what pool timings are and what I scout but usually goes
18 nex
18 cannon
18 gateway
18 pylon
gas/gas
core

Is holding the front wall possible with this FFE against a 6-7-8-9 pool with the proper reaction of cutting probes and dropping 2 gates/cannon or does FFE die flat out to early pools?

You can get the forge on 13 and hold off on the second chrono til about 38 nexus energy without sacrificing any safety. If you see the early pool, you need to wall off on shak. You can sometimes get away with doing that on tal'darim but your building placement has to be REALLY good. If it's on a different map where you can't wall it off, you either have to pull all your probes and hope you can stall til the cannon gets up or just sac your forge and make a cannon in your mineral line.


Thanks for the tips.

Recently kr zergs have been trying to end the game with early pools instead of 700 base infestor/bl for some reason.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 08 2011 21:48 GMT
#987
On September 09 2011 06:38 Swad1000 wrote:
Show nested quote +
On September 09 2011 06:27 Alejandrisha wrote:
On September 09 2011 06:11 Swad1000 wrote:
Starting to play sc2 again and practicing build orders like crazy. My current FFE build is.

9 pylon > send scout
12 forge > send second scout
Then it varies upon what pool timings are and what I scout but usually goes
18 nex
18 cannon
18 gateway
18 pylon
gas/gas
core

Is holding the front wall possible with this FFE against a 6-7-8-9 pool with the proper reaction of cutting probes and dropping 2 gates/cannon or does FFE die flat out to early pools?

You can get the forge on 13 and hold off on the second chrono til about 38 nexus energy without sacrificing any safety. If you see the early pool, you need to wall off on shak. You can sometimes get away with doing that on tal'darim but your building placement has to be REALLY good. If it's on a different map where you can't wall it off, you either have to pull all your probes and hope you can stall til the cannon gets up or just sac your forge and make a cannon in your mineral line.


Thanks for the tips.

Recently kr zergs have been trying to end the game with early pools instead of 700 base infestor/bl for some reason.


Yes and I'm sure that against tosses that don't double scout or know how to simcity an ffe efficiently they have a lot of success
get rich or die mining
TL+ Member
Mackem
Profile Joined May 2011
United Kingdom470 Posts
September 08 2011 21:54 GMT
#988
I'm in bronze and always lose to the most ridiculous strats such as marine/marauder pushes, mass ling/roach or mass void ray -___-
Do you need a pole? I ask because your logical leaps are becoming logical vaults and your mental gymnastics are Olympic standard.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
September 08 2011 22:16 GMT
#989
On September 09 2011 06:54 Mackem wrote:
I'm in bronze and always lose to the most ridiculous strats such as marine/marauder pushes, mass ling/roach or mass void ray -___-

Probes and pylons always! Always making probes, always having extra supply (no supply blocks), and always making units from your Gateways, and always always staying under 200 accumulated and unused minerals.
Sermokala
Profile Blog Joined November 2010
United States14101 Posts
September 08 2011 22:31 GMT
#990
Thanks a lot for the explanation and advice.

I'm not doing this as a econ or "safe" build I want it to be a pressure build much on what 3 gate is. I really like the option of going into super aggressive one base play such as what pvp is a lot of the time. If the Terran 1 gate FE's I'm going to charge up the ramp with a sentry and 2 immo's and a nice brace of zealots. straight moving the charge lots behind the bunks and focusing down the bunkers with the immos then right after move my immo's back to my base while I put down a nat and get a couple stalkers while my zealots mill around in the mineral line causing chaos and doing damage while I get a a bit of damage onto his FE and get a feel for his response. If I see a banshee then that tells me that same with a lot of bio.

What I'm experimenting with is making 3 phoenix's and harassing + scouting with them while I'm at the same time react to whatever they're doing next. Ghosts scare the fuck out of me so I'm really thinking of countering them with colossi and I don't really have much . If hes going mech I massive tech switch put down 2 more stargates and a fleet beacon and going void ray carrier. Maybe a mother ship.

I've had a lot of fun experimenting with shuttles and putting either HT's in them or immo's and then reinforcing an active push/ counterattack now that they don't get gigglesniped by vikings.


I do 2 gate robo (gate robo gate thanks for assuming it) to get greedy with my expo without worrying about speedling roach all in's. I'm as befuddled as the next guy on what the hell to do in pvz.

Pvp Immo's for life what else would people do? Immo's are like BFH's in pvp just need like 8 and then they're unstoppable even with perfect blink+ FF micro.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Mackem
Profile Joined May 2011
United Kingdom470 Posts
September 08 2011 22:37 GMT
#991
I sort of know what to do in those situations but when it comes to dealing with it all focus goes out of the window. Against marine/marauder stim push, I always make sure I have immortals, plenty of zealots and sentries and the odd stalker. The mass VR was mainly my fault; I need to get into the habit of constantly scouting and pressuring my opponent/poking at his natural/ramp etc.
Do you need a pole? I ask because your logical leaps are becoming logical vaults and your mental gymnastics are Olympic standard.
ForTheDr3am
Profile Joined November 2010
842 Posts
Last Edited: 2011-09-08 23:17:52
September 08 2011 23:16 GMT
#992
I haven't played sc2 for a month now, and while it seems that everybody around my MMR has gotten worse, there are a few questions that arose.

1. I 16 Nexus in every game vT now. What are the things (or timings) that this is most vulnerable against? A really early 2rax bunkerrush (like vs Z), a delayed 3-4 rax with only Marines (I suspect that it is this), or even things like Reactor-Techlab 2rax or stim timings?

And assuming that I face 1-1-1, what is generally the best response? I have tried just massing gateway units, going for colossi and going for fast chargelots and it didn't seem to matter because my army is just too huge. But in case I lose more probes than I want against Helliondrop/Banshee, what is the best thing to do?

2. I use a 2-Gate sentry expand against Zerg and generally follow it up with 4-Gate pressure that "hits" around minute 8. If I see misplaced Spine crawlers and get a really good proxy pylon up, how hard can I commit? I've seen Puzzle just running behind the Z mineralline if he gets into the natural and killing the hatch.

3. In choya vs Jinro at one MLG, I remember choya doing a void ray opener with 2 gates, and adding robo + phoenix just in time for a possible cloaked banshee to arrive while harassing (and eventually killing) Jinro with the rest of his army. Since the replay doesn't seem to be out yet, can someone direct me to a replay where a P does this build?

Help much appreciated.
stokes17
Profile Joined January 2011
United States1411 Posts
September 09 2011 00:42 GMT
#993
On September 09 2011 07:16 CecilSunkure wrote:
Show nested quote +
On September 09 2011 06:54 Mackem wrote:
I'm in bronze and always lose to the most ridiculous strats such as marine/marauder pushes, mass ling/roach or mass void ray -___-

Probes and pylons always! Always making probes, always having extra supply (no supply blocks), and always making units from your Gateways, and always always staying under 200 accumulated and unused minerals.

Then how will be ever expand O_o

jkjk

But seriously I've had this question forever and can never get a straight answer: When can I safely skip my first zealot in PvT. I see pros do it all the time, and I can't quite figure out if its because they are scouting something, or just trying to cut a corner. If there are tells to look for to skip it that would be Amazing!

Thanks guys!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
September 09 2011 01:11 GMT
#994
On September 09 2011 09:42 stokes17 wrote:
Show nested quote +
On September 09 2011 07:16 CecilSunkure wrote:
On September 09 2011 06:54 Mackem wrote:
I'm in bronze and always lose to the most ridiculous strats such as marine/marauder pushes, mass ling/roach or mass void ray -___-

Probes and pylons always! Always making probes, always having extra supply (no supply blocks), and always making units from your Gateways, and always always staying under 200 accumulated and unused minerals.

Then how will be ever expand O_o

jkjk

But seriously I've had this question forever and can never get a straight answer: When can I safely skip my first zealot in PvT. I see pros do it all the time, and I can't quite figure out if its because they are scouting something, or just trying to cut a corner. If there are tells to look for to skip it that would be Amazing!

Thanks guys!

Whenever you're not in close pos perhaps.
MuffinFTW
Profile Blog Joined August 2010
United States235 Posts
September 09 2011 02:48 GMT
#995
In PvP and I manage to hold off a cannon rush. What should I do as a transition? I assumed a 4 gate would kill my opponent, but he was able to hold it off with his own.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-09-09 08:35:35
September 09 2011 08:18 GMT
#996
On September 09 2011 08:16 ForTheDr3am wrote:
I haven't played sc2 for a month now, and while it seems that everybody around my MMR has gotten worse, there are a few questions that arose.

1. I 16 Nexus in every game vT now. What are the things (or timings) that this is most vulnerable against? A really early 2rax bunkerrush (like vs Z), a delayed 3-4 rax with only Marines (I suspect that it is this), or even things like Reactor-Techlab 2rax or stim timings?

And assuming that I face 1-1-1, what is generally the best response? I have tried just massing gateway units, going for colossi and going for fast chargelots and it didn't seem to matter because my army is just too huge. But in case I lose more probes than I want against Helliondrop/Banshee, what is the best thing to do?

2. I use a 2-Gate sentry expand against Zerg and generally follow it up with 4-Gate pressure that "hits" around minute 8. If I see misplaced Spine crawlers and get a really good proxy pylon up, how hard can I commit? I've seen Puzzle just running behind the Z mineralline if he gets into the natural and killing the hatch.

3. In choya vs Jinro at one MLG, I remember choya doing a void ray opener with 2 gates, and adding robo + phoenix just in time for a possible cloaked banshee to arrive while harassing (and eventually killing) Jinro with the rest of his army. Since the replay doesn't seem to be out yet, can someone direct me to a replay where a P does this build?

Help much appreciated.


Yes 16nexus will just die to a 2rax without addons (what do you even call it now? there's no bbs and 2rax usually refers to reactor + teach lab). I think you have to scout on 9 so you can find the terran base in time to see gas if you want to do this. Don't do it on 2 player maps either.

Another good build you might want to consider is HuK's FE which is basically a normal gate gas core but you don't get any units and save chronoboost for warpgates like a 4gate. At 20 food you make the nexus and cut probes to throw down an additional 3 gateways. If you managed to scout what the terran is doing you don't really need all of them vs for example a gasless FE.

The PvZ build you use is really good but you have to make sure not to lose the sentries, researching hallucination is great for scouting ahead and see how much you can commit to an attack. The minerals are used as a defensive position which I am sure you have noticed is a good idea.

On September 09 2011 09:42 stokes17 wrote:
Show nested quote +
On September 09 2011 07:16 CecilSunkure wrote:
On September 09 2011 06:54 Mackem wrote:
I'm in bronze and always lose to the most ridiculous strats such as marine/marauder pushes, mass ling/roach or mass void ray -___-

Probes and pylons always! Always making probes, always having extra supply (no supply blocks), and always making units from your Gateways, and always always staying under 200 accumulated and unused minerals.

Then how will be ever expand O_o

jkjk

But seriously I've had this question forever and can never get a straight answer: When can I safely skip my first zealot in PvT. I see pros do it all the time, and I can't quite figure out if its because they are scouting something, or just trying to cut a corner. If there are tells to look for to skip it that would be Amazing!

Thanks guys!


This depends on your build and the terran's build. For example say you 1gate FE with zealot stalker stalker on kind of close positions. The zealot is really useful against any concussive shell rushes where the terran pokes with marine marauder marauder with an occasional SCV. While if the terran instead goes for a tech build you might want to expand faster instead.

On September 09 2011 11:48 MuffinFTW wrote:
In PvP and I manage to hold off a cannon rush. What should I do as a transition? I assumed a 4 gate would kill my opponent, but he was able to hold it off with his own.


This all depends on who is ahead in tech after the cannon rush. You as a defender should be ahead if you didn't lose anything but if you can't tell when the canon rusher gives up, he might very well be teching faster than you. Regardless I think teching is a better choice as 4gate is the most common followup in any crazy situations, you just have to be prepared for your opponent's 4gate if he's doing it. If you are ahead in tech and army it's a good idea to attack him to force more canons. This might mean sending your first zealot to his base. If his gate was too late your zealot could either do damage or force him to make one or more canons.

Summary: 1. Have him make more canons to slow down whatever else he's doing 2. Can a 4gate kill him? If it can, do it ^^. 3. Else tech, this is the normal safe option as the game has kind of normalized.

On another note, if you defend the canon rush with canons it is sometimes possible to canon rush him back. Sometimes it works and sometimes the initial rusher will just throw up canons of his own to defend. It's still a lot of fun to do heh.
I am Latedi.
inbox24
Profile Blog Joined June 2010
Australia344 Posts
September 09 2011 08:28 GMT
#997
What build would you guys recommend a totally new protoss player to master for ladder play? Something that's easy to learn but also is reasonably solid. I'm looking for something to practice over and over again against the computer before I start laddering.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
September 09 2011 08:40 GMT
#998
On September 09 2011 17:28 inbox24 wrote:
What build would you guys recommend a totally new protoss player to master for ladder play? Something that's easy to learn but also is reasonably solid. I'm looking for something to practice over and over again against the computer before I start laddering.


PvT: 1-3gate expand.
PvP: 4gate or 3gate robo.
PvZ: 3gate expand or forge fast expand.

3gate expand in PvT and PvZ are the safest and easiest builds but they end up behind economically to other faster expands. 1gate expand (PvT) and forge fast expand (PvZ) are a lot harder to defend cheese and all ins with though as they often require you to scout and read your opponent perfectly. As for PvP the 3gate robo is the safest build there is, however a 4gate is much easier to execute and is good even at the highest level of play right now.
I am Latedi.
Sajaki
Profile Joined June 2011
Canada1135 Posts
Last Edited: 2011-09-09 08:42:17
September 09 2011 08:40 GMT
#999
On September 09 2011 17:28 inbox24 wrote:
What build would you guys recommend a totally new protoss player to master for ladder play? Something that's easy to learn but also is reasonably solid. I'm looking for something to practice over and over again against the computer before I start laddering.


Learn the 4gate, the most critical protoss build in PvP. Also learn the three gate sentry expand for PvZ and the three gate expand PvT. They are safe builds that give you alot of infrastructure and security. Once you learn that i suggest you learn the Forge Fast Expand (vs. Zerg) and 1 gate fast expand (vs Terran) but i would recommend waiting till you're around platinum or higher because forge fast expand is very delicate to a bunch of zerg allins you have to scout for diligently, and you may have to have decent micro to hold a 1gate FE vs a two rax.
Inno pls...
monk
Profile Blog Joined May 2009
United States8476 Posts
September 09 2011 09:05 GMT
#1000
On September 09 2011 17:40 Latedi wrote:
Show nested quote +
On September 09 2011 17:28 inbox24 wrote:
What build would you guys recommend a totally new protoss player to master for ladder play? Something that's easy to learn but also is reasonably solid. I'm looking for something to practice over and over again against the computer before I start laddering.


PvT: 1-3gate expand.
PvP: 4gate or 3gate robo.
PvZ: 3gate expand or forge fast expand.

3gate expand in PvT and PvZ are the safest and easiest builds but they end up behind economically to other faster expands. 1gate expand (PvT) and forge fast expand (PvZ) are a lot harder to defend cheese and all ins with though as they often require you to scout and read your opponent perfectly. As for PvP the 3gate robo is the safest build there is, however a 4gate is much easier to execute and is good even at the highest level of play right now.


I don't see how you can recommend 3 gate robo in pvp without giving a specific build order. Any normal 3 gate robo build will die to 4 gate. In fact, no mainstream safe PvP builds involve 3 gate robo as an opening. Also, 3 gate expand in PvT isn't particularly safe versus any 1-1-1 builds.

As a newer player, I would recommend:
PvT: 2 gate robo
PvZ: 3 gate expand
PvP: geiko's defensive 3 gate

However, check my profile for a guide on all the known "safe" PvP builds.
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