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[G] aXa's ZvP: Revisiting a Nestea's build - Page 3

Forum Index > StarCraft 2 Strategy
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Yamulo
Profile Blog Joined October 2010
United States2096 Posts
Last Edited: 2011-09-13 00:43:12
September 13 2011 00:42 GMT
#41
Wait.... "I know a turtling protoss with cannons is near unbeatable"? Wtf? Maybe like 3 months ago... But now that is hardly the case. Also how is zvp their hardest mu when zerg last month had a higher win % against p than against t? Are you speaking from personal experience, or are you talking about the pro scene? Either way nice guide.
Edit: Might want to fix the title too ^^
~~~Liquid Fighting (SC2)~~~
RumbleBadger
Profile Joined July 2011
322 Posts
September 13 2011 01:14 GMT
#42
On September 13 2011 09:42 Yamulo wrote:
Wait.... "I know a turtling protoss with cannons is near unbeatable"? Wtf? Maybe like 3 months ago... But now that is hardly the case. Also how is zvp their hardest mu when zerg last month had a higher win % against p than against t? Are you speaking from personal experience, or are you talking about the pro scene? Either way nice guide.
Edit: Might want to fix the title too ^^


I'm guessing what he's saying is from his personal play. I have trouble with a lot of similar things (at least styles) although I'm only in gold. If I'm playing a toss on a map where they can't FFE (very few of them as they can do the funky wall thing from the ramp to the nexus if they want) then I usually win. It's FFE builds I feel lost (mostly scouting problems). Since usually a toss can FFE, I often have a lot of trouble. Season 3 I've actually had about a 45ish% win rate vs. toss...

This build works great for me because it's a solid plan on what to do vs. a FFE toss that allows me to get way ahead in the midgame. When I do it right, I usually wipe their main and then I have 2 saturated bases while they are stuck on one. I usually just all-in them with roach/hydra/sling (often I'll try to squeeze out a +1 ranged, although it doesn't always happen - depends if I remember to start it early enough). They really have no defense if they're running off of 1 base. Usually they end up trying a 15 minutes 4gate (xD) and then I just crush them.
Games before dames.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
September 13 2011 01:17 GMT
#43
On September 13 2011 10:14 RumbleBadger wrote:
Show nested quote +
On September 13 2011 09:42 Yamulo wrote:
Wait.... "I know a turtling protoss with cannons is near unbeatable"? Wtf? Maybe like 3 months ago... But now that is hardly the case. Also how is zvp their hardest mu when zerg last month had a higher win % against p than against t? Are you speaking from personal experience, or are you talking about the pro scene? Either way nice guide.
Edit: Might want to fix the title too ^^


I'm guessing what he's saying is from his personal play. I have trouble with a lot of similar things (at least styles) although I'm only in gold. If I'm playing a toss on a map where they can't FFE (very few of them as they can do the funky wall thing from the ramp to the nexus if they want) then I usually win. It's FFE builds I feel lost (mostly scouting problems). Since usually a toss can FFE, I often have a lot of trouble. Season 3 I've actually had about a 45ish% win rate vs. toss...

This build works great for me because it's a solid plan on what to do vs. a FFE toss that allows me to get way ahead in the midgame. When I do it right, I usually wipe their main and then I have 2 saturated bases while they are stuck on one. I usually just all-in them with roach/hydra/sling (often I'll try to squeeze out a +1 ranged, although it doesn't always happen - depends if I remember to start it early enough). They really have no defense if they're running off of 1 base. Usually they end up trying a 15 minutes 4gate (xD) and then I just crush them.

I think you can take like a really really early third on a map like shakuras, but on the lame ass ladder vs of tal darime there are rocks at your third. That is the only map though were I think protoss really gets a default eco advantage since zerg can't take as quick of a safe third.
~~~Liquid Fighting (SC2)~~~
MilesTeg
Profile Joined September 2010
France1271 Posts
September 13 2011 02:38 GMT
#44
On September 13 2011 09:42 Yamulo wrote:
Wait.... "I know a turtling protoss with cannons is near unbeatable"? Wtf? Maybe like 3 months ago... But now that is hardly the case. Also how is zvp their hardest mu when zerg last month had a higher win % against p than against t? Are you speaking from personal experience, or are you talking about the pro scene? Either way nice guide.
Edit: Might want to fix the title too ^^


I guess he's talking more of his personal experience, but I share his opinion. I know Protoss players have been losing a little more lately but from what I can tell it's mostly with 2 base "all-ins" (don't really like that term, but you get my point). A real turtle that takes a relatively early 3rd is hard to punish even with Nestea's style, and it still feels like an automatic loss if he does get it.

I don't agree that it's near unbeatable but it's still incredibly hard, and I think with a little metagame change Protoss will be considered highly favoured again.

On September 13 2011 10:17 Yamulo wrote:
Show nested quote +
On September 13 2011 10:14 RumbleBadger wrote:
On September 13 2011 09:42 Yamulo wrote:
Wait.... "I know a turtling protoss with cannons is near unbeatable"? Wtf? Maybe like 3 months ago... But now that is hardly the case. Also how is zvp their hardest mu when zerg last month had a higher win % against p than against t? Are you speaking from personal experience, or are you talking about the pro scene? Either way nice guide.
Edit: Might want to fix the title too ^^


I'm guessing what he's saying is from his personal play. I have trouble with a lot of similar things (at least styles) although I'm only in gold. If I'm playing a toss on a map where they can't FFE (very few of them as they can do the funky wall thing from the ramp to the nexus if they want) then I usually win. It's FFE builds I feel lost (mostly scouting problems). Since usually a toss can FFE, I often have a lot of trouble. Season 3 I've actually had about a 45ish% win rate vs. toss...

This build works great for me because it's a solid plan on what to do vs. a FFE toss that allows me to get way ahead in the midgame. When I do it right, I usually wipe their main and then I have 2 saturated bases while they are stuck on one. I usually just all-in them with roach/hydra/sling (often I'll try to squeeze out a +1 ranged, although it doesn't always happen - depends if I remember to start it early enough). They really have no defense if they're running off of 1 base. Usually they end up trying a 15 minutes 4gate (xD) and then I just crush them.

I think you can take like a really really early third on a map like shakuras, but on the lame ass ladder vs of tal darime there are rocks at your third. That is the only map though were I think protoss really gets a default eco advantage since zerg can't take as quick of a safe third.


You can do it, just not at an ideal place. People just take the "fourth" instead.
aXa
Profile Blog Joined July 2010
France748 Posts
September 13 2011 10:23 GMT
#45
On September 13 2011 06:59 Glon wrote:
I'm just wondering aXa, what league are you on what server... would help with my commentary/criticism


I'm high master player on Europe server (15th-20th)
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
September 15 2011 00:19 GMT
#46
Axa, i'm having a bit trouble following up with this if the player doesn't quit. I am playing protosses that will just open star gate and then expand to a close third. What do you do in that case?
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 15 2011 00:36 GMT
#47
Can't wait to try this out.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
BearPack
Profile Joined February 2011
Australia35 Posts
September 16 2011 02:50 GMT
#48
So far I have used this strat roughly 10 times in low masters, and it hasn't failed yet.
Protoss just wall-up at their natural and generally don't leave their base, so there isn't much of a threat to scout out the spines. and even so, all attention gets diverted to the front, so they don't notice the nydus.
Very risky though. It IS an all-in, and I sometimes worry about wether or not they will just come and kill me.
Hasn't happened yet though.

Awesome write-up
Losers always whine about their best. Winners go home and fuck the prom queen
aXa
Profile Blog Joined July 2010
France748 Posts
September 16 2011 11:26 GMT
#49
Against a stargate i follow with hydra as you zlready got lair
Firewalk
Profile Joined April 2011
France4 Posts
September 17 2011 14:27 GMT
#50
Great build axa, i've tried every style of play you posted on TL and i have to say that i love this one!

It works very well for me on Tal'Darim but i had some troubles on the other maps, where there is a ramp (Antigua Shipyard, Shakuras, ...)
Is it worth doing it when the ramp doesnt allow you to reach gates/cyber/pylons whithout getting hit by the Canons? Does it matter if we do some damage on the front or it is just made to trick the opponent while we are "nydusing" his main?

I have another little question: how many drones do you make before the nydus hits? Do you keep it all after making the zerglings or you make 4-5 more drones during the lair building?
Fire walk with me
Guilo
Profile Joined October 2010
United States3 Posts
September 22 2011 15:06 GMT
#51
How many zerglings do you need before you unborrow the nydus in the protoss base? If I do it as soon as I am able, I only have 8-10 speedlings ready once it completes, which seem too easy for the toss to kill with zealots and then destroy the nydus.
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
September 22 2011 15:36 GMT
#52
Just as a quick note: while good Protoss 'should' see the Nydus and kill it, I've seen MC lose to nydus on Tal Darim, and Hero very recently lost to a nydus on the same map.
[15:15] <Palmar> and yes marv, you're a total hottie
aXa
Profile Blog Joined July 2010
France748 Posts
September 23 2011 16:33 GMT
#53
Guys, sometimes the answer is in the replay.

@Firewalk: I build drones until my first larvae injects kick in
@Guilo: You're doing something wrong, you should have around 20 lings at least. Maybe you delay the queen/injects. You got to be on top of that.
matrius
Profile Joined February 2011
100 Posts
Last Edited: 2011-09-23 20:42:03
September 23 2011 20:24 GMT
#54
aXa, have you tried something similar but with drop play instead of nydus?

ie. upgrade drop and ol speed and just drop the zerglings into the main instead?

Thanks!
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
Last Edited: 2011-09-23 21:36:45
September 23 2011 21:17 GMT
#55
How about doing this build with overlord drops instead of nydus? Seems a little more reliable to me.

edit: whoah brain share


this could be the "zerg 1/1/1" if tweaked right, its 1base, ambiguous, but deadly

really if you just use the guide up to the point where you plop down nydus, that 200gas could be basically anything and it seems like its got rock solid safe timings if you scout forge FFE


might instantly die to real 1base allins
Artosis Haircut
Profile Joined September 2011
Netherlands7 Posts
October 02 2011 20:03 GMT
#56
Great build, I am a diamond terran player recently switched to zerg, and protoss 2 basing with a wall of got me pretty much every time.
Tried this once now and it worked perfectly.
Maybe it's worth to notice in your post aswell, that the protoss most probably attacks after you destroy his main nexus, so it's a good idea to throw down a few spines at your natural and get some roaches to prepare for this.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
October 02 2011 21:41 GMT
#57
Did anybody try to use the cancel hatch trick to build the spines ?
Then as soon lair finishes, you can create creep using an ovie. this way it would not be necessary to get that very early gas rendering this build all-inish.
when a spine is built using cancel hatch trick, it costs additional 75 mins for hatch cancel and it only has 2/3 of original hp when it comes up. on the other hand you might get an earlier timing without cutting too much economy.
21 is half the truth
Macrobe
Profile Joined May 2011
United Kingdom87 Posts
October 02 2011 21:56 GMT
#58
On October 03 2011 06:41 Schnullerbacke13 wrote:
Did anybody try to use the cancel hatch trick to build the spines ?
Then as soon lair finishes, you can create creep using an ovie. this way it would not be necessary to get that very early gas rendering this build all-inish.
when a spine is built using cancel hatch trick, it costs additional 75 mins for hatch cancel and it only has 2/3 of original hp when it comes up. on the other hand you might get an earlier timing without cutting too much economy.


This way your spines are a little too immobile and vulnerable. In close pos where there's been an FFE you might use the queen+ hatch cancel trick to do this more reliably though.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
October 02 2011 22:17 GMT
#59
Now I know next time on ladder I face a spinecrawler rush I might get a nydus worm also, good to know. ^^

Overall I think this strategy seems pretty valid, you usually as protoss doesnt place pylons everywhere in your base at the 7min mark, if you are not like making units out of all your gateways or chronoing out something that requires huge of supply.
Flying, sOs, free, Light, Soulkey & ZerO
Joey Wheeler
Profile Joined July 2011
Korea (North)276 Posts
October 02 2011 22:41 GMT
#60
This would be be better if it was a 2 base build, but then it would be too late.

The reason it is weak on one base is that the Protoss can just sac the buildings at the front and spam cannons behind it. Considering you are one base he will not fall behind, then open stargate and just take complete map control while you're scrambling to get hydralisks out of your scarce larvae.

Nydus in the back of course will be countered just by scouting. The only people who say this is hard also complain about dealing with hydra/ling nydus.
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