• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:40
CEST 15:40
KST 22:40
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL50Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The GOAT ranking of GOAT rankings How does the number of casters affect your enjoyment of esports? The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster
Tourneys
RSL: Revival, a new crowdfunded tournament series https://www.facebook.com/MiracleSheetsOnline/ [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities Help: rep cant save Flash Announces Hiatus From ASL
Tourneys
[BSL20] Grand Finals - Sunday 20:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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 Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 662 users

PvZ How to beat a 6 pool?

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Jamage
Profile Joined August 2010
United States15 Posts
August 24 2011 04:13 GMT
#1
I have been having trouble against early zergling rushes for awhile now. I am top 10 diamond - 366 rated. I have tried doing a double gate wall-off and chrono boosting a zealot out, but thats where it gets tricky. When the zealot comes out and they have a full surround on the outside of my gateway, the zealot pops out on MY SIDE, so I can't attack with it. However, in the game I posted below, my opponent is terrible and I am able to get a zealot out and do some damage... to no avail. He kills my 2nd gateway so I quickly build ANOTHER one, still holding a full wall-off with my 2nd pylon... to no avail. He kills my OTHER gateway and gets through... I don't know how this game could have gone any better, but I still lost. Tips appreciated, thanks.

[image loading]
Cheese or be cheesed
NotSorry
Profile Blog Joined October 2002
United States6722 Posts
August 24 2011 04:15 GMT
#2
use the search feature a dozen other threads on this already
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
xlava
Profile Blog Joined March 2011
United States676 Posts
August 24 2011 04:18 GMT
#3
After you scout it wall off with a forge + gateway combination. Build a pylon to seal the hole and a cannon behind it. You will probably have to build other things to seal up hole the lings make but you cannot: I repeat cannot hold with just zealots, because the lings will kill the pylon before you get anything out.
Jamage
Profile Joined August 2010
United States15 Posts
August 24 2011 04:19 GMT
#4
On August 24 2011 13:15 NotSorry wrote:
use the search feature a dozen other threads on this already


I've tried several searches but nothing helpful comes up. What should I search for? Thanks.
Cheese or be cheesed
Garth
Profile Blog Joined October 2010
United States353 Posts
August 24 2011 04:22 GMT
#5
if you scout it last you lose other than that do a forge gateway gateway wall-in and then hope you don't lose after he only makes 6 lings
Jamage
Profile Joined August 2010
United States15 Posts
August 24 2011 04:32 GMT
#6
Yeah, building a forge seems like it would work. Another gateway to finish the wall in, then a cannon+pylon+3rd gateway for another wall behind the building the lings are attacking. Going to have to try that out. Thanks xlava/garth
Cheese or be cheesed
memcpy
Profile Blog Joined April 2010
United States459 Posts
Last Edited: 2011-08-24 04:36:26
August 24 2011 04:35 GMT
#7
I 6 pool a lot and this is one of the best defenses I've seen someone do. I think every protoss player who struggles with 6 pool should watch this.
MMXMoto vs Rumudiez on The Shattered Temple
Ju!cy
Profile Joined August 2011
Austria82 Posts
Last Edited: 2011-08-24 04:45:56
August 24 2011 04:39 GMT
#8
only get a forge if you fast expand.
against zerg i always build an early gate at around 12 not 13! then get the cybernetics and immediately, asap, get the first zealot!
when the zerglings arrive you should have your wall completed except for the little gap and
your zealot will take 5 more seconds, during that time you need to
either warp in a pylon for the little gap or simply block it with 1-2 probes.
in case you choose the pylon cancel it when the zealot is done but beware of the zerglings
that will try to slip trough. if you place your buildings properly,
for example xelnaga caverns i trained that with a master zerg friend,
you can wall off perfectly after some train (with 2 extra pylons),
you can use the same placement on nearly every map that has a small choke.
trust me, you don't need the forge, it will just give the zerg an advantage and
after a 6pool he should be brought to a disadvantage! ONLY USE FORGE IF YOU EXPAND!
counter with 3gate blink or late 4gate whatever you like more.
btw: you can stop probe production if you can't afford more units in the beginning since the zerg
hasn't got a lot (maybe 10 to 15)! after that constantly warp in more. if you can cripple him or end it,
do it. if not, proceed with a proper game. be careful for roaches but with blink you should get em down soon.
I'm gold player since 6 games ago, before that i was in silver. the only 6pools that have ever worked against me (i play for around 2 months) were one today (due to my own mistake) and one a couple of weeks ago, also my mistake by misplacing the probe. If even I'm able to manage this you should have no problems at all!
No Risk, No Fun!
memcpy
Profile Blog Joined April 2010
United States459 Posts
August 24 2011 04:44 GMT
#9
Listen to Ju!cy. If the zerg is smart he will only make 6 lings, or even cancel them and make a queen if a forge is scouted. Learn to do building cancel zealot defenses and you are guaranteed to be extremely far ahead.
iBRomano
Profile Joined July 2011
Canada23 Posts
August 24 2011 04:47 GMT
#10
A forge seems good only if you originally planned on FFE, otherwise, the extra minerals spend on the early forge and the cannon(s) would inevitably set you behind instead of ahead of the 6-pooler. Building placement is crucial, and it's absolutely vital that you wall off with buildings behind buildings that are going to break down.

I think everyone knows about the HuK vs. Moon final in Dreamhack 2011 and from that, we could see that HuK frantically walled behind his previous wall. You can always cancel that if you feel you're safe, or you just went too overboard with walling off.



"D...T...Dro.... OHHHH! Your Champion MC!"
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-08-24 04:54:53
August 24 2011 04:51 GMT
#11
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
akalarry
Profile Joined January 2011
United States1978 Posts
Last Edited: 2011-08-24 04:55:02
August 24 2011 04:54 GMT
#12
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

Show nested quote +
The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.


because you can stop a 6 pool with just walling normally. place a second gate where you normally place a core, block with a second pylon, and chronoboost out zealots. cancel the pylon at the last second and u should have 3 zealots (? haven't done this in forever) to easily clean up. mc did it in a game on xel naga caverns a while ago.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-08-24 04:56:20
August 24 2011 04:55 GMT
#13
On August 24 2011 13:54 akalarry wrote:
Show nested quote +
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.


because you can stop a 6 pool with just walling normally. place a second gate where you normally place a core, block with a second pylon, and chronoboost out zealots. cancel the pylon at the last second and u should have 3 zealots (? haven't done this in forever) to easily clean up. mc did it in a game on xel naga caverns a while ago.


I understand that, but you would need to scout in time for that (at 9, and if it's a big map and you scout him in the last spawn position, it may be too late). With the strategy I described, if you scout later (like at 12 or 13), and even if you don't scout the 6 pool, you will be fine.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Ashes
Profile Joined January 2011
United States362 Posts
Last Edited: 2011-08-24 04:56:47
August 24 2011 04:56 GMT
#14
in a 1 v1..scouting is very imp..when you throw down ur 9 pylon..scout the zerg for his pool timing...also keep ur probe at the watch tower so u knw when he is moving out..trsut me if u thrown down a forge..it isnt that your too behind!! also mineral walk your probes.since ur diamond i guess u can micro the hurt ones easily.

EDIT: if its a big map..six pool shud normally fail!
iBRomano
Profile Joined July 2011
Canada23 Posts
August 24 2011 05:01 GMT
#15
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

Show nested quote +
The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).


I completely agree. A forge + a cannon is a waste of minerals and instead of being ahead once you hold it off, you may actually be behind. One of the best ways is just to place buildings hugging the nexus, then stacking probes for some amazing burst damage.

From the Protoss' point of view, they think they're really ahead by killing those lings, but then they lose the game later on and they question why.
"D...T...Dro.... OHHHH! Your Champion MC!"
Ju!cy
Profile Joined August 2011
Austria82 Posts
Last Edited: 2011-08-24 05:05:45
August 24 2011 05:04 GMT
#16
On August 24 2011 13:55 Yoshi Kirishima wrote:
Show nested quote +
On August 24 2011 13:54 akalarry wrote:
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.


because you can stop a 6 pool with just walling normally. place a second gate where you normally place a core, block with a second pylon, and chronoboost out zealots. cancel the pylon at the last second and u should have 3 zealots (? haven't done this in forever) to easily clean up. mc did it in a game on xel naga caverns a while ago.


I understand that, but you would need to scout in time for that (at 9, and if it's a big map and you scout him in the last spawn position, it may be too late). With the strategy I described, if you scout later (like at 12 or 13), and even if you don't scout the 6 pool, you will be fine.


always scout the zerg at 9 and place your warpgate at 12. that way you shouldn't have problems. also if he just did hatch first im certain you would be able to punish that

if you just hug your mineralline zerglings are probably going to attack the other buildings. that can be quite annoying and if you don't kill them off you will be swarmed.
No Risk, No Fun!
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-08-24 05:11:58
August 24 2011 05:08 GMT
#17
There have been several threads on this subject already just in the last month, so try to search as a few other people have already told you. "6pool" or "6 pool" is all you need to search for.

On August 24 2011 13:35 memcpy wrote:
I 6 pool a lot and this is one of the best defenses I've seen someone do. I think every protoss player who struggles with 6 pool should watch this.
MMXMoto vs Rumudiez on The Shattered Temple



This replay is good and bad, because it shows exactly what you need to do to stop a 6pool BUT he opts to complete a wall and that's NOT what you want to do at all.


Here's a list of what NOT to do or think vs. 6pool:

- I have to scout it or I'm going to lose. He's in last position and I scouted him last so that's why I lost. To stop a 6pool you DO NOT NEED TO SCOUT beforehand. You don't need to open 10gate, and you don't need to know about the lings except when they are in front of your ramp. Scouting early buys you more time, but if you react properly, you need exactly no build order deviation (from standard 1-gate core) in order to counter 6pool.

- I must complete my wall to keep the lings out and buy time for units. This is terrible advice. The APM and mineral investment required to constantly continue to wall will almost always end in a later death. Even the top players in the world that do this do so inappropriately except on the largest maps. You don't want to wall because it traps your zealot INSIDE, meaning your gateway/wall MUST die for you to even engage your opponent. Never, EVER wall. EVER. (Seriously).

- I have to drop a forge and make cannons to defend this! False. If you really want to drop a forge, a TL user found a great way to do it which involves canceling your gateway, then making forge and gate followed by a cannon to seal the wall. This depends on you scouting your opponent's 6pool though and seals you in, thereby making it necessarily an inefficient option. You won't always be able to scout the 6pool coming, so if you rely on this as your "counter" then you will stil lose games.



How to stop a 6pool every time without scouting or deviating from 1-gate core opener

This advice is coming from a mid-master zerg who frequently 6-pools (~30-50% of zvp) on ladder. I lose to this and only this response unless I screw my micro up myself.

- 9 pylon, 12 gate, etc into 1-gate core.

- When you see lings on your ramp, pull ~8-10 probes and chrono your zealot (NEVER SKIP THIS ZEALOT IN ANY PvZ BUILD). Pull more probes if you feel less confident in your micro, and fewer (but no fewer than 8) if you feel more confident. I recommend pulling only 8.

- The Zerg player MUST kill your pylon powering your gateway, so if you decide to place your 2nd pylon at your gateway instead of near your nexus (or some other location) you've already dealt a serious blow to this attack. Knowing this, use your probes to defend that pylon while your zealot comes out. NEVER ATTACK the zerglings, unless they are right clicked on the pylon. You want to delay and NOT get surrounded or lose a single probe. This dance will buy you all the time you need.

- When your first zealot pops, you need to make a decision. If your probe dance has been successful (and it's very easy to execute, just run up to the zerg player, then retreat when he tries to engage the probes), you've almost won. You can choose to either engage the lings straight on, and there will be 10-12 by this time (a maximum of 14 in the most all-in variants which will get to your base ~3:45), or you can wait for your 2nd zealot to be chrono'd out. You can drop your core if you want because you'll have the money, but make sure to continue probe production for insurance if you have a bad engagement.

- When your 2nd zealot comes out, you'll be facing a maximum of 14 lings with 8-10 probes and 2 zealots. Make sure your zealot sticks with your probes and dances, and take any free lings he gives you without engaging the entire group. NEVER wall off, and only engage once your 2nd zealot is out unless you really have a great angle with your zealot or surround with your probes.

- Lastly, if he's stupid enough to try and just directly engage your probes, run them around in a circle and wait for your zealot. a-moving even with a surround will sustain heavy losses, and if he didn't commit to 6pool (that is, he made 6,7 drone before the lings, and then droned up) killing 6 lings with a probe surround in the mineral line will put you almost even with him. You will see ling reinforcements every 15 seconds up to a maximum of 14 lings (that is, 4 additional sets of lings over the following minute after you see the initial 6). If you chose to probe surround lings in your mineral line and you never saw any extra lings, assume you are even or slightly behind unless you have more than 10 probes after the engagement.

This may seem like a lot of information to consider during this, but I promise you it's very easy for anyone with a rudimentary grasp of micro to execute and defend against. You will never lose a game if you can probe dance appropriately.


tl;dr - NEVER wall, pull 8 probes when you see the lings, chrono your zealot, and constantly threaten the lings on your pylon without ever engaging.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
akalarry
Profile Joined January 2011
United States1978 Posts
Last Edited: 2011-08-24 05:13:19
August 24 2011 05:11 GMT
#18
what's wrong with walling? that replay is a perfect example of one way you can do it successfully...

walling with a pylon is NOT terrible advice. your reasoning for it is not that valid

i rewatched the mc vs idra game. he makes a second gate when he scouts it and walls with a pylon. he lets the pylon finish, and chronoboosts out 3 zealots, then he brings a couple probes, kills his own pylon and attacks at the choke with 3 zealots and mineral-walked surrounding probes.
Ju!cy
Profile Joined August 2011
Austria82 Posts
Last Edited: 2011-08-24 05:16:10
August 24 2011 05:13 GMT
#19

tl;dr - NEVER wall, pull 8 probes when you see the lings, chrono your zealot, and constantly threaten the lings on your pylon without ever engaging.

usually, there ain't much space to "dance around", at least not with 8 probes.



walling with a pylon is NOT terrible advice. your reasoning for it is not that valid


waste of 100 minerals, also you must stop probe production and as mentioned before..
YOU DON'T NEED TO WALLOFF completely!
why would you want to waste a ton of minerals? if the zerglings break down one building and
trust me if theres enough of them they will massacre your three zealots
No Risk, No Fun!
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
August 24 2011 05:13 GMT
#20
On August 24 2011 14:11 akalarry wrote:
what's wrong with walling? that replay is a perfect example of one way you can do it successfully...

i rewatched the mc vs idra game. he makes a second gate when he scouts it and walls with a pylon. he lets the pylon finish, and chornoboosts out 3 zealots, then he brings a couple probes, kills his own pylon and attacks at the choke with 3 zealots and mineral-walked surrounding probes.


a perfect probe dance defense will cost you almost no mineral losses, whereas a wall guarantees you will lose structures, possibly a vital one, becuase your zealot will spawn behind your wall rather than in front (no room due to lings).

2-gating is a stylistic choice, but the defense boils down to the probe dance defense of the pylon(s) and nothing else. That extra gateway only delayed the beginning of the probe dance and it cost him 150 minerals.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
akalarry
Profile Joined January 2011
United States1978 Posts
Last Edited: 2011-08-24 05:27:38
August 24 2011 05:17 GMT
#21
On August 24 2011 14:13 michaelhasanalias wrote:
Show nested quote +
On August 24 2011 14:11 akalarry wrote:
what's wrong with walling? that replay is a perfect example of one way you can do it successfully...

i rewatched the mc vs idra game. he makes a second gate when he scouts it and walls with a pylon. he lets the pylon finish, and chornoboosts out 3 zealots, then he brings a couple probes, kills his own pylon and attacks at the choke with 3 zealots and mineral-walked surrounding probes.


a perfect probe dance defense will cost you almost no mineral losses, whereas a wall guarantees you will lose structures, possibly a vital one, becuase your zealot will spawn behind your wall rather than in front (no room due to lings).

2-gating is a stylistic choice, but the defense boils down to the probe dance defense of the pylon(s) and nothing else. That extra gateway only delayed the beginning of the probe dance and it cost him 150 minerals.


he canceled his gateway, it only costs 75 minerals. and what's 75 minerals when you can hold off a 6 pool, you pretty much automatically win. you're already up 14-15 harvesters to 6-7. you're making too big a deal of not walling.

also since he walled off, he got about an extra 35 seconds of mining time. he pulled 7 probes. if he danced with those 7 probes 35 seconds earlier, then that's about 120 minerals he lost. instead he lost only 75 from canceling that gateway, so he would have made 35 more minerals at the end. and he was arguably safer as well.

cliffs: you lose 75 minerals from canceling gateway, but you gain 120 minerals from having your probes come off the line 35 seconds later.
Qxz
Profile Joined May 2011
Canada189 Posts
Last Edited: 2011-08-24 05:33:22
August 24 2011 05:32 GMT
#22
Right now on XNC and most maps I open 7-pool every game vs Protoss. I do the Catz build where I build to 9 drones after pool and double-extractor trick to get the 6 lings. After the lings I get an ovie, queen and drones. So it's just 6 lings.

This usually does a lot of damage if the protoss overreacts and goes forge first. It fails miserably if they just get a 12 gate then core, chronoboost out a zealot and defend with that and a few probes. The worst part of that is that they just proceed undelayed with their build, while I clearly delayed a lot of stuff to attack that early.

Actually, let me ask a question: with the build I'm doing, if the protoss defends as mentionned and I do 0 damage, am I so far behind that I can't hope to hold a 4-gate follow-up? I just died to that today but my macro was bad, so I don't know.
BuddhaMonk
Profile Joined August 2010
781 Posts
Last Edited: 2011-08-24 05:35:14
August 24 2011 05:32 GMT
#23
It depends on the map and spawning positions, but on a map like Xel'Naga, I find the best defense is the 2 gate variant where you wall off completely with a pylon and rally your zealots behind the wall.

If the zerg targets the pylon trying to get in right away, pull a handful of probes along with your zealot to keep the zerglings at the small choke. Or if the zerg only targets the gateways, wait as long as possible and destroy your own pylon with the 2 zealots you should have by this point and again in the small area 2 zealots will be able to destroy all the lings quite easily.

I find this response is the best because you won't lose much mining time at all, which means that you can generally get your gas and core without too much delay.

If you let the zerglings into your base, you risk losing a lot of mining time on your probes which is more harmful than losing a pylon.

See MC doing this defense vs Idra:
susySquark
Profile Blog Joined May 2010
United States1692 Posts
August 24 2011 05:47 GMT
#24
This has become standard in my play ever since the second week of playing:

[image loading]

You build your first gateway on the part of your walloff where the zealot needs to stand, NOT against the corner. The only adjustment you need to make is put the gateway tight against the edge of the ramp, and then move it one block away for the zealot. The second 3x3 building, be it an emergency 2nd gate or a cyber, fits nice and snug between your first gateway and the ramp, creating the traditional wall. This way, your zealot comes out RIGHT where he needs to be. Everyone elses advice about probe / pylon blocking is true, but this helps you pull off the defense much easier.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-08-24 05:58:42
August 24 2011 05:51 GMT
#25
On August 24 2011 14:04 Ju!cy wrote:
Show nested quote +
On August 24 2011 13:55 Yoshi Kirishima wrote:
On August 24 2011 13:54 akalarry wrote:
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.


because you can stop a 6 pool with just walling normally. place a second gate where you normally place a core, block with a second pylon, and chronoboost out zealots. cancel the pylon at the last second and u should have 3 zealots (? haven't done this in forever) to easily clean up. mc did it in a game on xel naga caverns a while ago.


I understand that, but you would need to scout in time for that (at 9, and if it's a big map and you scout him in the last spawn position, it may be too late). With the strategy I described, if you scout later (like at 12 or 13), and even if you don't scout the 6 pool, you will be fine.


always scout the zerg at 9 and place your warpgate at 12. that way you shouldn't have problems. also if he just did hatch first im certain you would be able to punish that

if you just hug your mineralline zerglings are probably going to attack the other buildings. that can be quite annoying and if you don't kill them off you will be swarmed.


But what if you scout him in the last position and it's too late?

On August 24 2011 14:47 susySquark wrote:
This has become standard in my play ever since the second week of playing:

[image loading]

You build your first gateway on the part of your walloff where the zealot needs to stand, NOT against the corner. The only adjustment you need to make is put the gateway tight against the edge of the ramp, and then move it one block away for the zealot. The second 3x3 building, be it an emergency 2nd gate or a cyber, fits nice and snug between your first gateway and the ramp, creating the traditional wall. This way, your zealot comes out RIGHT where he needs to be. Everyone elses advice about probe / pylon blocking is true, but this helps you pull off the defense much easier.


The problem with this is you need to scout at 9, and if it's a big map and/or you scout him in the last position, it will be too late.

On August 24 2011 14:13 michaelhasanalias wrote:
Show nested quote +
On August 24 2011 14:11 akalarry wrote:
what's wrong with walling? that replay is a perfect example of one way you can do it successfully...

i rewatched the mc vs idra game. he makes a second gate when he scouts it and walls with a pylon. he lets the pylon finish, and chornoboosts out 3 zealots, then he brings a couple probes, kills his own pylon and attacks at the choke with 3 zealots and mineral-walked surrounding probes.


a perfect probe dance defense will cost you almost no mineral losses, whereas a wall guarantees you will lose structures, possibly a vital one, becuase your zealot will spawn behind your wall rather than in front (no room due to lings).

2-gating is a stylistic choice, but the defense boils down to the probe dance defense of the pylon(s) and nothing else. That extra gateway only delayed the beginning of the probe dance and it cost him 150 minerals.


Totally agree, and nice mini-guide on defending the 6 pool (you should probably actually make a [G] thread haha, it is well organized information already).

Also, remember that even though you lose mining time pulling probes off, the difference between cutting probes to build more buildings at your wall vs delaying mining time but having a few more probes in the first few minutes is EXTREMELY huge.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
StarcracK
Profile Joined July 2011
Canada49 Posts
August 24 2011 05:59 GMT
#26
High Diamond here.

if u were getting gas cancel it. if already made then don't mine from it. (important)

Build wall with gateway, forge and pylon. Chronoboost zealot to kill some of the zerglings and buy time for cannons because your forge isn't quite done yet this time.(make sure zealot pops outside of your base) .

Transition:

get gas and cyber while chronoboosting 2 or 3 zealots because the zerg most likely will get hatchery. U won't kill zerg with these zealots but it will force them to make lings instead of drones.

After that do whatever you like. Stargate is good also 4 gate is good if u feel that u forced enough lings from the zerg.
tuestresfat
Profile Joined December 2010
2555 Posts
August 24 2011 06:21 GMT
#27
I can't tell if the people saying "don't wall" are serious. You'd think people like Huk, NaNiwa, MC, or pretty much 99.9% of pro protoss players would've figured out whether or not to wall in this matchup.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
August 24 2011 06:22 GMT
#28
[G] How to Stop a 6 Pool ZvP

Covers the basics. Really once you understand the basics you can tailor the actual drop-at-what-supply to what you see fit.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
saltywaffles
Profile Blog Joined September 2007
United States91 Posts
August 24 2011 06:43 GMT
#29
Well according to your signature, it's either cheese or be cheesed, So IMO u need to cheese back
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
August 24 2011 07:11 GMT
#30
1) You need to be precise with 9plyon, 12gate timing. Every second you are late with your macro will make it exponentially harder to defend/win.

2) Immediate chrono of first zealot. Crucial to your survival. Chrono the second one too!

3) Pulling of probes. like others have said 8 is a good number. They are to buy you time for the zealot to come out.

4) Don't let your zealot get surrounded (ie: a dishonorable death). Use a few probes (4 is enough) to accompany zealot.

5) Continue to build probes, zealots. Add second gate, gas, core etc...
sup
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
August 24 2011 07:20 GMT
#31
Very simple: http://drop.sc/27718
tar
Profile Joined October 2010
Germany991 Posts
Last Edited: 2011-08-24 09:40:13
August 24 2011 09:39 GMT
#32
On August 24 2011 16:20 CecilSunkure wrote:
Very simple: http://drop.sc/27718

watch this replay and then watch the idra vs mc game!

I've been facing a lot of 6 pools lately (almost as many as in early season I) and this defense is the one response that will hold off the rush and give u aggressive options to follow up while not relying on almost flawless micro - let's be honest, until high masters, we usually don t have really good micro) - plz keep in mind that all this is only true if u r not intending to fastexpand though -
You ask how so? Well, hear me out:

So u go for a full wall-off with a forge up ur ramp. This means that the zerg can just happily get his early queen for injects and then drone up, expand and simply play a normal game usually beeing ahead of you economic wise, coz u can't really put on pressure for quite some time and u need to kill ur wall-in before moving down ur ramp (i.e. wasting minerals)

If you go for a one gate core build with a building pylon as temporary wall off - as suggested in this thread - the zerg will simply kill ur gate! and then u r left with 2 zealots max and no production with lings streaming in,slowly grinding u down. if a 6/7 pooling zerg goes immediately for ur gate it will go down and with 0 gates, it'll be GG.

And what about walling in at ur nexus?
This one is tough. Yes it works, but you have to be on top of everything, have good micro and perfect decision making. White-Ra obviously can pull that off with ease, I, however, doubt that is true for most of the players reading this thread looking for help against 6 pools.
Just yesterday there was a game in the IPL S3 qualifiers between col.catz and a toss who did this White-Ra opening vs catz' 7 pool. He struggled hard to hold on, showed some amazing micro and still was left behind seriously hurt after catz decided to end the aggression.
I guess it all depends on how good u think u r and how good u r in reality
whoever I pick for my anti team turns gosu
Ada
Profile Joined October 2004
Germany150 Posts
August 24 2011 12:09 GMT
#33
But one should take account of scouting the zerg player last on a 4player map.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
August 24 2011 12:46 GMT
#34
It's amazing how there are always TONS of people disagreeing about how to defend this. I 8 pool almost 100% of the time on shakuras and xelnaga and make only 8 lings. It's almost always worth it, when I don't mess up my micro. Mid masters here, so my micro isn't good but it doesn't suck either.

I have to say, the SAFEST response there is is walling off with a forge and pylon and laying down a single cannon (heck, you can even skimp on the zealot). If the 8 pool timing is scouted, this will protect all your buildings and you'll be mostly fine (and slightly ahead).

The BEST response I've seen was a Protoss who went two gate pylon and once he had 2 zealots he brought a few probes and killed his own pylon. The gateways managed to survive and he was slightly ahead.

As for everyone who says you don't have to deviate or even wall off, just dance your probes around: this is oh so very wrong. The Zerg can run around in your base FOREVER if you let him in without a struggle. You may be able to dance your probes around, but guess what, the zerg can micro as well. Since probes are way faster than zealots, he can run a bit, engage the probes, run away when the zealot arrives. Or if you split your probes, the lings just go after the other half and just pick-off-and-run without engaging your zealots. Also, remember that mining time lost adds up quite a bit.

TL DR: As a Zerg, I say the best response I've seen was a 2 gate busting his own pylon wall with 2 zealots and a few probes. The safest, of course, if gate-forge-wall off. If you let the Zerg in, you're dead.
Bora Pain minha porra!
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
August 24 2011 13:34 GMT
#35
On August 24 2011 16:20 CecilSunkure wrote:
Very simple: http://drop.sc/27718


<3 cecil so much great replay
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-08-24 13:44:22
August 24 2011 13:34 GMT
#36
On August 24 2011 16:20 CecilSunkure wrote:
Very simple: http://drop.sc/27718


Not sure if you uploaded the right replay, but this was against a 7 pool, and your response is dependent upon scouting the zerg player, who you find immediately. So you're replay is essentially the best-case scenario for a protoss player in a build that differs from 6pool in that it can potentially continuously reinforce (making the wall-off vital).

If you scout your opponent, a 2-gate wall-off can certainly succeed, but as I said it relies on you scouting your opponent and/or deviating from your standard build, making this a less desirable option than simply probe dancing to buy time. And against a 6pool, you're going to lose one gateway and perhaps both if the zerg player is smart about his zerglings attacking and you don't wall correctly.

The APM requirement for probe dancing is very low, and probably anyone with a basic understanding of unit micro can easily execute it with practice (so, probably gold league or higher). Meanwhile, the on-the-fly critical thinking skills required to place multiple structures to create a fast wall, and then create the right engagement scenario once this wall is breached takes some higher order thinking, costs more, and in my opinion increases the risk for failure.


On August 24 2011 21:46 Sbrubbles wrote:
It's amazing how there are always TONS of people disagreeing about how to defend this. I 8 pool almost 100% of the time on shakuras and xelnaga and make only 8 lings. It's almost always worth it, when I don't mess up my micro. Mid masters here, so my micro isn't good but it doesn't suck either.

I have to say, the SAFEST response there is is walling off with a forge and pylon and laying down a single cannon (heck, you can even skimp on the zealot). If the 8 pool timing is scouted, this will protect all your buildings and you'll be mostly fine (and slightly ahead).

The BEST response I've seen was a Protoss who went two gate pylon and once he had 2 zealots he brought a few probes and killed his own pylon. The gateways managed to survive and he was slightly ahead.

As for everyone who says you don't have to deviate or even wall off, just dance your probes around: this is oh so very wrong. The Zerg can run around in your base FOREVER if you let him in without a struggle. You may be able to dance your probes around, but guess what, the zerg can micro as well. Since probes are way faster than zealots, he can run a bit, engage the probes, run away when the zealot arrives. Or if you split your probes, the lings just go after the other half and just pick-off-and-run without engaging your zealots. Also, remember that mining time lost adds up quite a bit.

TL DR: As a Zerg, I say the best response I've seen was a 2 gate busting his own pylon wall with 2 zealots and a few probes. The safest, of course, if gate-forge-wall off. If you let the Zerg in, you're dead.


The entire content of your post deals with 8-pool which differs from 6-pool in that it can't be continually reinforced, and a zealot should already be in place to seal a wall. Walling in that situation is a requirement because the zerg player could pump unending lings, whereas there is a hard cutoff of 14 (and a 4 minute timer) for a 6-pooling player.

Probe dance is very minimal on micro and only needs to buy time until the second zealot is chrono'd out (about 30 seconds at most if you 14-gated). If you 6-pooled, you have less than 30 seconds to kill one pylon and/or kill at least 8-10 probes (depending on how many lings you made) or you lose the game almost outright. You simply don't have the luxury to to any dancing with the opponent's workers/zealot(s), and you don't have enough numbers to engage them outright without coming out on the losing end.

No protoss player should ever be actually attacking your lings unless you a-move them and stop microing them.

In the situation you mention (again, different from the OP) a wall-off is required, but again, in the situation you mention, a cookie-cutter 1-gate core zealot-wall should have been completed.



On August 24 2011 15:22 Danglars wrote:
[G] How to Stop a 6 Pool ZvP

Covers the basics. Really once you understand the basics you can tailor the actual drop-at-what-supply to what you see fit.


It's really important to note that this thread is a year old, and the game has changed quite a bit since then. Further, this thread you linked was inspired by fruitdealer's 6pool win on kulas ravine (a larger map that you can't scout) and I recommend that you watch the game here: http://www.gomtv.net/2010gslopens1/vod/1137

In this game, Inca does not actually pull any probes to defend his pylon, and so Fruitdealer is able to destroy it and win the game. Had he pulled just 6-8 probes he would have had no trouble dealing with this. Instead, he panicked, pulled 100% of his probes after the pylon's shields were down, and that was the end of the game. Inca didn't know how to respond, and so these two guys nobly spent the better part of a day on ladder trying to devise a way to stop 6pool without losing probes on the shortest map at the time (Steppes of War). Their solution REQUIRES you to scout the opponent and react, which is a fundamental flaw in their strategy.

This used to be a great way of stopping 6-pools when smaller maps dominated the ladder and being unable to scout your opponent in time was unheard of. The maps and (more importantly) the rush distances are quite a bit larger now than they were in the beginning of season 1, and you can't rely on scouting your opponent's 6-pool before the lings hit your ramp. Because you can't guarantee foreknowledge of the 6pool, you must work from the operating assumption that you may not know about it before 2:45 game time when the lings are about to come up your ramp.

This is one of the main reasons that probe dancing is the best and most cost-efficient way to deal with 6-pool.





There are other ways of dealing with 6pool that are less cost-effective, potentially higher risk AND rely on you scouting your opponent to succeed. If you, the studious protoss player, want to rely on scouting to stop a 6pool, you will continue to lose some games against it. If instead you rely on some very straightforward micro (click toward lings, click away if they try to attack you, repeat for 20-30 seconds if necessary), you will never lose to another 6pool on ladder or in any tournament.




tl;dr - as I and a few other players have pointed out already, probe dancing is the most efficient way to deal with 6pool because it doesn't rely on you scouting your opponent first and requires minimal APM and standard build order deviation.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
August 24 2011 13:45 GMT
#37
On August 24 2011 22:34 michaelhasanalias wrote:
Show nested quote +
On August 24 2011 16:20 CecilSunkure wrote:
Very simple: http://drop.sc/27718


Not sure if you uploaded the right replay, but this was against a 7 pool, and your response is dependent upon scouting the zerg player, who you find immediately. So you're replay is essentially the best-case scenario for a protoss player in a build that differs from 6pool in that it can potentially continuously reinforce (making the wall-off vital).

If you scout your opponent, a 2-gate wall-off can certainly succeed, but as I said it relies on you scouting your opponent and/or deviating from your standard build, making this a less desirable option than simply probe dancing to buy time. And against a 6pool, you're going to lose one gateway and perhaps both if the zerg player is smart about his zerglings attacking and you don't wall correctly.

The APM requirement for probe dancing is very low, and probably anyone with a basic understanding of unit micro can easily execute it with practice (so, probably gold league or higher). Meanwhile, the on-the-fly critical thinking skills required to place multiple structures to create a fast wall, and then create the right engagement scenario once this wall is breached takes some higher order thinking, costs more, and in my opinion increases the risk for failure.


Show nested quote +
On August 24 2011 21:46 Sbrubbles wrote:
It's amazing how there are always TONS of people disagreeing about how to defend this. I 8 pool almost 100% of the time on shakuras and xelnaga and make only 8 lings. It's almost always worth it, when I don't mess up my micro. Mid masters here, so my micro isn't good but it doesn't suck either.

I have to say, the SAFEST response there is is walling off with a forge and pylon and laying down a single cannon (heck, you can even skimp on the zealot). If the 8 pool timing is scouted, this will protect all your buildings and you'll be mostly fine (and slightly ahead).

The BEST response I've seen was a Protoss who went two gate pylon and once he had 2 zealots he brought a few probes and killed his own pylon. The gateways managed to survive and he was slightly ahead.

As for everyone who says you don't have to deviate or even wall off, just dance your probes around: this is oh so very wrong. The Zerg can run around in your base FOREVER if you let him in without a struggle. You may be able to dance your probes around, but guess what, the zerg can micro as well. Since probes are way faster than zealots, he can run a bit, engage the probes, run away when the zealot arrives. Or if you split your probes, the lings just go after the other half and just pick-off-and-run without engaging your zealots. Also, remember that mining time lost adds up quite a bit.

TL DR: As a Zerg, I say the best response I've seen was a 2 gate busting his own pylon wall with 2 zealots and a few probes. The safest, of course, if gate-forge-wall off. If you let the Zerg in, you're dead.


The entire content of your post deals with 8-pool which differs from 6-pool in that it can't be continually reinforced, and a zealot should already be in place to seal a wall. Walling in that situation is a requirement because the zerg player could pump unending lings, whereas there is a hard cutoff of 14 (and a 4 minute timer) for a 6-pooling player.

Probe dance is very minimal on micro and only needs to buy time until the second zealot is chrono'd out (about 30 seconds at most if you 14-gated). If you 6-pooled, you have less than 30 seconds to kill one pylon and/or kill at least 8-10 probes (depending on how many lings you made) or you lose the game almost outright. You simply don't have the luxury to to any dancing with the opponent's workers/zealot(s), and you don't have enough numbers to engage them outright without coming out on the losing end.

No protoss player should ever be actually attacking your lings unless you a-move them and stop microing them.

In the situation you mention (again, different from the OP) a wall-off is required, but again, in the situation you mention, a cookie-cutter 1-gate core zealot-wall should have been completed.



Show nested quote +
On August 24 2011 15:22 Danglars wrote:
[G] How to Stop a 6 Pool ZvP

Covers the basics. Really once you understand the basics you can tailor the actual drop-at-what-supply to what you see fit.


It's really important to note that this thread is a year old, and the game has changed quite a bit since then. Further, this thread you linked was inspired by fruitdealer's 6pool win on kulas ravine (a larger map that you can't scout) and I recommend that you watch the game here: http://www.gomtv.net/2010gslopens1/vod/1137

In this game, Inca does not actually pull any probes to defend his pylon, and so Fruitdealer is able to destroy it and win the game. Had he pulled just 6-8 probes he would have had no trouble dealing with this. Instead, he panicked, pulled 100% of his probes after the pylon's shields were down, and that was the end of the game. Inca didn't know how to respond, and so these two guys nobly spent the better part of a day on ladder trying to devise a way to stop 6pool without losing probes on the shortest map at the time (Steppes of War). Their solution REQUIRES you to scout the opponent and react, which is a fundamental flaw in their strategy.

This used to be a great way of stopping 6-pools when smaller maps dominated the ladder and being unable to scout your opponent in time was unheard of. The maps and (more importantly) the rush distances are quite a bit larger now than they were in the beginning of season 1, and you can't rely on scouting your opponent's 6-pool before the lings hit your ramp. Because you can't guarantee foreknowledge of the 6pool, you must work from the operating assumption that you may not know about it before 2:45 game time when the lings are about to come up your ramp.

This is one of the main reasons that probe dancing is the best and most cost-efficient way to deal with 6-pool.


I really feel that we need to note one thing:

On large last scout = death maps its best to build close. On smaller maps where you can scout in time the 2 gate at ramp is good. Especially because you can send the zealots to zergs base on these maps in particular so 2 gating is very good in this situation.

Larger maps = build close
Smaller maps = build at ramp and 2 gate defend if scouting is possible in time.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Lazy_89
Profile Joined April 2011
United States87 Posts
August 24 2011 16:48 GMT
#38
When you see a six pool finish wall off with forge, chrono out your zealot and if needed build a pylon to finish the wall if zealot won't get out in time. When forge finishes start building a cannon more if need but one should do just fine.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
August 24 2011 16:59 GMT
#39
On August 24 2011 22:34 michaelhasanalias wrote:
Show nested quote +
On August 24 2011 16:20 CecilSunkure wrote:
Very simple: http://drop.sc/27718


Not sure if you uploaded the right replay, but this was against a 7 pool, and your response is dependent upon scouting the zerg player, who you find immediately. So you're replay is essentially the best-case scenario for a protoss player in a build that differs from 6pool in that it can potentially continuously reinforce (making the wall-off vital).

If you scout your opponent, a 2-gate wall-off can certainly succeed, but as I said it relies on you scouting your opponent and/or deviating from your standard build, making this a less desirable option than simply probe dancing to buy time. And against a 6pool, you're going to lose one gateway and perhaps both if the zerg player is smart about his zerglings attacking and you don't wall correctly.

The APM requirement for probe dancing is very low, and probably anyone with a basic understanding of unit micro can easily execute it with practice (so, probably gold league or higher). Meanwhile, the on-the-fly critical thinking skills required to place multiple structures to create a fast wall, and then create the right engagement scenario once this wall is breached takes some higher order thinking, costs more, and in my opinion increases the risk for failure.


Show nested quote +
On August 24 2011 21:46 Sbrubbles wrote:
It's amazing how there are always TONS of people disagreeing about how to defend this. I 8 pool almost 100% of the time on shakuras and xelnaga and make only 8 lings. It's almost always worth it, when I don't mess up my micro. Mid masters here, so my micro isn't good but it doesn't suck either.

I have to say, the SAFEST response there is is walling off with a forge and pylon and laying down a single cannon (heck, you can even skimp on the zealot). If the 8 pool timing is scouted, this will protect all your buildings and you'll be mostly fine (and slightly ahead).

The BEST response I've seen was a Protoss who went two gate pylon and once he had 2 zealots he brought a few probes and killed his own pylon. The gateways managed to survive and he was slightly ahead.

As for everyone who says you don't have to deviate or even wall off, just dance your probes around: this is oh so very wrong. The Zerg can run around in your base FOREVER if you let him in without a struggle. You may be able to dance your probes around, but guess what, the zerg can micro as well. Since probes are way faster than zealots, he can run a bit, engage the probes, run away when the zealot arrives. Or if you split your probes, the lings just go after the other half and just pick-off-and-run without engaging your zealots. Also, remember that mining time lost adds up quite a bit.

TL DR: As a Zerg, I say the best response I've seen was a 2 gate busting his own pylon wall with 2 zealots and a few probes. The safest, of course, if gate-forge-wall off. If you let the Zerg in, you're dead.


The entire content of your post deals with 8-pool which differs from 6-pool in that it can't be continually reinforced, and a zealot should already be in place to seal a wall. Walling in that situation is a requirement because the zerg player could pump unending lings, whereas there is a hard cutoff of 14 (and a 4 minute timer) for a 6-pooling player.

Probe dance is very minimal on micro and only needs to buy time until the second zealot is chrono'd out (about 30 seconds at most if you 14-gated). If you 6-pooled, you have less than 30 seconds to kill one pylon and/or kill at least 8-10 probes (depending on how many lings you made) or you lose the game almost outright. You simply don't have the luxury to to any dancing with the opponent's workers/zealot(s), and you don't have enough numbers to engage them outright without coming out on the losing end.

No protoss player should ever be actually attacking your lings unless you a-move them and stop microing them.

In the situation you mention (again, different from the OP) a wall-off is required, but again, in the situation you mention, a cookie-cutter 1-gate core zealot-wall should have been completed.



Show nested quote +
On August 24 2011 15:22 Danglars wrote:
[G] How to Stop a 6 Pool ZvP

Covers the basics. Really once you understand the basics you can tailor the actual drop-at-what-supply to what you see fit.


It's really important to note that this thread is a year old, and the game has changed quite a bit since then. Further, this thread you linked was inspired by fruitdealer's 6pool win on kulas ravine (a larger map that you can't scout) and I recommend that you watch the game here: http://www.gomtv.net/2010gslopens1/vod/1137

In this game, Inca does not actually pull any probes to defend his pylon, and so Fruitdealer is able to destroy it and win the game. Had he pulled just 6-8 probes he would have had no trouble dealing with this. Instead, he panicked, pulled 100% of his probes after the pylon's shields were down, and that was the end of the game. Inca didn't know how to respond, and so these two guys nobly spent the better part of a day on ladder trying to devise a way to stop 6pool without losing probes on the shortest map at the time (Steppes of War). Their solution REQUIRES you to scout the opponent and react, which is a fundamental flaw in their strategy.

This used to be a great way of stopping 6-pools when smaller maps dominated the ladder and being unable to scout your opponent in time was unheard of. The maps and (more importantly) the rush distances are quite a bit larger now than they were in the beginning of season 1, and you can't rely on scouting your opponent's 6-pool before the lings hit your ramp. Because you can't guarantee foreknowledge of the 6pool, you must work from the operating assumption that you may not know about it before 2:45 game time when the lings are about to come up your ramp.

This is one of the main reasons that probe dancing is the best and most cost-efficient way to deal with 6-pool.





There are other ways of dealing with 6pool that are less cost-effective, potentially higher risk AND rely on you scouting your opponent to succeed. If you, the studious protoss player, want to rely on scouting to stop a 6pool, you will continue to lose some games against it. If instead you rely on some very straightforward micro (click toward lings, click away if they try to attack you, repeat for 20-30 seconds if necessary), you will never lose to another 6pool on ladder or in any tournament.




tl;dr - as I and a few other players have pointed out already, probe dancing is the most efficient way to deal with 6pool because it doesn't rely on you scouting your opponent first and requires minimal APM and standard build order deviation.


The 8 pool arives before the chronoed zealot comes out from a 12 gate. Also, why wouldn't I be able to consistently reinforce? How would you know I'm not going all-in (until its too late)?
Bora Pain minha porra!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
August 24 2011 18:29 GMT
#40
As for scouting, on Tal'Darim I actually double scout. I 9 Scout to one base, then build a forge on 13 blind + send that to scout. This way I scout the last two bases at the same time. You can do this on any 4 player map to ensure you scout within 1-2 tries.
MeanMike
Profile Joined July 2011
15 Posts
August 24 2011 19:35 GMT
#41
master p here, you dont need a second gate, just get your cyber out chrono a zealot and do the 8 probe thing the other master z said. 6 pool should be an easy win if you follow his steps
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
August 24 2011 19:42 GMT
#42
On August 24 2011 13:54 akalarry wrote:
Show nested quote +
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.


because you can stop a 6 pool with just walling normally. place a second gate where you normally place a core, block with a second pylon, and chronoboost out zealots. cancel the pylon at the last second and u should have 3 zealots (? haven't done this in forever) to easily clean up. mc did it in a game on xel naga caverns a while ago.


Timings are wrong here. You will not have 3 zealots out. You cannot cancel your pylon. You need to let the pylon complete, and take your initial zealot and a few probes and destroy the pylon from the inside. You push out and kill the lings with 1 Zealot 4-5 probes. (Otherwise one of your gateways will die).
"Trash Micro but Win. Its Marin." - Min Chul
TheResidentEvil
Profile Joined September 2010
United States991 Posts
August 24 2011 19:57 GMT
#43
One thing you can do is if you see 6 pool you can start the zealot first and then start the core. The core delays the zealot a little so starting the z delays the core a little bit but as long as its started you are ok.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
Last Edited: 2011-08-24 21:26:08
August 24 2011 21:24 GMT
#44
It's really important to note that this thread is a year old, and the game has changed quite a bit since then. Further, this thread you linked was inspired by fruitdealer's 6pool win on kulas ravine (a larger map that you can't scout) and I recommend that you watch the game here: http://www.gomtv.net/2010gslopens1/vod/1137

In this game, Inca does not actually pull any probes to defend his pylon, and so Fruitdealer is able to destroy it and win the game. Had he pulled just 6-8 probes he would have had no trouble dealing with this. Instead, he panicked, pulled 100% of his probes after the pylon's shields were down, and that was the end of the game. Inca didn't know how to respond, and so these two guys nobly spent the better part of a day on ladder trying to devise a way to stop 6pool without losing probes on the shortest map at the time (Steppes of War). Their solution REQUIRES you to scout the opponent and react, which is a fundamental flaw in their strategy.

This used to be a great way of stopping 6-pools when smaller maps dominated the ladder and being unable to scout your opponent in time was unheard of. The maps and (more importantly) the rush distances are quite a bit larger now than they were in the beginning of season 1, and you can't rely on scouting your opponent's 6-pool before the lings hit your ramp. Because you can't guarantee foreknowledge of the 6pool, you must work from the operating assumption that you may not know about it before 2:45 game time when the lings are about to come up your ramp.

This is one of the main reasons that probe dancing is the best and most cost-efficient way to deal with 6-pool.


Which is exactly why I said the basics. Or, rather, the basics of one approach (small 2player map, it's scouted). You make a compelling case for probe dancing 8-10 until victory. Hooray, glad you offer that. I say if you're 9 scouting and see it (1st pos and 2nd) the Gateway - Forge - Cannon walloff is at least equal (zealots fit out after dpsing cannon made between gateway and forge, see thread.

If you don't scout it, probe dance away. Good advice.

EDIT: Watched all GSL 1 matches live in the dead of night =).
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
ShatterZer0
Profile Joined November 2010
United States1843 Posts
Last Edited: 2011-08-24 21:31:46
August 24 2011 21:30 GMT
#45
Ummm... this might sound crazy... but don't wall off with your first gateway and pylon, thinkt he way whitera does, make them hug your nexus, do a 12 gate instead of a 13, and scout after gate. The reason this is, in my opinion, a better way to fight the 6 pool is that it lets you protect your buildings with probes and lets you quick meld them back into minerals to prevent significant losses. Doing this will probably lose you your first 10 ish games against practice 6 pool, but once you learn to probe micro correctly, the zerg will never be able to kill your buildings, never kill more than 4 probes, and -most important of all- never your first Zealot.

Cheers!

(whitera blocks the ramp with the second and third gates)
A time to live.
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
August 24 2011 21:45 GMT
#46
the replay that someone posted was an awful defence. One of the main things to remember, is not to put everything into defending it. Remember, even if you defend it youre probbaly gonna end up facing either a ling all in, or roach all in. Dont forget to get gas and core and more gates. The toss in that replay had 1 gate, no gas, no core. All that zerg had to do was back off, even though he'd mde like 12 lings, and he probably would have still won.
RTudoRR
Profile Blog Joined September 2010
Romania216 Posts
August 24 2011 21:48 GMT
#47
On August 24 2011 13:18 xlava wrote:
After you scout it wall off with a forge + gateway combination. Build a pylon to seal the hole and a cannon behind it. You will probably have to build other things to seal up hole the lings make but you cannot: I repeat cannot hold with just zealots, because the lings will kill the pylon before you get anything out.



keep the bad advice to yourself only please.


U either 2gate and chrono zealots or if you;re doing FFE u block with 1gate+pylon while putting a cannon in a safe place
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
August 24 2011 22:00 GMT
#48
yea you never wanna throw down a forge after you scout it to defend. The 300 used for forge and one cannon means that the zerg can easily come out ahead if he just goes home, gets a queen and plays standard from there
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
August 24 2011 22:04 GMT
#49
See hongun vs july, it was on yesterday. If FFE build a cannon in your mineral line and you have a huge advantage. Keep watching if you want to know how zerg can still win

http://www.gomtv.net/2011gslsponsors5/vod/66054
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Corsica
Profile Joined February 2011
Ukraine1854 Posts
August 27 2011 12:16 GMT
#50
I just do it ez mode. When i see pool, I immideatly throw a forge to create full wallin, chrono zealot out on the other side but makesure cannon comes first. Obviously cut all probe production. If zerg will braeak gate or forge just keep recreating a wall
Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 27 2011 12:55 GMT
#51
You will need a forge to defend a 6 pool. Without the cannon, the lings will eventually get in and kill you. Zelots will not be able to hold for long enough.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
itstheTB
Profile Joined August 2011
61 Posts
Last Edited: 2011-08-27 13:29:27
August 27 2011 13:21 GMT
#52
Im pretty sure why pro P players do forge-expand is a win win situation vs Zerg.
a) if the Zerg 6-pools you, you'll scout it in time and build pylon+cannon at base. Yes, you'll loose 1 pylon 1 forge at expand but remember that the Zerg hasn't build enough drones so he is still behind in economy. The cannon will defend the zerglings pretty well at your main.
b) if the Zerg doesnt 6-pool you, congratulations, you just successfully fast expanded and got a good economic start.

so forge is the way, wether you do it at expansion or in base
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 27 2011 13:48 GMT
#53
If you are FFEing then you can make a pylon and cannon in your mineral line in response to seeing a 6 pool. It's important here you know it's a 6 pool though as it's a lousy response against a 8 or 9 pool to do this. If the pool is a bit later you should be able to wall the front with a cannon. Note that on some maps (shakuras for example) you can actually just wall the front in time with forge and 2 gates with a cannon just behind it. Just make sure to stop probes for a little while when doing so.

If you started off gate first then you simply want to wall your front and chrono zealots asap, usually you'll have to stop probes at 16 to make sure you can do this right away. Walling off with another gate (or cyber if you're in time) and then a pylon is usually a good thing. Sometimes the zerg will go back to droning and just try to kill all your walling buildings at the same time, in that case you will need to start killing one of your own buildings and just break out yourself. If you started gate first adding a forge is not good, it's not neccesary and won't actually do much if they get to break past the wall. If they revert to droning a forge + cannon on the high ground won't realy help you to expand either.

Either way you should always be able to counter a 6 pool quite well as long as you get to scout it in time (around the 15 probe mark). On a large 4p map this usually means you have 2/3rd chance to scout it in time if you 9 scout. I usually just take the risk. You can ofcourse send out a second scout probe if you didnt find the zerg in the first spot but since 6 pool is so rare i don't think it's generally worth it (unless your opponent is called July perhaps).
Quochobao
Profile Joined October 2010
United States350 Posts
August 27 2011 14:21 GMT
#54
I am so surprised that 6 pool in PvZ still proves to be such a headache after so many discussions. Perhaps someone needs to make a definitive guide on this.

It's pretty ludicrous how much trouble we're going through for such a simple minded build.
Best or nothing.
Ada
Profile Joined October 2004
Germany150 Posts
August 27 2011 14:42 GMT
#55
I think it still is a problem because it is pretty rare, so most players just lack some exercise in reading the scouting information (6-7-8 pool?) and reacting properly.
LuckedOut
Profile Joined December 2010
77 Posts
August 27 2011 14:52 GMT
#56
is there not a million other threads with this info already?
Asmodeusz
Profile Joined August 2011
193 Posts
August 27 2011 14:57 GMT
#57
I recently played against random on Xel'naga Caverns and didn't wall, scouted at 9, gate at 13, when i noticed his early pool i cancelled the gateway, build a forge and 2 cannons right away. His lings arrived a little before cannons were finished so i microed my probes around and won the game easly (he fallowed with roaches on one base, which i easly defended with 2 more cannons and firsts stalkers that came out) and won the game.

Since then i understand why WhiteRa doesn't wall with first buildings. Now i wish for the zergs to 6 pool me on maps like this
quaffle
Profile Joined December 2010
United States249 Posts
August 27 2011 15:03 GMT
#58
I like the second gate approach if I scout it before my cyber timing. Once I hold, just send units to his base, micro well, and youll win. Otherwise, I do the whole chrono zelot and ~8 probes.
Your success is only measured by the strength of your competitors.
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
Last Edited: 2011-08-27 15:43:12
August 27 2011 15:41 GMT
#59
A lot of people would call this risky and what-not, so I'll put it in spoilers in case you don't wanna hear it. There have been some good posts already on beating a 6 pool anyways

Its essentially talking about placing buildings back towards the nexus instead of walling

EDIT: And it turned out to be very long so it's good it's in spoilers anyway

+ Show Spoiler +
I personally do what used to be a WhiteRa-esque building placement, with my first pylon/gateway at the nexus/behind the mineral line, and then my second pylon/cyber core at the ramp, finishing with my second gate whenever necessary

I have never lost to a <11 pool with this without a clear micro/scouting error on my part. I scout after gateway (unless FFE-ing on Taldarim, Shakuras or Antigua). Part of what make this so great is that when people see that there is no wall, they often just make all zerglings and never drone up thinking that I mistakenly thought they were Terran or something. Once they are held off and have 6-7-8-9-whatever drones left, easy win.

You place your first pylon nestled in a choke formed by you minerals, your gas or wherever so that as few lings would be able to hit it as possible. An example of this would be on xelnaga, spawning at the north, placing the pylon between your eastwards gas and the edge of the base. You then place the gateway touching the pylon just south of it, so only one face of the pylon is accessible by lings (and they have to walk all the way around the mineral line to get to it)

You then place your second pylon/cyber at the ramp as usual. Depending on when you scout it will dictate what happens next.

I'll use Typhon peaks as an example, since that is 4 player with reasonable rush distances.

You scout first (after gateway), you'll see it before you place your second pylon, however if you were planning to, you would have already spent your 3rd chronoboost on the nexus. Put the pylon back to support your gateway, in a spot that forces a choke for your zealot if possible. Place cyber core similarly as well. If you see more than 6 lings, and feel like you must, pull off gas either once you have 100 gas or just leave 1 probe on. This is so that you can immediately start warp gate and a stalker once you feel safe. Just keep the zealot in your mineral line, if the lings try to come in to fight, use the zealot + 3-4 closest probes to fend them off, mineral walking probes which are being hit. Once you are safe (for me this is usually with 2 zealots+a stalker), you can make your 3rd/4th pylon at the ramp ready to wall normally with gates 2/3.

Lets say you scout him at the second position, your second pylon will just be finishing up or may be completely finished (depending on 15/16 pylon, and specifics to your scouting, you should always pull back your scouting probe the second you see no creep, don't let it walk all the way into the base and back out, that wastes precious seconds). If it hasn't finished, cancel it and replace it back at the gateway as before. You should cancel the probe in production and start a zealot, taking you to 18/18.

If the pylon has finished, just go to 19/26 and pull 5-6 probes to ward the zerglings off the pylon until zealots come out, start cyber core back towards nexus after 1-2 zealots as before. If for some reason the pylon is going to go down, say you didn't react in time or he splits his lings (and is producing >6), replace it back at the nexus. Use the minerals pooled to start your WG and a preliminary 3rd pylon. Keep ~175 for when the pylon finishes so you can start probes production and a zealot/stalker again (situational) once the pylon finishes

Say you scout him last, your cyber core will have been started. This one relies entirely on whether he is producing >6 lings or not. Keep your scouting probe near his hatchery, and check what comes out of the larvae. If its only 6 lings, keep the cyber core there, you will have to pull 6-7 probes along with your soon to finish zealot and ward the lings off. Once your second zealot finishes, you can send the probes back to mine. He will run around with lings and make a dart for a probe in the mineral line every now and then, just pull the 2-3 outer probes into the middle of the mineral line and you'll be fine until the stalker comes out.

Say he makes >6 lings (and you scout him last), you'll have to cancel the cyber core, replace it back towards the nexus, and likely a preliminary 3rd pylon there as well, since your second will very likely fall. You may want a second gate (definitely if you get supply capped), but otherwise do the same as before, keep your zealots in the mineral line.

One game a situation came about that he produced something like ~16 lings with ~10 left and kept me contained with my 2 zealots and a stalker in my mineral line. He was being very cautious to not follow my stalker back into the mineral line and doing an all round good job, he was starting to drone up again and eventually started a hatch. I was content sitting in my mineral line, I had gateways coming up around my mineral line, with WG almost done. I simply 4gated him with a proxxy pylon set up by my scouting probe, making 4 zealots at a time.

*******************

This building placement taxes your micro and decision making far more than normal responses will, but I definitely believe it is better, largely because you can often make them fully commit to all lings and at the point unless you have a major cock up you win with a late 4gate.

If he does say a 14 gas/pool, or simliar, you can play as normal, just getting up your second gateway earlier than usual if he pokes with >4 lings

If he goes hatch first, I'm toying around with not walling in at the top of the ramp at all, just placing gates 2 and 3 on the low ground forming a wall for my expo. No wall makes it far easier if you're caught off guard by drops/nydus/mutas and don't have something like blink yet, because units can come back into your base far more quickly than if they are forced back single file
Wise men speak because they have something to say, fools; because they have to say something - Plato
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
August 27 2011 16:58 GMT
#60
On August 27 2011 23:57 Asmodeusz wrote:
I recently played against random on Xel'naga Caverns and didn't wall, scouted at 9, gate at 13, when i noticed his early pool i cancelled the gateway, build a forge and 2 cannons right away. His lings arrived a little before cannons were finished so i microed my probes around and won the game easly (he fallowed with roaches on one base, which i easly defended with 2 more cannons and firsts stalkers that came out) and won the game.

Since then i understand why WhiteRa doesn't wall with first buildings. Now i wish for the zergs to 6 pool me on maps like this


Why would he try to roach rush you on one base when he saw you made 2 cannons T_T
Flying, sOs, free, Light, Soulkey & ZerO
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 25 2011 11:22 GMT
#61
The game should have ended some minutes after the 6 pool. That the game went on long enough to see ultras means your 6 pool defense was awful... and I say this constructively because you're looking at this game from the wrong perspective. It's not "how to I hold off this followup" it's "why was my 6 pool defense so bad?"


I've copied for you the text of a post I made a while ago detailing perfect 6 pool defense as protoss, and it DOES NOT RELY ON SCOUTING. You need to remove that part of the counter from your brain and your decision-making right now.


========================
On August 24 2011 14:08 michaelhasanalias wrote:
There have been several threads on this subject already just in the last month, so try to search as a few other people have already told you. "6pool" or "6 pool" is all you need to search for.

Show nested quote +
On August 24 2011 13:35 memcpy wrote:
I 6 pool a lot and this is one of the best defenses I've seen someone do. I think every protoss player who struggles with 6 pool should watch this.
MMXMoto vs Rumudiez on The Shattered Temple



This replay is good and bad, because it shows exactly what you need to do to stop a 6pool BUT he opts to complete a wall and that's NOT what you want to do at all.


Here's a list of what NOT to do or think vs. 6pool:

- I have to scout it or I'm going to lose. He's in last position and I scouted him last so that's why I lost. To stop a 6pool you DO NOT NEED TO SCOUT beforehand. You don't need to open 10gate, and you don't need to know about the lings except when they are in front of your ramp. Scouting early buys you more time, but if you react properly, you need exactly no build order deviation (from standard 1-gate core) in order to counter 6pool.

- I must complete my wall to keep the lings out and buy time for units. This is terrible advice. The APM and mineral investment required to constantly continue to wall will almost always end in a later death. Even the top players in the world that do this do so inappropriately except on the largest maps. You don't want to wall because it traps your zealot INSIDE, meaning your gateway/wall MUST die for you to even engage your opponent. Never, EVER wall. EVER. (Seriously).

- I have to drop a forge and make cannons to defend this! False. If you really want to drop a forge, a TL user found a great way to do it which involves canceling your gateway, then making forge and gate followed by a cannon to seal the wall. This depends on you scouting your opponent's 6pool though and seals you in, thereby making it necessarily an inefficient option. You won't always be able to scout the 6pool coming, so if you rely on this as your "counter" then you will stil lose games.



How to stop a 6pool every time without scouting or deviating from 1-gate core opener

This advice is coming from a mid-master zerg who frequently 6-pools (~30-50% of zvp) on ladder. I lose to this and only this response unless I screw my micro up myself.

- 9 pylon, 12 gate, etc into 1-gate core.

- When you see lings on your ramp, pull ~8-10 probes and chrono your zealot (NEVER SKIP THIS ZEALOT IN ANY PvZ BUILD). Pull more probes if you feel less confident in your micro, and fewer (but no fewer than 8) if you feel more confident. I recommend pulling only 8.

- The Zerg player MUST kill your pylon powering your gateway, so if you decide to place your 2nd pylon at your gateway instead of near your nexus (or some other location) you've already dealt a serious blow to this attack. Knowing this, use your probes to defend that pylon while your zealot comes out. NEVER ATTACK the zerglings, unless they are right clicked on the pylon. You want to delay and NOT get surrounded or lose a single probe. This dance will buy you all the time you need.

- When your first zealot pops, you need to make a decision. If your probe dance has been successful (and it's very easy to execute, just run up to the zerg player, then retreat when he tries to engage the probes), you've almost won. You can choose to either engage the lings straight on, and there will be 10-12 by this time (a maximum of 14 in the most all-in variants which will get to your base ~3:45), or you can wait for your 2nd zealot to be chrono'd out. You can drop your core if you want because you'll have the money, but make sure to continue probe production for insurance if you have a bad engagement.

- When your 2nd zealot comes out, you'll be facing a maximum of 14 lings with 8-10 probes and 2 zealots. Make sure your zealot sticks with your probes and dances, and take any free lings he gives you without engaging the entire group. NEVER wall off, and only engage once your 2nd zealot is out unless you really have a great angle with your zealot or surround with your probes.

- Lastly, if he's stupid enough to try and just directly engage your probes, run them around in a circle and wait for your zealot. a-moving even with a surround will sustain heavy losses, and if he didn't commit to 6pool (that is, he made 6,7 drone before the lings, and then droned up) killing 6 lings with a probe surround in the mineral line will put you almost even with him. You will see ling reinforcements every 15 seconds up to a maximum of 14 lings (that is, 4 additional sets of lings over the following minute after you see the initial 6). If you chose to probe surround lings in your mineral line and you never saw any extra lings, assume you are even or slightly behind unless you have more than 10 probes after the engagement.

This may seem like a lot of information to consider during this, but I promise you it's very easy for anyone with a rudimentary grasp of micro to execute and defend against. You will never lose a game if you can probe dance appropriately.


tl;dr - NEVER wall, pull 8 probes when you see the lings, chrono your zealot, and constantly threaten the lings on your pylon without ever engaging.

KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Skyro
Profile Joined May 2010
United States1823 Posts
September 25 2011 18:37 GMT
#62
What are people's opinions on the best followup after the common situation of defending a 6 pool after a FFE, where you mostly just lose the pylon and forge on the low ground? You'll be ahead on probes but behind on tech.
tuestresfat
Profile Joined December 2010
2555 Posts
September 25 2011 18:59 GMT
#63
On September 26 2011 03:37 Skyro wrote:
What are people's opinions on the best followup after the common situation of defending a 6 pool after a FFE, where you mostly just lose the pylon and forge on the low ground? You'll be ahead on probes but behind on tech.

i don't think that's a very common situation at all.
Acritter
Profile Joined August 2010
Syria7637 Posts
September 25 2011 19:01 GMT
#64
I've always found that corner-walling with a Gateway and a Forge and filling the gap with a Cannon tends to work rather well. It offers a pretty much perfect defense, and it's delusional to think that the Zerg is ahead if you spend 300 minerals (they've already spent 150 for the Zerglings, now how much is lost in mining time?). The Cannon can also just be killed at any point in time. Your scouting Probe ought to still be alive unless you're absolutely terrible, and it's easy to hide a proxy Pylon and then scout them to see their follow-up. If they go for economy, you put on pre-WG pressure. If they go for some kind of bust, get a Sentry or two and win. Either way, transition into 4gate works pretty well. The Forge also allows for +1 timings, if you feel like it, as well as a safe expansion.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Dbla08
Profile Joined March 2011
United States211 Posts
September 25 2011 19:10 GMT
#65
as a zerg player that uses fast pool strategies vs protoss on ffe-popular maps, don't cut corners and you should be able to easily hold off any kind of early ling aggression, even if you don't ffe make standard walls and don't skip zealots, i've lol'd at so many people that skip the first zealot on gate/gas opening and lose because of it, whether i kill the pylon and slow tech way down or kill enough probes to outright win. also a big thing i notice is that protoss assume that you 6 pool them if you send lings before the 5 minute mark, be aware that the 11 overpool opening can put on ling pressure almost as fast but secures an expansion very quickly as well. frequently zergs won't be able to handle a 4 gate all zealot push after doing such an opening, the only way its possibly while maintaining a macro advantage is with several queens/spine crawlers. also, if you scout a fast pool before the lings pop, that should give you more than enough time to wall off and be safe, cut probes and wall off instead of tryin to chrono out probes and wall-in in time, that seems to cause alot of ppl to lose to ling pressure. diamond zerg btw
DiaBoLuS
Profile Joined September 2010
Germany1638 Posts
September 25 2011 19:15 GMT
#66
wall, kill 1 gate yourself when 2 zealots are out (or cancel your 2nd gate if still possible) and attack the lings with zealots probes. ez

if you start forge expo, pylon and cannon in your mineral line. they lings will be there before the cannon is complete, so min trick the probes around
European Ranking: http://www.teamliquid.net/blogs/viewblog.php?topic_id=182293
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 25 2011 19:39 GMT
#67
The smart thing about defend 6 pools is don't stop making probes. Use probe to defend and chronoboost zealot, but also make probes. Don't pull all of the probes to kill lings, try to do minerals mining trick
TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2011-09-25 21:07:17
September 25 2011 21:03 GMT
#68
On September 26 2011 04:01 Acritter wrote:
I've always found that corner-walling with a Gateway and a Forge and filling the gap with a Cannon tends to work rather well. It offers a pretty much perfect defense, and it's delusional to think that the Zerg is ahead if you spend 300 minerals (they've already spent 150 for the Zerglings, now how much is lost in mining time?). The Cannon can also just be killed at any point in time. Your scouting Probe ought to still be alive unless you're absolutely terrible, and it's easy to hide a proxy Pylon and then scout them to see their follow-up. If they go for economy, you put on pre-WG pressure. If they go for some kind of bust, get a Sentry or two and win. Either way, transition into 4gate works pretty well. The Forge also allows for +1 timings, if you feel like it, as well as a safe expansion.

upgrade on the forge is a dead give away that its a +1 4 gate. I just skip zerglings altogether and go roaches. And I know your attack will hit at roughly 7:30 or later based on when your cyber finishes (i have overlord in your base until you have a stalker out)

the solution is to do 2x gates, build a pylon, pull some probes right as your zealot is coming out and cancel the pylon. Plug the gap with probes+zealot and chrono zealots. Go attack once you have 3 zealots if he only made 6 lings, or go attack with 5 if he made more than 6 lings. If he makes lings you have the econ advantage and equal army. If he makes drones your zealots can cancel his hatch or keep him on 1 base.

And after you can get gas and go dt or get some more gates for 4-5 gate allin.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-09-26 00:34:48
September 26 2011 00:32 GMT
#69
I have never been able to reliably win vs 6 pool T.T

Too bad there is too much misinformation and awful advice in this thread for me to tell which is the actual response. Not to mention there is a very mixed opinion even on the advice that seems legit, I have no idea wtf I am supposed to do.

I wish someone with a legit 100% winrate vs 6 pool would just post the be all end all in a thread separate to this one as a [G]uide.







Skyro
Profile Joined May 2010
United States1823 Posts
September 26 2011 02:41 GMT
#70
On September 26 2011 03:59 tuestresfat wrote:
Show nested quote +
On September 26 2011 03:37 Skyro wrote:
What are people's opinions on the best followup after the common situation of defending a 6 pool after a FFE, where you mostly just lose the pylon and forge on the low ground? You'll be ahead on probes but behind on tech.

i don't think that's a very common situation at all.


The proper response to 6-pool from a FFE opening if you can't wall-off your natural in time (either due to scouting it too late or the map layout) is to build a pylon and cannon in your mineral line, thus sacrificing your pylon and forge.
thePROtoss
Profile Joined April 2011
United States18 Posts
September 26 2011 02:58 GMT
#71
Did i read the post correctly? diamond rank 10 having problems with 6pool?
honestly to block a 6pool you don't even need to have a forge, just do a normal wall off and chronoboost out your first zealot make sure to addanother gateway or a cybercore to create a choke, and if you need time fill the choke with one or two probes until the zealot comes out, then just micro and kill the lings. if your gateway hasn't finished then just complete the wall off with pylons and more gateways if you need to, or micro your workers. Also you'll mostlikely have double the amount of probes then lings it shouldn't be that hard to deal with, without losing more than 3 probes at most.
Day [9] explains micro : http://www.youtube.com/watch?v=tG_XYFTp0xo
TheGreenMachine
Profile Joined March 2010
United States730 Posts
September 26 2011 04:20 GMT
#72
On September 26 2011 11:58 thePROtoss wrote:
Did i read the post correctly? diamond rank 10 having problems with 6pool?

Are you saying diamonds should be able to deal with 6 pool easily? Cuz I can beat mid masters like 75% of the time with a 6 pool cuz they dont wall correctly or if they over-commit and i only make 6 lings.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
PimpWilly
Profile Blog Joined January 2011
United States228 Posts
September 26 2011 04:33 GMT
#73
Code S players have problem with 6 pool, as it's become a standard opener in PvZ to get Z into an advantageous mid game. Sure you don't die to a 6 pool, but so far even Pros can't 100% defend it into an advantage. So it's a real threat.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-09-26 10:39:51
September 26 2011 10:30 GMT
#74
On September 26 2011 09:32 Geovu wrote:
I have never been able to reliably win vs 6 pool T.T

Too bad there is too much misinformation and awful advice in this thread for me to tell which is the actual response. Not to mention there is a very mixed opinion even on the advice that seems legit, I have no idea wtf I am supposed to do.

I wish someone with a legit 100% winrate vs 6 pool would just post the be all end all in a thread separate to this one as a [G]uide.










Did you scroll up and read my post? Because every protoss player I've ever beaten and told that same information to has never lost to another 6 pool again.

There are other ways to reliably beat 6 pool from 1-gate core openings but they all require scouting and are (in my opinion) more difficult to execute than just probe dancing.

I thought about posting it as a guide but I didn't feel like it was warranted.

I can assure you that probe dancing and NOT WALLING OFF is definitively the most efficient and consistently reliable way to crush 6-pool each and every time.

(And if you FFE, do what someone else mentions which is sac the forge and pylon and just make one cannon in your mineral line. Almost never should you attempt to seal a wall at your natural because you will die most of the time a slow and painful death.)

I highly recommend finding someone to practice against 6 pool with, because probe dancing is extremely simple and easy to learn to master, requiring not more than a couple games at most.


On September 26 2011 13:33 PimpWilly wrote:
Code S players have problem with 6 pool, as it's become a standard opener in PvZ to get Z into an advantageous mid game. Sure you don't die to a 6 pool, but so far even Pros can't 100% defend it into an advantage. So it's a real threat.


I'm sorry, but this is poisonous thinking and misleading. You're right that it has become something of a viable option for zerg players to use, but it has a clear and definitive solution that doesn't require scouting, and has existed for a long time. It's viable because of thinking like yours, where protoss players believe they have to scout it in order to stop it, and so they chalk up losses as "coin-flippy" when its simply poor reaction that loses the game.

There aren't many instances of 6 pool being used in ZvP in code S, but one of the "classic" ones is fruitdealer v inca on kulas ravine from one of the first gsl open seasons, and that was single-handedly one of the most awful cases of 6-pool defense in the world.

Another was hongun's defense against july last season on terminus, and hongun responded almost as pitifully, although he was far ahead after the initial engagement. The only reason he lost that game is because july is a master of deception and his followup caught hongun off guard.


On September 26 2011 11:58 thePROtoss wrote:
Did i read the post correctly? diamond rank 10 having problems with 6pool?
honestly to block a 6pool you don't even need to have a forge, just do a normal wall off and chronoboost out your first zealot make sure to addanother gateway or a cybercore to create a choke, and if you need time fill the choke with one or two probes until the zealot comes out, then just micro and kill the lings. if your gateway hasn't finished then just complete the wall off with pylons and more gateways if you need to, or micro your workers. Also you'll mostlikely have double the amount of probes then lings it shouldn't be that hard to deal with, without losing more than 3 probes at most.


You would lose versus a good 6-pooler almost 100% of the time if you did this. When you seal a wall, it guarantees that your gateway and core will die simultaneously while your zealot spawns helplessly in the back. And when that gateway goes down it will be 14 zerglings to 1 zealot and 16-18 probes.

Posts like this are precisely why 6 pool works up and into grandmaster league on NA and EU ladders.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
HuK
Profile Blog Joined March 2010
Canada1591 Posts
September 26 2011 10:58 GMT
#75
16 nexus then micro your probes like a boss
ProgamerLive like a God or die like a Slave 11:11
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
September 26 2011 11:14 GMT
#76
On September 26 2011 19:58 HuK wrote:
16 nexus then micro your probes like a boss

Ah yes, the Chuck Norris Gambit.
The frumious Bandersnatch
-Cyrus-
Profile Joined June 2011
United States318 Posts
Last Edited: 2011-09-26 11:41:50
September 26 2011 11:39 GMT
#77
Forge is the safest and easiest way to hold it off. Don't listen to all of the retards who are saying not to build one.

All you need to do when you scout a 6 pool is to immediately stop building probes, build a forge to complete your wall off, chrono out 1 zealot, and as soon as that forge drops, lay ONE cannon between your gateway and forge. Also, be sure to pull one probe to your wall so that you can completely wall off in the case that you zealot doesn't get out in time (which is 99% of the time depending on the map and when you scout it). A lot of the time you will be forces to cancel and re-warp in buildings if something goes wrong. The key, however, is just getting 1 cannon up.

Then you can proceed to play a standard game where you are ahead. I wouldn't suggest 4-gating as a follow up to this as you have already dumped into a forge and thus your warpgate timing is fucked. A +1 timing attack is really good, however.
PolSC2
Profile Joined December 2010
United States634 Posts
Last Edited: 2011-09-26 12:00:53
September 26 2011 11:58 GMT
#78
On September 26 2011 20:39 -Trippin- wrote:
Forge is the safest and easiest way to hold it off. Don't listen to all of the retards who are saying not to build one.

All you need to do when you scout a 6 pool is to immediately stop building probes, build a forge to complete your wall off, chrono out 1 zealot, and as soon as that forge drops, lay ONE cannon between your gateway and forge. Also, be sure to pull one probe to your wall so that you can completely wall off in the case that you zealot doesn't get out in time (which is 99% of the time depending on the map and when you scout it). A lot of the time you will be forces to cancel and re-warp in buildings if something goes wrong. The key, however, is just getting 1 cannon up.

Then you can proceed to play a standard game where you are ahead. I wouldn't suggest 4-gating as a follow up to this as you have already dumped into a forge and thus your warpgate timing is fucked. A +1 timing attack is really good, however.


Can you not read? Stop spreading misinformation.

On August 24 2011 14:08 michaelhasanalias wrote:
There have been several threads on this subject already just in the last month, so try to search as a few other people have already told you. "6pool" or "6 pool" is all you need to search for.



Show nested quote +

On August 24 2011 13:35 memcpy wrote:
I 6 pool a lot and this is one of the best defenses I've seen someone do. I think every protoss player who struggles with 6 pool should watch this.
MMXMoto vs Rumudiez on The Shattered Temple

--------------------------------------------------------------------------------




This replay is good and bad, because it shows exactly what you need to do to stop a 6pool BUT he opts to complete a wall and that's NOT what you want to do at all.


Here's a list of what NOT to do or think vs. 6pool:

- I have to scout it or I'm going to lose. He's in last position and I scouted him last so that's why I lost. To stop a 6pool you DO NOT NEED TO SCOUT beforehand. You don't need to open 10gate, and you don't need to know about the lings except when they are in front of your ramp. Scouting early buys you more time, but if you react properly, you need exactly no build order deviation (from standard 1-gate core) in order to counter 6pool.

- I must complete my wall to keep the lings out and buy time for units. This is terrible advice. The APM and mineral investment required to constantly continue to wall will almost always end in a later death. Even the top players in the world that do this do so inappropriately except on the largest maps. You don't want to wall because it traps your zealot INSIDE, meaning your gateway/wall MUST die for you to even engage your opponent. Never, EVER wall. EVER. (Seriously).

- I have to drop a forge and make cannons to defend this! False. If you really want to drop a forge, a TL user found a great way to do it which involves canceling your gateway, then making forge and gate followed by a cannon to seal the wall. This depends on you scouting your opponent's 6pool though and seals you in, thereby making it necessarily an inefficient option. You won't always be able to scout the 6pool coming, so if you rely on this as your "counter" then you will stil lose games.



How to stop a 6pool every time without scouting or deviating from 1-gate core opener

This advice is coming from a mid-master zerg who frequently 6-pools (~30-50% of zvp) on ladder. I lose to this and only this response unless I screw my micro up myself.

- 9 pylon, 12 gate, etc into 1-gate core.

- When you see lings on your ramp, pull ~8-10 probes and chrono your zealot (NEVER SKIP THIS ZEALOT IN ANY PvZ BUILD). Pull more probes if you feel less confident in your micro, and fewer (but no fewer than 8) if you feel more confident. I recommend pulling only 8.

- The Zerg player MUST kill your pylon powering your gateway, so if you decide to place your 2nd pylon at your gateway instead of near your nexus (or some other location) you've already dealt a serious blow to this attack. Knowing this, use your probes to defend that pylon while your zealot comes out. NEVER ATTACK the zerglings, unless they are right clicked on the pylon. You want to delay and NOT get surrounded or lose a single probe. This dance will buy you all the time you need.

- When your first zealot pops, you need to make a decision. If your probe dance has been successful (and it's very easy to execute, just run up to the zerg player, then retreat when he tries to engage the probes), you've almost won. You can choose to either engage the lings straight on, and there will be 10-12 by this time (a maximum of 14 in the most all-in variants which will get to your base ~3:45), or you can wait for your 2nd zealot to be chrono'd out. You can drop your core if you want because you'll have the money, but make sure to continue probe production for insurance if you have a bad engagement.

- When your 2nd zealot comes out, you'll be facing a maximum of 14 lings with 8-10 probes and 2 zealots. Make sure your zealot sticks with your probes and dances, and take any free lings he gives you without engaging the entire group. NEVER wall off, and only engage once your 2nd zealot is out unless you really have a great angle with your zealot or surround with your probes.

- Lastly, if he's stupid enough to try and just directly engage your probes, run them around in a circle and wait for your zealot. a-moving even with a surround will sustain heavy losses, and if he didn't commit to 6pool (that is, he made 6,7 drone before the lings, and then droned up) killing 6 lings with a probe surround in the mineral line will put you almost even with him. You will see ling reinforcements every 15 seconds up to a maximum of 14 lings (that is, 4 additional sets of lings over the following minute after you see the initial 6). If you chose to probe surround lings in your mineral line and you never saw any extra lings, assume you are even or slightly behind unless you have more than 10 probes after the engagement.

This may seem like a lot of information to consider during this, but I promise you it's very easy for anyone with a rudimentary grasp of micro to execute and defend against. You will never lose a game if you can probe dance appropriately.


tl;dr - NEVER wall, pull 8 probes when you see the lings, chrono your zealot, and constantly threaten the lings on your pylon without ever engaging.
We learn nothing from history except that we learn nothing from history.
Champ24
Profile Joined August 2010
177 Posts
September 26 2011 12:23 GMT
#79
On September 25 2011 20:22 michaelhasanalias wrote:
The game should have ended some minutes after the 6 pool. That the game went on long enough to see ultras means your 6 pool defense was awful... and I say this constructively because you're looking at this game from the wrong perspective. It's not "how to I hold off this followup" it's "why was my 6 pool defense so bad?"


I've copied for you the text of a post I made a while ago detailing perfect 6 pool defense as protoss, and it DOES NOT RELY ON SCOUTING. You need to remove that part of the counter from your brain and your decision-making right now.


Have a good replay of the defense? I've done forge cannon every time and I'm basically convinced I'm wrong.

One other question too, if the Zerg opts to ignore the pylon and aims for the mineral line, is it best to dance with all the probes until the zealot is finished? Or mineral stack a probe surround?
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-09-26 23:05:57
September 26 2011 22:48 GMT
#80
On September 26 2011 21:23 Champ24 wrote:
Show nested quote +
On September 25 2011 20:22 michaelhasanalias wrote:
The game should have ended some minutes after the 6 pool. That the game went on long enough to see ultras means your 6 pool defense was awful... and I say this constructively because you're looking at this game from the wrong perspective. It's not "how to I hold off this followup" it's "why was my 6 pool defense so bad?"


I've copied for you the text of a post I made a while ago detailing perfect 6 pool defense as protoss, and it DOES NOT RELY ON SCOUTING. You need to remove that part of the counter from your brain and your decision-making right now.


Have a good replay of the defense? I've done forge cannon every time and I'm basically convinced I'm wrong.

One other question too, if the Zerg opts to ignore the pylon and aims for the mineral line, is it best to dance with all the probes until the zealot is finished? Or mineral stack a probe surround?


The reason I haven't made that post into an actual guide is because I don't 6-pool all that much (I often do when I ladder against protoss, but I don't ladder all that much), and then I do 6-pool, protoss almost always responds poorly.

However, here's a great replay example for you to look at:
vs 준몽님 vs Michael [image loading]
(It's worth noting that P 10-gates in this replay, which you don't need to do and I'd personally discourage. I have a replay somewhere of a 14-gate holding off 6pool with decent probe dancing. The point is that once the "cycle" of dancing has been initiated, you can do it ad infinitum until you have the necessary defenses (two zealots) to deal with the lings. If he doesn't reinforce, just one zealot is fine.)


He can't engage your probes directly because you'll have 15-18 versus his 6, so he has to buy time for his reinforcements (up to 14 lings by ~3:45). The only option zerg has is to target down that forward pylon if you don't wall. When you see people recommend to just use probes and surround lings, this is what they are referring to. It's because whoever 6-pooled them was bad enough to a-move into the probe line.

Always dance if you can, unless zerg is literally just a-moving into your line in which case you can surround. If your opponent is bad enough to go directly for your mineral line with only 6 lings, you can try to mineral walk if you think he's serious about engaging. Almost always he is just looking to pick at you, and this won't work. Mineral walk if you have to or dance if you have to, and try to buy time. When you mineral walk, your goal is just to pick off a stray ling here and there.

Another reason engaging probes in the mineral line is bad is because all those probes will cost-efficiently deal with those zerglings and leave you ahead if you can get a good surround. The safest thing to do though is just pull your probes to your zealot and continue to chrono your gateway while returning some of your probes to mine. If you do engage him and have a bad concave/surround, instead of losing 1-2 probes you may lose 8-10, and go from being very far ahead to tied up.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Lazy_89
Profile Joined April 2011
United States87 Posts
September 26 2011 22:56 GMT
#81
As soon as you see 6 pool put up a forge and pylon to seal off the ramp. Chrono out a zealot and build a cannon. Build more cannons if needed but one sould be fine. After, that you should be really ahead.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-09-26 23:18:18
September 26 2011 23:17 GMT
#82
Best way to stop a 6 pool is to pylon hugging your geyser that is closest to your ramp and also leaves 3 grid spaces between itself and the nexus. Then your gateway (13) should leave a zealot space between itself and the nexus, and your 2nd pylon will fill in a 2x2 square that leaves a zealot space between the nexus and the pylons. Now you have a single unit corridor about 5 spaces long between gate/pylon/geyser and the nexus. If it's a six pool, keep your scout out on the map and just watch to see if they keep sending lings or if the stream of lings stop. If they keep sending them, pylon and zeal up while adding to probe count, add a 2nd gateway soon. If they stop, continue as normal and make sentries. Either they will play a normal game, or come with baneling bust about 2 minutes later and u need sentries for both. You will easily fight it off, and get a forge soon because 6poolers expose themselves to gateway +1 timing attacks.

Thanks goes to iSTime/WhiteRa for this; I have a lot of difficulty in PvZ and literally pray for a 6pool every time because it's so easy to fight off.
Knowing is half the battle... the other half is lasers.
evilduky666
Profile Joined February 2010
United States101 Posts
Last Edited: 2011-09-26 23:24:33
September 26 2011 23:23 GMT
#83
Search = win.

To answer your op however, if you wall off with a forge and gateway and then build a cannon behind your wall it defends against 6 pool almost 100% of the time.

Edit: Oh and you should build your second pylon by your min line just in case they break through your wall you can make a cannon at your min line.
pezzaperry
Profile Joined May 2011
142 Posts
September 27 2011 02:54 GMT
#84
The most effective way to deal with it IMO is this: get 2 gates but dont block off, build a pylon exactly when his lings show up on your ramp. When your zealot comes out CANCEL the pylon that is building and place the zealot on hold position there. From there you should know what to do: win
thePROtoss
Profile Joined April 2011
United States18 Posts
Last Edited: 2011-09-27 05:59:50
September 27 2011 05:58 GMT
#85
On September 26 2011 11:58 thePROtoss wrote:
Did i read the post correctly? diamond rank 10 having problems with 6pool?
honestly to block a 6pool you don't even need to have a forge, just do a normal wall off and chronoboost out your first zealot make sure to addanother gateway or a cybercore to create a choke, and if you need time fill the choke with one or two probes until the zealot comes out, then just micro and kill the lings. if your gateway hasn't finished then just complete the wall off with pylons and more gateways if you need to, or micro your workers. Also you'll mostlikely have double the amount of probes then lings it shouldn't be that hard to deal with, without losing more than 3 probes at most.

-------------------------------------------------------------------------------------------------------------------------------------

You would lose versus a good 6-pooler almost 100% of the time if you did this. When you seal a wall, it guarantees that your gateway and core will die simultaneously while your zealot spawns helplessly in the back. And when that gateway goes down it will be 14 zerglings to 1 zealot and 16-18 probes.

Posts like this are precisely why 6 pool works up and into grandmaster league on NA and EU ladders


uhm yeah i've been playing on my friend's acc in diamond league, as protoss and i've been 6pooled before, and blocking a 6pool with 1 zealot and with about a dozen probes is no problem at all, and creating a choke is probably one of the smartest things to do so idk what you're talking about with the "100% loss" and the "14 lings to 1 zealot" if you just make a choke from the start you won't have that problem, because when you get 6pooled, it's not 14lings its about one wave of 6 lings, which is not that hard to block with a choke, and if the lings decide to attack and your gateway isn't finish so you have to resort to a full wall off you simply kill off one of your own gateways or pylons and make sure that there's still a choke and hit with a mix of workers and zealots, it's honestly not that hard.
Day [9] explains micro : http://www.youtube.com/watch?v=tG_XYFTp0xo
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
September 27 2011 06:06 GMT
#86
The problem with building forge and canon or making extra gateway is that... well, if the zerg makes ONLY 6 lings and stops, then he can actually catch up. He'll have droned to 10 ish while you've been cutting and probably have about 15. With all those wasted minerals your gas is really delayed and the zerg can actually get back into the game. Well, ok, it would be hard to get back in with a 6pool unless it is diamond and lower, but if it was a 7 pool (and you would not know for sure on, for example, a four player map; your timer might not help you), then he could.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Quochobao
Profile Joined October 2010
United States350 Posts
September 27 2011 06:20 GMT
#87
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

Show nested quote +
The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).


THIS IS THE WAY!

except...one question: if the zerg goes hatch first, and I want to match it with 1 gate FE, I always feel vulnerable of zerglings run-buys without a wall at ramp. What should I do about this? Is this just irrational fear? Would you claim that 2 gate expand is fine? (Even though in my experience it does not seem so...)

If you 2 gate expand, what kind of pressure do you put on the zerg?
Best or nothing.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 27 2011 06:25 GMT
#88
Don't make the forge imo. Put another pylon to power the first gate asap. Then micro your probes and don't stop making probes. In higher level ppl don't just 6 pools all-in. They tend to 6 pools to do damage and then drones up. That's guarantee lost if you delay your tech too much.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 27 2011 06:28 GMT
#89
On September 27 2011 15:20 Quochobao wrote:
Show nested quote +
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).


THIS IS THE WAY!

except...one question: if the zerg goes hatch first, and I want to match it with 1 gate FE, I always feel vulnerable of zerglings run-buys without a wall at ramp. What should I do about this? Is this just irrational fear? Would you claim that 2 gate expand is fine? (Even though in my experience it does not seem so...)

If you 2 gate expand, what kind of pressure do you put on the zerg?

1 gates expand always need to be fast, otherwise get the forge and cannon up be fore 2nd and 3rd gates.
2 gates expand you should watch MC's show. Where he get 1 stalkers first and the rest is sentries. You could pressure him. Or chronoboost 2-4 zealots to do serious damage right away.
JASONB0URNE
Profile Joined September 2011
Australia22 Posts
September 27 2011 06:41 GMT
#90
To stop a 6 pool:

- Bulid your pylon/gateway hugging your nexus.
- Chronoboost your zealots.
- Pull probes to dance/fight with your zealot.
- KEEP CALM <---- most important!

I get behind everytime I forge/gateway/cannon block and half the time it doesn't work anyway because you have reacted too slow (scouting the last position on a large map for example).
HornyHydra
Profile Joined February 2011
Taiwan222 Posts
Last Edited: 2011-09-27 06:58:25
September 27 2011 06:53 GMT
#91
10 Forge (kind of forces you to expo if it's not a 6pool fairly early on)
12 Gate
Cannon (you may/may not have to cut probes to wall and cannon)
If you scout a 6 pool with your scout from the forge, just wall off and build a cannon you can keep a probe outside of your wall to check if the 6 pool is continuing or if they try to drone. From here you can either +1Attack 4Gate or expand (I prefer the 4Gate because it should kill them outright). The delayed timing WG timing doesn't matter because they've 6 pooled. Since you're diamond I think it's safe to assume you can sort of wing the timings on gas with the 10 forge.
If you 10 forge and don't scout a 6 pool, you can save the forge for upgrades later as your build will be delayed by 150 minerals only.

Edit: I think this way is better if you aren't confident if your micro, as it's not very micro intensive to plop a few buildings down. If you can micro, you can just do the zealot probe "dance" posters above are suggesting.
Prime ♥
Quochobao
Profile Joined October 2010
United States350 Posts
September 27 2011 07:10 GMT
#92
On September 27 2011 15:28 tuho12345 wrote:
Show nested quote +
On September 27 2011 15:20 Quochobao wrote:
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).


THIS IS THE WAY!

except...one question: if the zerg goes hatch first, and I want to match it with 1 gate FE, I always feel vulnerable of zerglings run-buys without a wall at ramp. What should I do about this? Is this just irrational fear? Would you claim that 2 gate expand is fine? (Even though in my experience it does not seem so...)

If you 2 gate expand, what kind of pressure do you put on the zerg?

1 gates expand always need to be fast, otherwise get the forge and cannon up be fore 2nd and 3rd gates.
2 gates expand you should watch MC's show. Where he get 1 stalkers first and the rest is sentries. You could pressure him. Or chronoboost 2-4 zealots to do serious damage right away.


How can 1 stalker and all sentries deal pressure against zergling? =)
Z can engage, tempt force field, then run away.

1 2 spine crawlers would be adequate too, wouldn't they?
Best or nothing.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 28 2011 01:52 GMT
#93
On September 27 2011 15:41 JASONB0URNE wrote:
To stop a 6 pool:

- Bulid your pylon/gateway hugging your nexus.
- Chronoboost your zealots.
- Pull probes to dance/fight with your zealot.
- KEEP CALM <---- most important!

I get behind everytime I forge/gateway/cannon block and half the time it doesn't work anyway because you have reacted too slow (scouting the last position on a large map for example).


I can't speak from experience because I don't do early pool vs toss other than 6 pool... but wouldn't this be absolutely awful against anything other than a 6pool?

For example, some 7 pools and all 8 pools can continuously reinforce, and wouldn't you just die if you didn't eventually wall off?

The idea behind putting your pylong/gate/etc at your nexus is to defend against 6 pool and then get your wall up with 2/3 gate or 2gate/core, yes?


Any opener like this would need to be solid against the gamut of zerg openers, and are you sure that's the case? You would do this in every situation on every map where you don't FFE vs zerg?
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-09-28 03:19:50
September 28 2011 03:18 GMT
#94
On September 27 2011 15:20 Quochobao wrote:
Show nested quote +
On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).


THIS IS THE WAY!

except...one question: if the zerg goes hatch first, and I want to match it with 1 gate FE, I always feel vulnerable of zerglings run-buys without a wall at ramp. What should I do about this? Is this just irrational fear? Would you claim that 2 gate expand is fine? (Even though in my experience it does not seem so...)

If you 2 gate expand, what kind of pressure do you put on the zerg?


I'm not familiar with the 2 gate sorry, I don't know enough about protoss.

About the first part, first you need to consider what map it is; if it's wide, then just wall off with your buildings to cover the ramp to your nexus; put a canon hugging the nexus so that it can shoot lings that run around and attack your probes, while also covering the 2 buildings in front of it vs Roaches (forge + gate) or at least so that any roach attack would be significantly slowed (perhaps there would only be 1 matrix where a roach can stand to attack without being hit by a canon; that is fine).

You can cut workers if needed, you can determine this with your scouting probe. You can also chrono boost out a zealot ASAP and pull probes to the ramp, mineral walking back the hurt ones. The forge/gate should be hugging your ramp if possible, reducing the entrance to it to 1-2 zealots width.


On September 28 2011 10:52 michaelhasanalias wrote:
Show nested quote +
On September 27 2011 15:41 JASONB0URNE wrote:
To stop a 6 pool:

- Bulid your pylon/gateway hugging your nexus.
- Chronoboost your zealots.
- Pull probes to dance/fight with your zealot.
- KEEP CALM <---- most important!

I get behind everytime I forge/gateway/cannon block and half the time it doesn't work anyway because you have reacted too slow (scouting the last position on a large map for example).


I can't speak from experience because I don't do early pool vs toss other than 6 pool... but wouldn't this be absolutely awful against anything other than a 6pool?

For example, some 7 pools and all 8 pools can continuously reinforce, and wouldn't you just die if you didn't eventually wall off?

The idea behind putting your pylong/gate/etc at your nexus is to defend against 6 pool and then get your wall up with 2/3 gate or 2gate/core, yes?


Any opener like this would need to be solid against the gamut of zerg openers, and are you sure that's the case? You would do this in every situation on every map where you don't FFE vs zerg?


I've never had trouble vs 6 pool like that, but I'm not sure about 7 and 8 pool. However, I don't try to wall off at the ramp, I just tech to stalkers asap and kite back and forth (for 6 pool).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Normal
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #216
davetesta60
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 440
Lowko366
Hui .129
StarCraft: Brood War
Britney 55711
firebathero 9581
Calm 7912
Rain 4979
Horang2 1714
EffOrt 1028
Larva 605
actioN 396
BeSt 328
Mini 196
[ Show more ]
ToSsGirL 149
Light 138
Leta 138
Snow 103
Pusan 94
Hyun 94
hero 93
Mind 68
JYJ50
Rush 40
Mong 40
Shinee 33
Barracks 30
Movie 24
Backho 24
PianO 23
Killer 19
sSak 16
HiyA 14
Shine 11
soO 10
SilentControl 9
yabsab 8
Terrorterran 8
IntoTheRainbow 8
Sacsri 8
Dota 2
Gorgc6868
qojqva2194
420jenkins505
XcaliburYe458
League of Legends
singsing2725
Super Smash Bros
Chillindude29
Other Games
Grubby2137
B2W.Neo1088
hiko785
DeMusliM584
Fuzer 298
rGuardiaN289
XaKoH 265
ArmadaUGS122
QueenE16
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 96
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2890
• WagamamaTV321
League of Legends
• Nemesis5289
• Stunt536
Upcoming Events
WardiTV European League
2h 20m
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
2h 20m
Big Brain Bouts
2h 20m
Korean StarCraft League
13h 20m
CranKy Ducklings
20h 20m
RSL Revival
20h 20m
FEL
1d 2h
RSL Revival
1d 20h
FEL
1d 22h
BSL: ProLeague
2 days
Dewalt vs Bonyth
[ Show More ]
Replay Cast
3 days
Sparkling Tuna Cup
3 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
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

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
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
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.