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[D] PvZ Beating Stephano Style Roaches - Page 29

Forum Index > StarCraft 2 Strategy
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Please have some semblance of an idea of what you're talking about.
Mouzone
Profile Joined April 2011
3937 Posts
March 20 2012 13:34 GMT
#561
Anyone tried a 2 stargate expand? Get out like 4+ voids that you position in the middle of the map to start hitting the slow roaches when they start moving towards you. Add zealots to deal with lings.
Treehead
Profile Blog Joined November 2010
999 Posts
Last Edited: 2012-03-20 13:45:10
March 20 2012 13:38 GMT
#562
On March 20 2012 21:56 TechSc2 wrote:
how often have you guys tried out RSVP's stalkerless PvZ?

I've been doing this build more and more and it stops the 12 min roach max dead in it's tracks, you have immortals,voidrays, and storm to deal with them.

His trading will be horribly inefficient as long as you keep your templar alive. He won't be able to kill your 3-4 voidrays at all, and the 2-3 immortals in your army just wreak havoc as long as the zealots are alive.

Stalkers are mobile, but horrible in survivability untill they have blink, and even then it's hard to stay alive against a 3 hatch roach spam once your sentry energy dries out.

So why not skip stalkers and sentries and go for pure DPS army of doom? If he goes hydra's you'll have storm to deal with them, and by the time he has hydra's you'll have +3 attack for your ground army, a third base and around 12-14 constant working gates. You can add in archons once you have 5-6 templars on the field and just keep churning out those chargelots.


The author of the thread wrote the guide on TL for it, so I’m guessing he’s tried it out.

On March 20 2012 18:05 RaNgeD wrote:
Show nested quote +
On March 20 2012 17:16 [MLG]GCA wrote:
Haven't seen this mentioned yet: has anyone tried the 3rd-before-Core opening that Sase used against Ret in the Red Bull LAN finals? Yea, he lost the two games that he used it (one of which had a lot to do with derp Core placement), but I think there was some promise there. At least some cool fundamental ideas.

I've been working with it a bit and have by no means refined it past the first 7-8 minutes, but what I have been able to do is get 6-7 +1 Zealots ready to attack at 7 minutes. If you see a fast third and can deny scouting of the second Gate and extra Zealots for as long as possible, this push hits with the same power and about a minute earlier than a normal +1 Warp Gate timing, and I feel has the potential to disrupt timings and punish a 7minute Roach Warren (which I gather is when Stephano gets it from this thread).

I have not found a great follow up yet. I feel like getting up to 5-6 Gates and a Robo with constant Immortal production after an Observer to scout could stand a fighting chance. The nice thing about the super fast third (drops at ~7:00) is that you get this surge of mineral income that you don't get with any of the popular builds currently being used right as a ton of Roach aggression is getting ready to arrive. The extra minerals can be used for additional Cannons and simcity to deflect Roaches.

I am still having a bit of trouble getting slowly worn down by immediate Roach counters, but am getting close, and have been playing on maps where I don't think it would be ideal anyway (Korhal and Shakuras). I will upload some reps tomorrow after some more games.

VOD of Sase vs. Ret here (starts at 6:30:00): http://live.redbull.tv/events/31/lansc3/

Rough build: Nex first (which Sase did, but is risky) or 13 Forge, 17 Nexus, Cannon, Gateway, ONE Gas, Pylon. Get second gateway as soon as you can afford it (constant Probes). Stop mining gas at 100, get +1 and chrono non-stop. Take third when Zealots move out, get Core, get extra gates to simcity, 2-3 cannons at both natural and third.


Thanks for sharing. This may sound obvious to some, but i'm of the opinion that to play against zerg you have to choices:
1) Aggressively expand in order to keep up with their economy; or 2) Do timings or harass to kill them or at the very least, slow them down before hive tech. If you choose to play passively against zerg I think you need to be playing aggressive economically.

That being said, I really like what SaSe was doing in Game 1 against ret. I don't know how viable it is, and I don't know how zergs will react to a fast 3rd like that once they've played against it a few times and have had the chance to sit down and study it out a bit. But the general idea is amazing to me.

In my last 100-200 pvz games I've done the fast 3rd off of 4 gates/robo like mentioned earlier in this thread, and from my experience I can say this:
The times when zerg decide to max on roaches at 12 minutes and kill me, 50% of the time I die. And the games that I do win, it was usually that the zerg made some critical mistake, like letting me cut off 1/2 of 1/4 of his roaches and kill them for free. I've made a lot of adjustments to the build to try and survive that 12 minute wave of 200/200 roaches, like getting hallucination instead of an obs, that way i'm able to get an extra immortal out, and just use cannons and detection. Keep in mind that these are ladder games; if I could find some customs against good zergs it would be nice, but for the most part, these players aren't even near the calibre of stephano. I can't say for sure, but i'm coming to the conclusion that I think the 3rd base with this current build is too slow. The 3rd base doesn't kick in enough before you are over-run with roaches.

Another thing I wanted to say here. I don't find non-FFE builds very good at all. I used them for the first year and eventually came to the conclusion that FFE is much much better. Maybe that comes down to my style or something, but I don't really see how doing a less economic build is going to solve this issue. Even if it did, with gate expands you run into a completely different set of problems.

What SaSe is doing is really good, even if it doesn't end up working in the long run. We can sit here and do the same builds over and over again, expecting different results; OR, we can make new builds, study and refine them, and hopefully stumble upon a better way to play. I like the latter.


Thanks for taking the time to post this, Ranged. Most people in this thread really need to read this. And that isn't to say "copy what Sase did and maybe it'll work better with different implementations" - but it means "find something you think is good enough to win and do that instead of asking kcdc or monk or White Ra or whoever to tell you what they think is a good reaction." This really fast three base push is so new that we can't expect anyone knows the perfect build which will have a strong response to this as well as a strong response to other midgame builds. It'll get figured out in time, provided people commit to doing things differently and discussing what works and not what doesn't work.
quillian
Profile Joined April 2010
United States318 Posts
March 20 2012 15:41 GMT
#563
so apparently, according to Day9, zerg is having trouble with P right now, and stephano's style is about quick infestor into spire?

http://day9.tv/d9d429/

Is he just behind on what's going on, or am I seriously missing something?
sofakng
Profile Joined December 2011
100 Posts
March 20 2012 15:57 GMT
#564
Honestly I'm still thinking the answer is just to go 1 stargate expand off 1-2 units after harassing with them a bit then go into blink on 5 gates robo and and then add on a few more gates when you have the money. Start chronoing out those immortals and make sure youre blink is done.
Friend23
Profile Joined August 2010
Poland270 Posts
March 20 2012 15:59 GMT
#565
problem with VRs are:
once switch to mutas occurs - youre dead;
VRs dont kill roaches quck enough when he moves out and when youre defending;
they cost so much that even if you go 2sg you wont be able to get enough VRs to have enough DPS to deal with the roach stream, at the same time you will have x VRs and just zealots, or very little ground army, you just wont be able to defend

ill get again bring up the point that you are like 10 times better off with 9 immortals and 1 sentry than than 3 immortals and 7 sentries, if youre sure whats coming, why not to throw that 2 or even 3 robos?

and for these who instantly think of muta switch:
why dont you load 4 your immortals into warp prisms and just bruteforce kill spire to buy time, building another one will give you enough time to prepare for mutas,

and even, if he had just spent all this gas for 200/200 roaches, first hatch (after the roach push ended) wont be 20 mutas at once, or even, you might be able to brute force his third/fourth and expind behind the counter attack

what ill be trying: zealots immortals, 1-3 sentries, 0 stalkers; important would be to keep zealots ahead in upgrades than zergs armor
sofakng
Profile Joined December 2011
100 Posts
March 20 2012 16:24 GMT
#566
On March 21 2012 00:59 Friend23 wrote:
problem with VRs are:
once switch to mutas occurs - youre dead;
VRs dont kill roaches quck enough when he moves out and when youre defending;
they cost so much that even if you go 2sg you wont be able to get enough VRs to have enough DPS to deal with the roach stream, at the same time you will have x VRs and just zealots, or very little ground army, you just wont be able to defend

ill get again bring up the point that you are like 10 times better off with 9 immortals and 1 sentry than than 3 immortals and 7 sentries, if youre sure whats coming, why not to throw that 2 or even 3 robos?

and for these who instantly think of muta switch:
why dont you load 4 your immortals into warp prisms and just bruteforce kill spire to buy time, building another one will give you enough time to prepare for mutas,

and even, if he had just spent all this gas for 200/200 roaches, first hatch (after the roach push ended) wont be 20 mutas at once, or even, you might be able to brute force his third/fourth and expind behind the counter attack

what ill be trying: zealots immortals, 1-3 sentries, 0 stalkers; important would be to keep zealots ahead in upgrades than zergs armor


this will not work..
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-03-20 17:24:38
March 20 2012 16:52 GMT
#567
On March 20 2012 18:05 RaNgeD wrote:
Show nested quote +
On March 20 2012 17:16 [MLG]GCA wrote:
Haven't seen this mentioned yet: has anyone tried the 3rd-before-Core opening that Sase used against Ret in the Red Bull LAN finals? Yea, he lost the two games that he used it (one of which had a lot to do with derp Core placement), but I think there was some promise there. At least some cool fundamental ideas.

I've been working with it a bit and have by no means refined it past the first 7-8 minutes, but what I have been able to do is get 6-7 +1 Zealots ready to attack at 7 minutes. If you see a fast third and can deny scouting of the second Gate and extra Zealots for as long as possible, this push hits with the same power and about a minute earlier than a normal +1 Warp Gate timing, and I feel has the potential to disrupt timings and punish a 7minute Roach Warren (which I gather is when Stephano gets it from this thread).

I have not found a great follow up yet. I feel like getting up to 5-6 Gates and a Robo with constant Immortal production after an Observer to scout could stand a fighting chance. The nice thing about the super fast third (drops at ~7:00) is that you get this surge of mineral income that you don't get with any of the popular builds currently being used right as a ton of Roach aggression is getting ready to arrive. The extra minerals can be used for additional Cannons and simcity to deflect Roaches.

I am still having a bit of trouble getting slowly worn down by immediate Roach counters, but am getting close, and have been playing on maps where I don't think it would be ideal anyway (Korhal and Shakuras). I will upload some reps tomorrow after some more games.

VOD of Sase vs. Ret here (starts at 6:30:00): http://live.redbull.tv/events/31/lansc3/

Rough build: Nex first (which Sase did, but is risky) or 13 Forge, 17 Nexus, Cannon, Gateway, ONE Gas, Pylon. Get second gateway as soon as you can afford it (constant Probes). Stop mining gas at 100, get +1 and chrono non-stop. Take third when Zealots move out, get Core, get extra gates to simcity, 2-3 cannons at both natural and third.


Thanks for sharing. This may sound obvious to some, but i'm of the opinion that to play against zerg you have to choices:
1) Aggressively expand in order to keep up with their economy; or 2) Do timings or harass to kill them or at the very least, slow them down before hive tech. If you choose to play passively against zerg I think you need to be playing aggressive economically.

That being said, I really like what SaSe was doing in Game 1 against ret. I don't know how viable it is, and I don't know how zergs will react to a fast 3rd like that once they've played against it a few times and have had the chance to sit down and study it out a bit. But the general idea is amazing to me.

In my last 100-200 pvz games I've done the fast 3rd off of 4 gates/robo like mentioned earlier in this thread, and from my experience I can say this:
The times when zerg decide to max on roaches at 12 minutes and kill me, 50% of the time I die. And the games that I do win, it was usually that the zerg made some critical mistake, like letting me cut off 1/2 of 1/4 of his roaches and kill them for free. I've made a lot of adjustments to the build to try and survive that 12 minute wave of 200/200 roaches, like getting hallucination instead of an obs, that way i'm able to get an extra immortal out, and just use cannons and detection. Keep in mind that these are ladder games; if I could find some customs against good zergs it would be nice, but for the most part, these players aren't even near the calibre of stephano. I can't say for sure, but i'm coming to the conclusion that I think the 3rd base with this current build is too slow. The 3rd base doesn't kick in enough before you are over-run with roaches.

Another thing I wanted to say here. I don't find non-FFE builds very good at all. I used them for the first year and eventually came to the conclusion that FFE is much much better. Maybe that comes down to my style or something, but I don't really see how doing a less economic build is going to solve this issue. Even if it did, with gate expands you run into a completely different set of problems.

What SaSe is doing is really good, even if it doesn't end up working in the long run. We can sit here and do the same builds over and over again, expecting different results; OR, we can make new builds, study and refine them, and hopefully stumble upon a better way to play. I like the latter.


That kinda sucks that you're trying to blind counter the 12 minute timing and you're still unable to defend it half the time. And of course I'm sure you don't win every time that you do defend it. Take note Zergs--this is a really strong build even if P designs his build to beat it.

I think that Sase's opening is really interesting as well, but I think even that fast of a third will wind up well behind in army size. First, a stalker roughly equals a roach in combat strength, but costs twice as much. Second, Z has to spend substantially less on infrastructure for the 3-base roach max compared to a 3-base Protoss defense.

SuperRoach (counting drone in building cost):
pool, warren: 450 minerals
3 hatches (2 expansion, 1 macro): 1050 minerals
3 queens: 450 minerals
evolution chamber: 125 minerals
lair: 150/100
ling speed, roach speed and +1 missile: 300/300
4 gas: 300 minerals
Total: 3125/400


SuperRoach Defense:
2 nexii: 800 minerals
forge, core: 300 minerals
4 cannons minimum: 600 minerals
WG and +1 weapons: 150/150
8 gates (minimum, you'll want more on 3-base econ): 1200
robo: 200/100
5 gas: 375 minerals
twilight (necessary before 12 minutes): 150/100
observer (or hallucination, but we'll count the cheaper one): 25/75
Total: 3800/425

So ~1000 minerals is the minimum infrastructure difference as I see it. If you want some extra cannons or blink or a robo support bay or some extra gates, it's going to add up pretty fast.

Factor in that you'll never fully catch Z's economy even with a third nexus before core and that roaches cost about half as much per supply as your composition does, and it becomes pretty clear that if P wants to take a fast third, Z can have a 70 supply lead at 12 minutes if they want it.

So I think that while it's tempting to ask, "How do I match Z's economy and army size?" the more important question may be, "How do I defend 2+ attack paths when I'm down 70 supply?" I think the answer to the latter question is going to rest heavily on forcefields, so I wonder if Sase's delayed core build is such a good choice.


Kiarip
Profile Joined August 2008
United States1835 Posts
March 20 2012 17:11 GMT
#568
On March 21 2012 00:41 quillian wrote:
so apparently, according to Day9, zerg is having trouble with P right now, and stephano's style is about quick infestor into spire?

http://day9.tv/d9d429/

Is he just behind on what's going on, or am I seriously missing something?

yeah he's behind.
comeatmebro87
Profile Joined March 2012
United States1 Post
March 20 2012 17:17 GMT
#569
On March 21 2012 01:52 kcdc wrote:
Show nested quote +
On March 20 2012 18:05 RaNgeD wrote:
On March 20 2012 17:16 [MLG]GCA wrote:
Haven't seen this mentioned yet: has anyone tried the 3rd-before-Core opening that Sase used against Ret in the Red Bull LAN finals? Yea, he lost the two games that he used it (one of which had a lot to do with derp Core placement), but I think there was some promise there. At least some cool fundamental ideas.

I've been working with it a bit and have by no means refined it past the first 7-8 minutes, but what I have been able to do is get 6-7 +1 Zealots ready to attack at 7 minutes. If you see a fast third and can deny scouting of the second Gate and extra Zealots for as long as possible, this push hits with the same power and about a minute earlier than a normal +1 Warp Gate timing, and I feel has the potential to disrupt timings and punish a 7minute Roach Warren (which I gather is when Stephano gets it from this thread).

I have not found a great follow up yet. I feel like getting up to 5-6 Gates and a Robo with constant Immortal production after an Observer to scout could stand a fighting chance. The nice thing about the super fast third (drops at ~7:00) is that you get this surge of mineral income that you don't get with any of the popular builds currently being used right as a ton of Roach aggression is getting ready to arrive. The extra minerals can be used for additional Cannons and simcity to deflect Roaches.

I am still having a bit of trouble getting slowly worn down by immediate Roach counters, but am getting close, and have been playing on maps where I don't think it would be ideal anyway (Korhal and Shakuras). I will upload some reps tomorrow after some more games.

VOD of Sase vs. Ret here (starts at 6:30:00): http://live.redbull.tv/events/31/lansc3/

Rough build: Nex first (which Sase did, but is risky) or 13 Forge, 17 Nexus, Cannon, Gateway, ONE Gas, Pylon. Get second gateway as soon as you can afford it (constant Probes). Stop mining gas at 100, get +1 and chrono non-stop. Take third when Zealots move out, get Core, get extra gates to simcity, 2-3 cannons at both natural and third.


Thanks for sharing. This may sound obvious to some, but i'm of the opinion that to play against zerg you have to choices:
1) Aggressively expand in order to keep up with their economy; or 2) Do timings or harass to kill them or at the very least, slow them down before hive tech. If you choose to play passively against zerg I think you need to be playing aggressive economically.

That being said, I really like what SaSe was doing in Game 1 against ret. I don't know how viable it is, and I don't know how zergs will react to a fast 3rd like that once they've played against it a few times and have had the chance to sit down and study it out a bit. But the general idea is amazing to me.

In my last 100-200 pvz games I've done the fast 3rd off of 4 gates/robo like mentioned earlier in this thread, and from my experience I can say this:
The times when zerg decide to max on roaches at 12 minutes and kill me, 50% of the time I die. And the games that I do win, it was usually that the zerg made some critical mistake, like letting me cut off 1/2 of 1/4 of his roaches and kill them for free. I've made a lot of adjustments to the build to try and survive that 12 minute wave of 200/200 roaches, like getting hallucination instead of an obs, that way i'm able to get an extra immortal out, and just use cannons and detection. Keep in mind that these are ladder games; if I could find some customs against good zergs it would be nice, but for the most part, these players aren't even near the calibre of stephano. I can't say for sure, but i'm coming to the conclusion that I think the 3rd base with this current build is too slow. The 3rd base doesn't kick in enough before you are over-run with roaches.

Another thing I wanted to say here. I don't find non-FFE builds very good at all. I used them for the first year and eventually came to the conclusion that FFE is much much better. Maybe that comes down to my style or something, but I don't really see how doing a less economic build is going to solve this issue. Even if it did, with gate expands you run into a completely different set of problems.

What SaSe is doing is really good, even if it doesn't end up working in the long run. We can sit here and do the same builds over and over again, expecting different results; OR, we can make new builds, study and refine them, and hopefully stumble upon a better way to play. I like the latter.


That kinda sucks that you're trying to blind counter the 12 minute timing and you're still unable to defend it half the time. And of course I'm sure you don't win every time that you do defend it. Take note Zergs--this is a really strong build even if P designs his build to beat it.

I think that Sase's opening is really interesting as well, but I think even that fast of a third will wind up well behind in army size. First, a stalker roughly equals a roach in combat strength, but costs twice as much. Second, Z has to spend substantially less on infrastructure for the 3-base roach max compared to a 3-base Protoss defense.

SuperRoach (counting drone in building cost):
pool, warren: 450 minerals
3 hatches (2 expansion, 1 macro): 1350 minerals
3 queens: 450 minerals
evolution chamber: 125 minerals
lair: 150/100
ling speed, roach speed and +1 missile: 300/300
4 gas: 300 minerals
Total: 3125/400


SuperRoach Defense:
2 nexii: 800 minerals
forge, core: 300 minerals
4 cannons minimum: 600 minerals
WG and +1 weapons: 150/150
8 gates (minimum, you'll want more on 3-base econ): 1200
robo: 200/100
5 gas: 375 minerals
twilight (necessary before 12 minutes): 150/100
observer (or hallucination, but we'll count the cheaper one): 25/75
Total: 3800/425

So ~700 minerals is the minimum infrastructure difference as I see it. If you want some extra cannons or blink or a robo support bay or some extra gates, it's going to add up pretty fast.

Factor in that you'll never fully catch Z's economy even with a third nexus before core and that roaches cost about half as much per supply as your composition does, and it becomes pretty clear that if P wants to take a fast third, Z can have a 70 supply lead at 12 minutes if they want it.

So I think that while it's tempting to ask, "How do I match Z's economy and army size?" the more important question may be, "How do I defend 2+ attack paths when I'm down 70 supply?" I think the answer to the latter question is going to rest heavily on forcefields, so I wonder if Sase's delayed core build is such a good choice.





Im a mid level diamond. 2expo and one macro hatch should be 1050 minerals. One big thing you forget is the cost of all those drones and larva it takes to saturate. Toss ffe and stephabo build are both races being greedy, in these cases zergs has the edge
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2012-03-20 17:23:30
March 20 2012 17:21 GMT
#570
On March 21 2012 00:41 quillian wrote:
so apparently, according to Day9, zerg is having trouble with P right now, and stephano's style is about quick infestor into spire?

http://day9.tv/d9d429/

Is he just behind on what's going on, or am I seriously missing something?



Day9 daily is about fun and some strat, but is not about high level strat anymore. I you really want to learn about top tier strat and meta, is worthless. Btw, i like the show, i'm just being honest.
Chicken gank op
buldermar
Profile Joined March 2008
Denmark102 Posts
March 20 2012 17:22 GMT
#571
@kcdc

I noticed that MC has pretty good international stats against zerg. He has won his last 12 games, and has a 76%+ winrate overall. He lost only twice recently, which was to DRG who just won code S. Since you seem to have accounted for much, I want to ask you if you know why MC is winning against zerg so consistently?
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 20 2012 17:22 GMT
#572
On March 21 2012 02:11 Kiarip wrote:
Show nested quote +
On March 21 2012 00:41 quillian wrote:
so apparently, according to Day9, zerg is having trouble with P right now, and stephano's style is about quick infestor into spire?

http://day9.tv/d9d429/

Is he just behind on what's going on, or am I seriously missing something?

yeah he's behind.


No, he just didn't focus on this part of Stephano's build. Stephano's build has several stages that are all really smart. It goes something like this:

-fast third
-defend 2-base timings with roaches
-deny Protoss third if you can
-infestors and wall of spines
-broodlords

Stephano goes into "deny 3rd" mode when he makes it to lair tech with his economy in good shape and P takes a timely third. That stage is the focus of this thread, but it didn't occur in the games Day9 looked at. That's not a problem--Day9 just showcased other parts of the build.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-03-20 17:24:14
March 20 2012 17:24 GMT
#573
On March 21 2012 02:17 comeatmebro87 wrote:
Show nested quote +
On March 21 2012 01:52 kcdc wrote:
On March 20 2012 18:05 RaNgeD wrote:
On March 20 2012 17:16 [MLG]GCA wrote:
Haven't seen this mentioned yet: has anyone tried the 3rd-before-Core opening that Sase used against Ret in the Red Bull LAN finals? Yea, he lost the two games that he used it (one of which had a lot to do with derp Core placement), but I think there was some promise there. At least some cool fundamental ideas.

I've been working with it a bit and have by no means refined it past the first 7-8 minutes, but what I have been able to do is get 6-7 +1 Zealots ready to attack at 7 minutes. If you see a fast third and can deny scouting of the second Gate and extra Zealots for as long as possible, this push hits with the same power and about a minute earlier than a normal +1 Warp Gate timing, and I feel has the potential to disrupt timings and punish a 7minute Roach Warren (which I gather is when Stephano gets it from this thread).

I have not found a great follow up yet. I feel like getting up to 5-6 Gates and a Robo with constant Immortal production after an Observer to scout could stand a fighting chance. The nice thing about the super fast third (drops at ~7:00) is that you get this surge of mineral income that you don't get with any of the popular builds currently being used right as a ton of Roach aggression is getting ready to arrive. The extra minerals can be used for additional Cannons and simcity to deflect Roaches.

I am still having a bit of trouble getting slowly worn down by immediate Roach counters, but am getting close, and have been playing on maps where I don't think it would be ideal anyway (Korhal and Shakuras). I will upload some reps tomorrow after some more games.

VOD of Sase vs. Ret here (starts at 6:30:00): http://live.redbull.tv/events/31/lansc3/

Rough build: Nex first (which Sase did, but is risky) or 13 Forge, 17 Nexus, Cannon, Gateway, ONE Gas, Pylon. Get second gateway as soon as you can afford it (constant Probes). Stop mining gas at 100, get +1 and chrono non-stop. Take third when Zealots move out, get Core, get extra gates to simcity, 2-3 cannons at both natural and third.


Thanks for sharing. This may sound obvious to some, but i'm of the opinion that to play against zerg you have to choices:
1) Aggressively expand in order to keep up with their economy; or 2) Do timings or harass to kill them or at the very least, slow them down before hive tech. If you choose to play passively against zerg I think you need to be playing aggressive economically.

That being said, I really like what SaSe was doing in Game 1 against ret. I don't know how viable it is, and I don't know how zergs will react to a fast 3rd like that once they've played against it a few times and have had the chance to sit down and study it out a bit. But the general idea is amazing to me.

In my last 100-200 pvz games I've done the fast 3rd off of 4 gates/robo like mentioned earlier in this thread, and from my experience I can say this:
The times when zerg decide to max on roaches at 12 minutes and kill me, 50% of the time I die. And the games that I do win, it was usually that the zerg made some critical mistake, like letting me cut off 1/2 of 1/4 of his roaches and kill them for free. I've made a lot of adjustments to the build to try and survive that 12 minute wave of 200/200 roaches, like getting hallucination instead of an obs, that way i'm able to get an extra immortal out, and just use cannons and detection. Keep in mind that these are ladder games; if I could find some customs against good zergs it would be nice, but for the most part, these players aren't even near the calibre of stephano. I can't say for sure, but i'm coming to the conclusion that I think the 3rd base with this current build is too slow. The 3rd base doesn't kick in enough before you are over-run with roaches.

Another thing I wanted to say here. I don't find non-FFE builds very good at all. I used them for the first year and eventually came to the conclusion that FFE is much much better. Maybe that comes down to my style or something, but I don't really see how doing a less economic build is going to solve this issue. Even if it did, with gate expands you run into a completely different set of problems.

What SaSe is doing is really good, even if it doesn't end up working in the long run. We can sit here and do the same builds over and over again, expecting different results; OR, we can make new builds, study and refine them, and hopefully stumble upon a better way to play. I like the latter.


That kinda sucks that you're trying to blind counter the 12 minute timing and you're still unable to defend it half the time. And of course I'm sure you don't win every time that you do defend it. Take note Zergs--this is a really strong build even if P designs his build to beat it.

I think that Sase's opening is really interesting as well, but I think even that fast of a third will wind up well behind in army size. First, a stalker roughly equals a roach in combat strength, but costs twice as much. Second, Z has to spend substantially less on infrastructure for the 3-base roach max compared to a 3-base Protoss defense.

SuperRoach (counting drone in building cost):
pool, warren: 450 minerals
3 hatches (2 expansion, 1 macro): 1350 minerals
3 queens: 450 minerals
evolution chamber: 125 minerals
lair: 150/100
ling speed, roach speed and +1 missile: 300/300
4 gas: 300 minerals
Total: 3125/400


SuperRoach Defense:
2 nexii: 800 minerals
forge, core: 300 minerals
4 cannons minimum: 600 minerals
WG and +1 weapons: 150/150
8 gates (minimum, you'll want more on 3-base econ): 1200
robo: 200/100
5 gas: 375 minerals
twilight (necessary before 12 minutes): 150/100
observer (or hallucination, but we'll count the cheaper one): 25/75
Total: 3800/425

So ~700 minerals is the minimum infrastructure difference as I see it. If you want some extra cannons or blink or a robo support bay or some extra gates, it's going to add up pretty fast.

Factor in that you'll never fully catch Z's economy even with a third nexus before core and that roaches cost about half as much per supply as your composition does, and it becomes pretty clear that if P wants to take a fast third, Z can have a 70 supply lead at 12 minutes if they want it.

So I think that while it's tempting to ask, "How do I match Z's economy and army size?" the more important question may be, "How do I defend 2+ attack paths when I'm down 70 supply?" I think the answer to the latter question is going to rest heavily on forcefields, so I wonder if Sase's delayed core build is such a good choice.





Im a mid level diamond. 2expo and one macro hatch should be 1050 minerals. One big thing you forget is the cost of all those drones and larva it takes to saturate. Toss ffe and stephabo build are both races being greedy, in these cases zergs has the edge


You're right. I screwed up 3x350. Will fix.
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
March 20 2012 17:29 GMT
#574
On March 21 2012 02:22 buldermar wrote:
@kcdc

I noticed that MC has pretty good international stats against zerg. He has won his last 12 games, and has a 76%+ winrate overall. He lost only twice recently, which was to DRG who just won code S. Since you seem to have accounted for much, I want to ask you if you know why MC is winning against zerg so consistently?


tbh... The only PvZ games i could find of MC recently. are similar to 8 gate 1-1 upgrades, with alot of sentries, crushing violet. IEM WC.... And if he doesnt kill the zerg or denies a 3rd he loses... He seems to always go for a quick aggressive timing regardless.
Kiarip
Profile Joined August 2008
United States1835 Posts
March 20 2012 17:30 GMT
#575
On March 21 2012 02:22 kcdc wrote:
Show nested quote +
On March 21 2012 02:11 Kiarip wrote:
On March 21 2012 00:41 quillian wrote:
so apparently, according to Day9, zerg is having trouble with P right now, and stephano's style is about quick infestor into spire?

http://day9.tv/d9d429/

Is he just behind on what's going on, or am I seriously missing something?

yeah he's behind.


No, he just didn't focus on this part of Stephano's build. Stephano's build has several stages that are all really smart. It goes something like this:

-fast third
-defend 2-base timings with roaches
-deny Protoss third if you can
-infestors and wall of spines
-broodlords

Stephano goes into "deny 3rd" mode when he makes it to lair tech with his economy in good shape and P takes a timely third. That stage is the focus of this thread, but it didn't occur in the games Day9 looked at. That's not a problem--Day9 just showcased other parts of the build.

the other parts aren't necessarily anything special. The huge problem with playing against Stephano's style is that it defends all known pressures, and makes a ton of roaches which keep you from either expanding or teching... the other parts are largely irrelevant because protoss is so behind after that
buldermar
Profile Joined March 2008
Denmark102 Posts
March 20 2012 17:30 GMT
#576
On March 21 2012 01:52 kcdc wrote:
Show nested quote +
On March 20 2012 18:05 RaNgeD wrote:
On March 20 2012 17:16 [MLG]GCA wrote:
Haven't seen this mentioned yet: has anyone tried the 3rd-before-Core opening that Sase used against Ret in the Red Bull LAN finals? Yea, he lost the two games that he used it (one of which had a lot to do with derp Core placement), but I think there was some promise there. At least some cool fundamental ideas.

I've been working with it a bit and have by no means refined it past the first 7-8 minutes, but what I have been able to do is get 6-7 +1 Zealots ready to attack at 7 minutes. If you see a fast third and can deny scouting of the second Gate and extra Zealots for as long as possible, this push hits with the same power and about a minute earlier than a normal +1 Warp Gate timing, and I feel has the potential to disrupt timings and punish a 7minute Roach Warren (which I gather is when Stephano gets it from this thread).

I have not found a great follow up yet. I feel like getting up to 5-6 Gates and a Robo with constant Immortal production after an Observer to scout could stand a fighting chance. The nice thing about the super fast third (drops at ~7:00) is that you get this surge of mineral income that you don't get with any of the popular builds currently being used right as a ton of Roach aggression is getting ready to arrive. The extra minerals can be used for additional Cannons and simcity to deflect Roaches.

I am still having a bit of trouble getting slowly worn down by immediate Roach counters, but am getting close, and have been playing on maps where I don't think it would be ideal anyway (Korhal and Shakuras). I will upload some reps tomorrow after some more games.

VOD of Sase vs. Ret here (starts at 6:30:00): http://live.redbull.tv/events/31/lansc3/

Rough build: Nex first (which Sase did, but is risky) or 13 Forge, 17 Nexus, Cannon, Gateway, ONE Gas, Pylon. Get second gateway as soon as you can afford it (constant Probes). Stop mining gas at 100, get +1 and chrono non-stop. Take third when Zealots move out, get Core, get extra gates to simcity, 2-3 cannons at both natural and third.


Thanks for sharing. This may sound obvious to some, but i'm of the opinion that to play against zerg you have to choices:
1) Aggressively expand in order to keep up with their economy; or 2) Do timings or harass to kill them or at the very least, slow them down before hive tech. If you choose to play passively against zerg I think you need to be playing aggressive economically.

That being said, I really like what SaSe was doing in Game 1 against ret. I don't know how viable it is, and I don't know how zergs will react to a fast 3rd like that once they've played against it a few times and have had the chance to sit down and study it out a bit. But the general idea is amazing to me.

In my last 100-200 pvz games I've done the fast 3rd off of 4 gates/robo like mentioned earlier in this thread, and from my experience I can say this:
The times when zerg decide to max on roaches at 12 minutes and kill me, 50% of the time I die. And the games that I do win, it was usually that the zerg made some critical mistake, like letting me cut off 1/2 of 1/4 of his roaches and kill them for free. I've made a lot of adjustments to the build to try and survive that 12 minute wave of 200/200 roaches, like getting hallucination instead of an obs, that way i'm able to get an extra immortal out, and just use cannons and detection. Keep in mind that these are ladder games; if I could find some customs against good zergs it would be nice, but for the most part, these players aren't even near the calibre of stephano. I can't say for sure, but i'm coming to the conclusion that I think the 3rd base with this current build is too slow. The 3rd base doesn't kick in enough before you are over-run with roaches.

Another thing I wanted to say here. I don't find non-FFE builds very good at all. I used them for the first year and eventually came to the conclusion that FFE is much much better. Maybe that comes down to my style or something, but I don't really see how doing a less economic build is going to solve this issue. Even if it did, with gate expands you run into a completely different set of problems.

What SaSe is doing is really good, even if it doesn't end up working in the long run. We can sit here and do the same builds over and over again, expecting different results; OR, we can make new builds, study and refine them, and hopefully stumble upon a better way to play. I like the latter.


That kinda sucks that you're trying to blind counter the 12 minute timing and you're still unable to defend it half the time. And of course I'm sure you don't win every time that you do defend it. Take note Zergs--this is a really strong build even if P designs his build to beat it.

I think that Sase's opening is really interesting as well, but I think even that fast of a third will wind up well behind in army size. First, a stalker roughly equals a roach in combat strength, but costs twice as much. Second, Z has to spend substantially less on infrastructure for the 3-base roach max compared to a 3-base Protoss defense.

SuperRoach (counting drone in building cost):
pool, warren: 450 minerals
3 hatches (2 expansion, 1 macro): 1350 minerals
3 queens: 450 minerals
evolution chamber: 125 minerals
lair: 150/100
ling speed, roach speed and +1 missile: 300/300
4 gas: 300 minerals
Total: 3125/400


SuperRoach Defense:
2 nexii: 800 minerals
forge, core: 300 minerals
4 cannons minimum: 600 minerals
WG and +1 weapons: 150/150
8 gates (minimum, you'll want more on 3-base econ): 1200
robo: 200/100
5 gas: 375 minerals
twilight (necessary before 12 minutes): 150/100
observer (or hallucination, but we'll count the cheaper one): 25/75
Total: 3800/425

So ~700 minerals is the minimum infrastructure difference as I see it. If you want some extra cannons or blink or a robo support bay or some extra gates, it's going to add up pretty fast.

Factor in that you'll never fully catch Z's economy even with a third nexus before core and that roaches cost about half as much per supply as your composition does, and it becomes pretty clear that if P wants to take a fast third, Z can have a 70 supply lead at 12 minutes if they want it.

So I think that while it's tempting to ask, "How do I match Z's economy and army size?" the more important question may be, "How do I defend 2+ attack paths when I'm down 70 supply?" I think the answer to the latter question is going to rest heavily on forcefields, so I wonder if Sase's delayed core build is such a good choice.




It should be 1050 minerals for 3 hatcheries including drones, and it should be 4 queens, one for each hatch including that for main. Also, I don't think it's entirely fair that you're simply neglecting any def zerg has to make. At minimum, if zerg doesn't make a single spine/spore, two overlords and possibly a few zerglings has to be sacrificed for scouting. Finally, no protoss should take 3rd without doing some kind of poke/fake pressure, forcing zerg to make some amount of zerglings or roaches instead of drones at some point in the game, hurting the overall economy a bit.

I saw your own replay and the replay of Stephano vs Elfi, both of which showed somewhat terrible play from the protoss player with no significant mistakes from the zerg players. I'm wondering if you have a replay with a good protoss player trying something standard without making big mistakes against a zerg player doing the strategy described in this thread?
Friend23
Profile Joined August 2010
Poland270 Posts
Last Edited: 2012-03-20 17:34:35
March 20 2012 17:30 GMT
#577
force
fields
get
you
dead

as soon as youre out of energy, which, if the zerg is smart, requires a few fake attacks edit: or burrow

and then what?

yet again: turn this gas into immortals
Belha
Profile Joined December 2010
Italy2850 Posts
March 20 2012 17:32 GMT
#578
On March 21 2012 02:22 buldermar wrote:
@kcdc

I noticed that MC has pretty good international stats against zerg. He has won his last 12 games, and has a 76%+ winrate overall. He lost only twice recently, which was to DRG who just won code S. Since you seem to have accounted for much, I want to ask you if you know why MC is winning against zerg so consistently?


Always check for korean stats.
International are useless cose all top koreans rape most foreigners and add fake numbers aganist inferior players.

MC last 9 international PvZ's: 9-0

3-0 vs Violet
2-0 vs Idra
4-0 vs Nerchio

MC last 10 korean PvZ's: 4-6

2-3 vs DRG
2-1 vs Leenock
0-2 vs Losira
Chicken gank op
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
March 20 2012 17:33 GMT
#579
On March 21 2012 02:30 Friend23 wrote:
force
fields
get
you
dead

as soon as youre out of energy, which, if the zerg is smart, requires a few fake attacks

and then what?

yet again: turn this gas into immortals


I hear 2 blind robos worth of immortals do well against mutas.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Friend23
Profile Joined August 2010
Poland270 Posts
March 20 2012 17:35 GMT
#580
i already said that above

and for these who instantly think of muta switch:
why dont you load 4 your immortals into warp prisms and just bruteforce kill spire to buy time, building another one will give you enough time to prepare for mutas,

and even, if he had just spent all this gas for 200/200 roaches, first hatch (after the roach push ended) wont be 20 mutas at once, or even, you might be able to brute force his third/fourth and expind behind the counter attack


what he cant do? he cant have double the amount of gas that you have
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