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[G] PvZ HerOic FFE - Page 11

Forum Index > StarCraft 2 Strategy
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NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 11 2012 00:02 GMT
#201
I have been experimenting with this build as of late, because I have previously seen how successful most professional Protoss players are with it. I am not highly ranked though, only in Diamond league, but I still think that it has its place in some games. Sometimes the 4gate +1 zealot pressure build can be devastating for the Zerg player, especially if he has no idea about it. I actually just started doing my own variation of the build after I saw some Protoss players doing it, so my timing has never been as meticulous as described in the guide. I am surprised though that my own variation hits with a warp-in at around 8:10, which I am rather pleased with. Zergs at my level do not seem to know how to effectively deal with this, so I have been capitalizing on it by introducing a sneaky all-in follow-up. When I put up my extra 3 gates, I usually add a twilight council in order to start blink research whilst pressuring my opponent's third. More often than not, I kill of the hatchery thus leaving me in a great position.

I know that this won't work at high skill levels, but this is what I do next: After 2 warp-ins of zealots, the Zerg then usually has quite a number of roaches pounding my zealots just before I kill the hatch. Therefore, I warp in some 4 stalkers to support the zealots. If I see that he is overpowering me, I retaliate and return home with blink almost done, and start +2 research. I immediately add 4 more gates then, and prepare for a 8 gate blink stalker/zealot with +2 all-in. Strangely enough, that transition has been working quite well for me. But after reading this guide I will probably rather start using the recommended transitions, such as a quick 3rd and robo tech etc.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
ShamTao
Profile Joined September 2010
United States419 Posts
March 12 2012 20:58 GMT
#202
Can't believe I missed this guide. Thanks alej! I'll have to give this one a try
In the game of drones, you win or you die!
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-04-15 19:32:33
April 13 2012 04:08 GMT
#203
been working on some transitions and i have a nice one to add--

9 py (3 cb on nexus)
14 forge (@100% start +1 weapons)
17 nex
17 gate
17 pylon
17 cannon
18 probe; cb nexus once
19 gas
20 2nd gas
21 core

**3 probes on 1st gas, 2 on the 2nd gas; alternatively, 3 on both and pull one from each when +1 starts**

maintain probes on both nexuses, but don't CB them

~23 zealot (1 CB)
~28 2nd zealot and WG (1 CB zeal; 3 CB WG)
~33 pylon
~34 stalker
~40 3 gates

from here, add an in base pylon then your proxy pylon. the 2z1s will help you secure a proxy pylon if you don't have a probe hidden already.

next, make sure 3 probes on each of your main gases. now add a 3rd gas and a twilight council

~48 1st zealot warpin [4]

**add 4th gas in between 1st and 2nd cycle**

~60 2nd zealot warpin[4] (probe production is maintained through these cycles!! I recommend cb'ing the gates in between rounds. you should have 3-4 available.

if you take the 3rd down, save what zealots you can. you can micro vs lings/slow roaches to some extent. get some more bang for your buck out of those guys. if he holds it with roaches, that's not too bad because he must have delayed his lair more than he would have liked to get roches out. if he held it with lings, O_O

when your WGs come up again get a round of sentries. Your TC will be finishing around now. Use your banked gas to start blink and +2. add 2-3 additional gates. i like to get a robo as well for an obs in case they have blink when you move out. You'll want to CB +2 heavily. It's not entirely necessary to cb blink (+2 is 190s vs the 150s of blink) and you'll want to bank some cb for the push.

**Cut probes at about 50-52. this means:

* * * * * * * *
* * * * * * * *
* * * ?

on each mineral line, 12 on gas total (+1 for mr. proxy probe)

blink and +2 will finish between 11:00 and 11:30. you'll have about 16 stalkers, 4-5 sentries and whatever zealots you managed to salvage from your +1 4g push, and an obs if you opted for one. now go kill!

skeleton
http://drop.sc/158976
get rich or die mining
TL+ Member
Krigs
Profile Joined January 2011
Norway9 Posts
April 13 2012 18:23 GMT
#204
This must be your best written and structured guide in my opinion ! Thanks! really appreciate your work on TL. keep it up .
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 13 2012 18:57 GMT
#205
http://drop.sc/158976
that is skeleton will add to op. this transition does not lose ^^
get rich or die mining
TL+ Member
Treehead
Profile Blog Joined November 2010
999 Posts
April 13 2012 21:01 GMT
#206
On April 13 2012 13:08 Alejandrisha wrote:
vs the 150s of blink


Nitpick: Blink is 140s according to http://wiki.teamliquid.net/starcraft2/Blink.

This transition looks good, and is reccomended for those who like the Adonminus build, but are more comfortable with FFE.
CaptainHaz
Profile Joined December 2010
United States240 Posts
April 14 2012 02:05 GMT
#207
So is it just commit to a blink allin after the pressure with no hope of a macro followup?

All of us warned you of the big white face.
Magnetz
Profile Joined September 2011
9 Posts
Last Edited: 2012-04-14 23:25:09
April 14 2012 23:24 GMT
#208
On March 01 2012 15:52 bankai wrote:
Has anyone been finding that the zealot pressure at 8:30ish is feeling less and less effective?? It seems zergs are much more prepared now that they build just enough roaches/spines to counter this, then they drone like crazy on 3-base and deny my thrid with lots of roaches

Any ideas on some different ways to pressure with this opener?


I'm also finding it very difficult to make this build work. I'm only Diamond, but zergs are scouting and making it very difficult to secure a proxy pylon.

Again, if you are successful or not in killing the third, Zerg seem to drop a 3rd/4th (or not) and move to mass roach to deny my third. It seems too cheap for Zerg to counter this, and then they know you're not doing anything threatening for a while.

I might have to try a DT followup as suggested.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-04-15 19:32:06
April 15 2012 18:54 GMT
#209
On April 14 2012 11:05 CaptainHaz wrote:
So is it just commit to a blink allin after the pressure with no hope of a macro followup?


that is correct ^.^
I'm sure you could just as easily cut out 1 or 2 gates and expand behind it, but if he defends his 3rd with roaches and you take a third, you know he is just going to roach spam to 200/200 immediately. On some maps you can deal with this, obviously, but on others it will be tough. Your banked gas will seem like a lot once you begin your transition, but your low gas income up until that point will see you strapped for gas to spend on sentries--who haven't had the luxury of gaining energy for very long--and tech, which will be reasonably developed relative to the game state in which you find yourself--but it is developed enough to hold a 3rd? I am not so sure; in most cases, I find the best follow-up to be a timing attack shortly after the zealot pressure that hits before he is able to reap the benefits of his newly established economy, or, if he reverts to roach spam despite your being on 2 bases, capitalize off of his slow-to-come or even non-existent post-roach lair tech.

EDIT: Of course, if you have your own transitions that include a 3rd, do feel free to post some replays as I'd love to see what people are working with as transitions as always.
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-04-15 19:39:37
April 15 2012 19:37 GMT
#210
On April 15 2012 08:24 Magnetz wrote:
Show nested quote +
On March 01 2012 15:52 bankai wrote:
Has anyone been finding that the zealot pressure at 8:30ish is feeling less and less effective?? It seems zergs are much more prepared now that they build just enough roaches/spines to counter this, then they drone like crazy on 3-base and deny my thrid with lots of roaches

Any ideas on some different ways to pressure with this opener?


I'm also finding it very difficult to make this build work. I'm only Diamond, but zergs are scouting and making it very difficult to secure a proxy pylon.

Again, if you are successful or not in killing the third, Zerg seem to drop a 3rd/4th (or not) and move to mass roach to deny my third. It seems too cheap for Zerg to counter this, and then they know you're not doing anything threatening for a while.

I might have to try a DT followup as suggested.


have you tried it using the rallied stalker after 2 cb'd zealots? I've never had a pylon denied using 2z1s!
I consider this zealot pressure, even if it doesn't kill the 3rd for you, to be a very strong opening.

If you're not forcing additional units before lair tech and are not going SG to force spores and even a panic hydra den, you are pretty much letting the zerg drone spam in peace which--in the general frame of RTS should not be a big deal if you are playing for the macro game--is a little unsettling because of the larva inject mechanic and thus zerg's ability to fully saturate a 3rd as you are fully saturating your natural.

if your pressure is ineffectual, and especially if it is hitting at 8:30 (and therefore might not be forcing units before lair, which is the ultimate goal of this pressure), you might need to put in some work vs the cpu to get those timings down.

I was actually going nexus-pylon-cannon-gateway rather than nexus-gateway-pylon-cannon or nexus-gateway-cannon-pylon for smaller ground distances for the longest time in doing this, not realizing that this slowed my push down by about 20 seconds without really netting me any economic gain. keep working at it!
get rich or die mining
TL+ Member
AlphaDotCom
Profile Joined March 2011
United States43 Posts
April 15 2012 19:44 GMT
#211
On April 16 2012 04:37 Alejandrisha wrote:
Show nested quote +
On April 15 2012 08:24 Magnetz wrote:
On March 01 2012 15:52 bankai wrote:
Has anyone been finding that the zealot pressure at 8:30ish is feeling less and less effective?? It seems zergs are much more prepared now that they build just enough roaches/spines to counter this, then they drone like crazy on 3-base and deny my thrid with lots of roaches

Any ideas on some different ways to pressure with this opener?


I'm also finding it very difficult to make this build work. I'm only Diamond, but zergs are scouting and making it very difficult to secure a proxy pylon.

Again, if you are successful or not in killing the third, Zerg seem to drop a 3rd/4th (or not) and move to mass roach to deny my third. It seems too cheap for Zerg to counter this, and then they know you're not doing anything threatening for a while.

I might have to try a DT followup as suggested.


have you tried it using the rallied stalker after 2 cb'd zealots? I've never had a pylon denied using 2z1s!
I consider this zealot pressure, even if it doesn't kill the 3rd for you, to be a very strong opening.

If you're not forcing additional units before lair tech and are not going SG to force spores and even a panic hydra den, you are pretty much letting the zerg drone spam in peace which--in the general frame of RTS should not be a big deal if you are playing for the macro game--is a little unsettling because of the larva inject mechanic and thus zerg's ability to fully saturate a 3rd as you are fully saturating your natural.

if your pressure is ineffectual, and especially if it is hitting at 8:30 (and therefore might not be forcing units before lair, which is the ultimate goal of this pressure), you might need to put in some work vs the cpu to get those timings down.

I was actually going nexus-pylon-cannon-gateway rather than nexus-gateway-pylon-cannon or nexus-gateway-cannon-pylon for smaller ground distances for the longest time in doing this, not realizing that this slowed my push down by about 20 seconds without really netting me any economic gain. keep working at it!

Have you considered doing a gate expand into this like in the adonminus guide you hit with first warpin around 7 minutes which is at least 30 seconds faster than forge which I think makes a big difference in the damage you do
everything is ez when ur terran
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-04-15 20:08:21
April 15 2012 19:46 GMT
#212
On April 16 2012 04:44 AlphaDotCom wrote:
Show nested quote +
On April 16 2012 04:37 Alejandrisha wrote:
On April 15 2012 08:24 Magnetz wrote:
On March 01 2012 15:52 bankai wrote:
Has anyone been finding that the zealot pressure at 8:30ish is feeling less and less effective?? It seems zergs are much more prepared now that they build just enough roaches/spines to counter this, then they drone like crazy on 3-base and deny my thrid with lots of roaches

Any ideas on some different ways to pressure with this opener?


I'm also finding it very difficult to make this build work. I'm only Diamond, but zergs are scouting and making it very difficult to secure a proxy pylon.

Again, if you are successful or not in killing the third, Zerg seem to drop a 3rd/4th (or not) and move to mass roach to deny my third. It seems too cheap for Zerg to counter this, and then they know you're not doing anything threatening for a while.

I might have to try a DT followup as suggested.


have you tried it using the rallied stalker after 2 cb'd zealots? I've never had a pylon denied using 2z1s!
I consider this zealot pressure, even if it doesn't kill the 3rd for you, to be a very strong opening.

If you're not forcing additional units before lair tech and are not going SG to force spores and even a panic hydra den, you are pretty much letting the zerg drone spam in peace which--in the general frame of RTS should not be a big deal if you are playing for the macro game--is a little unsettling because of the larva inject mechanic and thus zerg's ability to fully saturate a 3rd as you are fully saturating your natural.

if your pressure is ineffectual, and especially if it is hitting at 8:30 (and therefore might not be forcing units before lair, which is the ultimate goal of this pressure), you might need to put in some work vs the cpu to get those timings down.

I was actually going nexus-pylon-cannon-gateway rather than nexus-gateway-pylon-cannon or nexus-gateway-cannon-pylon for smaller ground distances for the longest time in doing this, not realizing that this slowed my push down by about 20 seconds without really netting me any economic gain. keep working at it!

Have you considered doing a gate expand into this like in the adonminus guide you hit with first warpin around 7 minutes which is at least 30 seconds faster than forge which I think makes a big difference in the damage you do


haven't read that but will check it out
wen't through it and watched two of the 'normal' replays.
it is a very good style when you aren't feeling the ffe. but, comparing ffe gw timings to gw expand timings isn't good practice--ffe timings exist in a subset against 3 hatch before gas timings where as gw expand timings will go against a larger variety of builds, as a 2 base zerg will get gas at any given time relative to its third, so it's impossible to say which one is "better" in forcing units before lair.

what i like about the guide you cited is that it should hit at such a time where roach speed is always further off than it is with the push in the guide that i posted.

i will probably try the style you mention on entombed a few times, as i do not like ffe there and use a different kind of expand which is similar to the one you mention in a lot of ways, but also very different in its pressure timings. thank you for referring me to that that style--it has opened my mind to a degree
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 25 2012 14:37 GMT
#213
here's another transition

heroic dt 3rd
get rich or die mining
TL+ Member
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
April 25 2012 14:46 GMT
#214
I have been playing straight up games after it, at low masters level, and i am having some success, using lots of zealot warpins, and making sure to do at least 2 things at once all the time.

So for example on daybreak, ill get like 6 sentries and 3 immortals, and then do a warpprism drop in 2 of the zergs bases, and simultaeneously set up my third. This puts the zerg in a tricky situation so that they can't stop all three things happening at once, and if the zerg gives you a minute and a half to set up sim city at the third you are set up for the game.
The world is ending what should we do about it?
Salts
Profile Joined October 2010
Canada32 Posts
Last Edited: 2012-05-11 09:18:00
May 11 2012 09:16 GMT
#215
On April 25 2012 23:37 Alejandrisha wrote:
here's another transition

heroic dt 3rd

Oh, wow. I love this build. I have yet to execute it anywhere near to perfection, but I haven't lost with it yet (only 4 games, but still) and I've never felt like I had so much map control over a zerg.

Since returning to SC2 after a year-long hiatus I've been trying to decide what to do after my cybercore finishes when FFEing (so much potential, why did it take so long for FFE to take off like it has?). I clumsily stumbled upon the 4gate +1 zealot pressure into blink stalker play but couldn't refine it very well. I looked into it more, found this thread, and then this. You've completely changed my PvZ winrate. Thanks a ton!
HKnNor
Profile Joined May 2012
Norway8 Posts
May 31 2012 15:11 GMT
#216
Great post!
CookieMonsta02
Profile Joined April 2012
United States37 Posts
May 31 2012 15:57 GMT
#217
On April 13 2012 13:08 Alejandrisha wrote:
been working on some transitions and i have a nice one to add--

9 py (3 cb on nexus)
14 forge (@100% start +1 weapons)
17 nex
17 gate
17 pylon
17 cannon
18 probe; cb nexus once
19 gas
20 2nd gas

21 core

**3 probes on 1st gas, 2 on the 2nd gas; alternatively, 3 on both and pull one from each when +1 starts**

maintain probes on both nexuses, but don't CB them

~23 zealot (1 CB)
~28 2nd zealot and WG (1 CB zeal; 3 CB WG)
~33 pylon
~34 stalker
~40 3 gates

from here, add an in base pylon then your proxy pylon. the 2z1s will help you secure a proxy pylon if you don't have a probe hidden already.

next, make sure 3 probes on each of your main gases. now add a 3rd gas and a twilight council

~48 1st zealot warpin [4]

**add 4th gas in between 1st and 2nd cycle**

~60 2nd zealot warpin[4] (probe production is maintained through these cycles!! I recommend cb'ing the gates in between rounds. you should have 3-4 available.

if you take the 3rd down, save what zealots you can. you can micro vs lings/slow roaches to some extent. get some more bang for your buck out of those guys. if he holds it with roaches, that's not too bad because he must have delayed his lair more than he would have liked to get roches out. if he held it with lings, O_O

when your WGs come up again get a round of sentries. Your TC will be finishing around now. Use your banked gas to start blink and +2. add 2-3 additional gates. i like to get a robo as well for an obs in case they have blink when you move out. You'll want to CB +2 heavily. It's not entirely necessary to cb blink (+2 is 190s vs the 150s of blink) and you'll want to bank some cb for the push.

**Cut probes at about 50-52. this means:

* * * * * * * *
* * * * * * * *
* * * ?

on each mineral line, 12 on gas total (+1 for mr. proxy probe)

blink and +2 will finish between 11:00 and 11:30. you'll have about 16 stalkers, 4-5 sentries and whatever zealots you managed to salvage from your +1 4g push, and an obs if you opted for one. now go kill!

skeleton
http://drop.sc/158976


Just wondering if this is a typo or something, but you have "14 forge (@100% +1 Attack)" but in this build you dont take gas ti'll 19 and 20, plus wait time for the assims to finish and then time to mine the 100 gas needed, seems like +1 wont get started ti'll quite some time after the forge finishes.
GramCracker
Profile Joined May 2011
United States18 Posts
May 31 2012 16:11 GMT
#218
Thanks Alej, you are awesome. This is the only build I'm using in PvZ and I'm winning 90% of the time. Platinum NA.
GramCracker
Profile Joined May 2011
United States18 Posts
May 31 2012 16:12 GMT
#219
On June 01 2012 00:57 CookieMonsta02 wrote:
Show nested quote +
On April 13 2012 13:08 Alejandrisha wrote:
been working on some transitions and i have a nice one to add--

9 py (3 cb on nexus)
14 forge (@100% start +1 weapons)
17 nex
17 gate
17 pylon
17 cannon
18 probe; cb nexus once
19 gas
20 2nd gas

21 core

**3 probes on 1st gas, 2 on the 2nd gas; alternatively, 3 on both and pull one from each when +1 starts**

maintain probes on both nexuses, but don't CB them

~23 zealot (1 CB)
~28 2nd zealot and WG (1 CB zeal; 3 CB WG)
~33 pylon
~34 stalker
~40 3 gates

from here, add an in base pylon then your proxy pylon. the 2z1s will help you secure a proxy pylon if you don't have a probe hidden already.

next, make sure 3 probes on each of your main gases. now add a 3rd gas and a twilight council

~48 1st zealot warpin [4]

**add 4th gas in between 1st and 2nd cycle**

~60 2nd zealot warpin[4] (probe production is maintained through these cycles!! I recommend cb'ing the gates in between rounds. you should have 3-4 available.

if you take the 3rd down, save what zealots you can. you can micro vs lings/slow roaches to some extent. get some more bang for your buck out of those guys. if he holds it with roaches, that's not too bad because he must have delayed his lair more than he would have liked to get roches out. if he held it with lings, O_O

when your WGs come up again get a round of sentries. Your TC will be finishing around now. Use your banked gas to start blink and +2. add 2-3 additional gates. i like to get a robo as well for an obs in case they have blink when you move out. You'll want to CB +2 heavily. It's not entirely necessary to cb blink (+2 is 190s vs the 150s of blink) and you'll want to bank some cb for the push.

**Cut probes at about 50-52. this means:

* * * * * * * *
* * * * * * * *
* * * ?

on each mineral line, 12 on gas total (+1 for mr. proxy probe)

blink and +2 will finish between 11:00 and 11:30. you'll have about 16 stalkers, 4-5 sentries and whatever zealots you managed to salvage from your +1 4g push, and an obs if you opted for one. now go kill!

skeleton
http://drop.sc/158976


Just wondering if this is a typo or something, but you have "14 forge (@100% +1 Attack)" but in this build you dont take gas ti'll 19 and 20, plus wait time for the assims to finish and then time to mine the 100 gas needed, seems like +1 wont get started ti'll quite some time after the forge finishes.



He means that the second the forge is finished, start +1 Attack upgrade.
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
May 31 2012 17:22 GMT
#220
Didn't MC use the DT transition at the most Redbull battlegrounds against Ostijiy? I think in that game MC didn't even do any real damage to the third, but he still managed to buy himself enough time to get his third up.
I'm a noob
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