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[D] PvZ Beating Stephano Style Roaches - Page 31

Forum Index > StarCraft 2 Strategy
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Please have some semblance of an idea of what you're talking about.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2012-03-20 20:06:06
March 20 2012 20:03 GMT
#601
Stephano just dealing with JYP ez pz with a his mass roach timing, he had 183 supply at 11min mark.....
jyp tries to get a third- impossible.

don't see how protoss can deal with this on any map that has open entries to the third.
Roynalf
Profile Joined August 2011
Finland886 Posts
March 20 2012 20:03 GMT
#602
On March 21 2012 04:59 tooleman wrote:
Show nested quote +
On March 21 2012 04:41 Roynalf wrote:
On March 21 2012 04:33 [MLG]GCA wrote:
JYP is streaming some practice games with Stephano. Maybe we can get some ideas? http://www.teamliquid.net/video/streams/EGJYP

well JYP survived the mass roach part but in result of that he didnt have fast enough tech to counter Stephanos smaller army of broodlord, corruptor, infestors and it ended up growing too large



This just isn't true. He had the perfect army to deal with Stephano but he decided to mass recall his army into the main and as a result he lost nearly the whole thing to take out the hive and spire among other infrastructure, saving only small portion of his army with a second recall. This left him with no energy on the mothership and a severely decreased army with which he could not deal with the counter attack.

More relevant to this discussion JYP went SG after his FFE for a quick VR (and later 1 phoenix for scouting) used for map control and fake VR +1 zealot pressure. He then got a robo and four gates for sentry/stalker/immortal in order to defend a fast third with immaculate army splitting and control in conjunction with more gates and cannons for a sim city at the third.

He follows this up with a TC for blink and +2 attack (up to +1/+1 at this point) and colossus tech (tries to stay at about 3-4 i believe), eventually also getting templar and mothership tech after a fourth.

This was game 1 of the practice sessions which I am sure you were talking about as game 2 had not been played when you wrote that.

There is no way he could have fighted Stephanos army head on anyway, Stephano had secured 5 bases anyway he only needed to wait.
(V) (;,,;) (V) Woopwoopwoopwoop
tooleman
Profile Joined April 2011
United States20 Posts
March 20 2012 20:07 GMT
#603
On March 21 2012 05:03 Roynalf wrote:
Show nested quote +
On March 21 2012 04:59 tooleman wrote:
On March 21 2012 04:41 Roynalf wrote:
On March 21 2012 04:33 [MLG]GCA wrote:
JYP is streaming some practice games with Stephano. Maybe we can get some ideas? http://www.teamliquid.net/video/streams/EGJYP

well JYP survived the mass roach part but in result of that he didnt have fast enough tech to counter Stephanos smaller army of broodlord, corruptor, infestors and it ended up growing too large



This just isn't true. He had the perfect army to deal with Stephano but he decided to mass recall his army into the main and as a result he lost nearly the whole thing to take out the hive and spire among other infrastructure, saving only small portion of his army with a second recall. This left him with no energy on the mothership and a severely decreased army with which he could not deal with the counter attack.

More relevant to this discussion JYP went SG after his FFE for a quick VR (and later 1 phoenix for scouting) used for map control and fake VR +1 zealot pressure. He then got a robo and four gates for sentry/stalker/immortal in order to defend a fast third with immaculate army splitting and control in conjunction with more gates and cannons for a sim city at the third.

He follows this up with a TC for blink and +2 attack (up to +1/+1 at this point) and colossus tech (tries to stay at about 3-4 i believe), eventually also getting templar and mothership tech after a fourth.

This was game 1 of the practice sessions which I am sure you were talking about as game 2 had not been played when you wrote that.

There is no way he could have fighted Stephanos army head on anyway, Stephano had secured 5 bases anyway he only needed to wait.


Well I will just agree to disagree with you here. Not trying to be hostile. I think we can both agree that he severely decreased his chances with that recall and if he had landed a key vortex or 2 with that energy he had a great chance to take that game. Is that not how most protosses are dealing with brood lords? Mothership +archons with the standard death ball?
Friend23
Profile Joined August 2010
Poland270 Posts
March 20 2012 20:11 GMT
#604
jyp y u no immos?

i just dont get it how and why do people prefer stalkers over immortals against roaches, its like people think yea super duper blink micro crap, in reality its impossible to pull off

and at the same time i dont think that ive ever seen 5+ immortals on the same screen in any so called pro game

why are people stuborn and just dont use the tools the game is giving to them
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
March 20 2012 20:17 GMT
#605
On March 21 2012 05:11 Friend23 wrote:
jyp y u no immos?

i just dont get it how and why do people prefer stalkers over immortals against roaches, its like people think yea super duper blink micro crap, in reality its impossible to pull off

and at the same time i dont think that ive ever seen 5+ immortals on the same screen in any so called pro game

why are people stuborn and just dont use the tools the game is giving to them


Build time.

Immortals take 45 seconds to build even if you use a chrono on them. If immortals came from the gateway then you would never see stalkers, but as it is protoss has no choice. Nothing from the robo shoots air units, robos cost gas and dont benefit from the warpin mechanic so making more than one of them is a big investment and making three of them is outright suicide. Also, observers take up robo build time.
FungalLove
Profile Joined June 2011
Uruguay24 Posts
March 20 2012 20:19 GMT
#606
Besides, someone already said on this thread, if you make 2 robos and the zerg scouts it, then he can just transition to mutas.
"Build Ice Fisher, build 4 Gate, build reaper expand...... No build." The Last Samurai
Roynalf
Profile Joined August 2011
Finland886 Posts
March 20 2012 20:22 GMT
#607
On March 21 2012 05:07 tooleman wrote:
Show nested quote +
On March 21 2012 05:03 Roynalf wrote:
On March 21 2012 04:59 tooleman wrote:
On March 21 2012 04:41 Roynalf wrote:
On March 21 2012 04:33 [MLG]GCA wrote:
JYP is streaming some practice games with Stephano. Maybe we can get some ideas? http://www.teamliquid.net/video/streams/EGJYP

well JYP survived the mass roach part but in result of that he didnt have fast enough tech to counter Stephanos smaller army of broodlord, corruptor, infestors and it ended up growing too large



This just isn't true. He had the perfect army to deal with Stephano but he decided to mass recall his army into the main and as a result he lost nearly the whole thing to take out the hive and spire among other infrastructure, saving only small portion of his army with a second recall. This left him with no energy on the mothership and a severely decreased army with which he could not deal with the counter attack.

More relevant to this discussion JYP went SG after his FFE for a quick VR (and later 1 phoenix for scouting) used for map control and fake VR +1 zealot pressure. He then got a robo and four gates for sentry/stalker/immortal in order to defend a fast third with immaculate army splitting and control in conjunction with more gates and cannons for a sim city at the third.

He follows this up with a TC for blink and +2 attack (up to +1/+1 at this point) and colossus tech (tries to stay at about 3-4 i believe), eventually also getting templar and mothership tech after a fourth.

This was game 1 of the practice sessions which I am sure you were talking about as game 2 had not been played when you wrote that.

There is no way he could have fighted Stephanos army head on anyway, Stephano had secured 5 bases anyway he only needed to wait.


Well I will just agree to disagree with you here. Not trying to be hostile. I think we can both agree that he severely decreased his chances with that recall and if he had landed a key vortex or 2 with that energy he had a great chance to take that game. Is that not how most protosses are dealing with brood lords? Mothership +archons with the standard death ball?

Yeah I agree that recall was pretty bad decisioun bad there were way too many infestors with max energy to fight that army head on
(V) (;,,;) (V) Woopwoopwoopwoop
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
March 20 2012 20:43 GMT
#608
On March 21 2012 05:17 hzflank wrote:
Show nested quote +
On March 21 2012 05:11 Friend23 wrote:
jyp y u no immos?

i just dont get it how and why do people prefer stalkers over immortals against roaches, its like people think yea super duper blink micro crap, in reality its impossible to pull off

and at the same time i dont think that ive ever seen 5+ immortals on the same screen in any so called pro game

why are people stuborn and just dont use the tools the game is giving to them


Build time.

Immortals take 45 seconds to build even if you use a chrono on them. If immortals came from the gateway then you would never see stalkers, but as it is protoss has no choice. Nothing from the robo shoots air units, robos cost gas and dont benefit from the warpin mechanic so making more than one of them is a big investment and making three of them is outright suicide. Also, observers take up robo build time.


Lol, I just imagined 4 immortals warping in at a proxy pylon. would be pretty good
"See you space cowboy"
Nikoras
Profile Blog Joined March 2012
United States115 Posts
Last Edited: 2012-03-20 20:57:23
March 20 2012 20:50 GMT
#609
I've been having some ladder success with with col.Killer's fast +1 warp prism harass into 8 gate 3 immortal push. It's pretty damn flexible because you can choose to transition after the first big sentry warp in and take a third with the minerals you would use for the next warp in, and that leaves you with 3 immortals 8 sentries 6 zealots (you get a partial warp-in) and a stalker and an observer. More than enough to hold off any sort of roach timing and your warp prism already forced units, scouted, and potentially cleared creep for you.

It's very difficult to take any builds on here with a low sentry count vs a mass roach army seriously.


Sets 2 and 3 here, it feels better than it looks on the vods.
http://www.gomtv.net/2012gsls1/vod/66843/?set=2&lang=
Nikoras
Profile Blog Joined March 2012
United States115 Posts
Last Edited: 2012-03-20 20:52:45
March 20 2012 20:51 GMT
#610
On March 21 2012 02:38 buldermar wrote:
Show nested quote +
On March 21 2012 02:29 KiF1rE wrote:
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.


Looking at games from this year only, he is 12-0, defeating Stephano 2-0 and Nerchio 3-0 at Home Story Cup, Nerchio 2-0 and Violet 3-0 at IEM and Idra 2-0 at Iron Squid. The point is he doesn't lose, so the question that remains to be answered is why? What you pointed to is only that he succeeds with strats that other people apperently fail with. Why is this? What is he doing differently? Stephano crushing protoss players was mentioned in this thread. MC is 4-0 against Stephano, with 2 games being from this year.


Watch MC's game on daybreak vs Darkforce from IEM. He looks bulletproof all game long. of course that is vs muta/ling--> broodlord style which isn't relevant to the topic.
Excludos
Profile Blog Joined April 2010
Norway8016 Posts
March 20 2012 20:58 GMT
#611
On March 21 2012 05:43 Erik.TheRed wrote:
Show nested quote +
On March 21 2012 05:17 hzflank wrote:
On March 21 2012 05:11 Friend23 wrote:
jyp y u no immos?

i just dont get it how and why do people prefer stalkers over immortals against roaches, its like people think yea super duper blink micro crap, in reality its impossible to pull off

and at the same time i dont think that ive ever seen 5+ immortals on the same screen in any so called pro game

why are people stuborn and just dont use the tools the game is giving to them


Build time.

Immortals take 45 seconds to build even if you use a chrono on them. If immortals came from the gateway then you would never see stalkers, but as it is protoss has no choice. Nothing from the robo shoots air units, robos cost gas and dont benefit from the warpin mechanic so making more than one of them is a big investment and making three of them is outright suicide. Also, observers take up robo build time.


Lol, I just imagined 4 immortals warping in at a proxy pylon. would be pretty good


They did in early beta =| But yeah. In current form that would be too good.
Treehead
Profile Blog Joined November 2010
999 Posts
March 20 2012 20:58 GMT
#612
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): 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.




Kcdc, you may want to update the OP with Ranged's last quote, since I think it's rather telling of what the thread is about.
Trusty
Profile Joined July 2010
New Zealand520 Posts
Last Edited: 2012-03-20 21:00:49
March 20 2012 21:00 GMT
#613
On March 21 2012 05:50 Nikoras wrote:
take a third with the minerals you would use for the next warp in, and that leaves you with 3 immortals 8 sentries 6 zealots (you get a partial warp-in) and a stalker and an observer. More than enough to hold off any sort of roach timing and your warp prism already forced units, scouted, and potentially cleared creep for you.


Do you even read the thread?

We are talking about 200/200 roaches @ 12 minutes. What on earth makes you think you're defending that with 3 immo, 8 sentries and 6 zealots
Nikoras
Profile Blog Joined March 2012
United States115 Posts
Last Edited: 2012-03-20 21:11:46
March 20 2012 21:08 GMT
#614
On March 21 2012 06:00 Trusty wrote:
Show nested quote +
On March 21 2012 05:50 Nikoras wrote:
take a third with the minerals you would use for the next warp in, and that leaves you with 3 immortals 8 sentries 6 zealots (you get a partial warp-in) and a stalker and an observer. More than enough to hold off any sort of roach timing and your warp prism already forced units, scouted, and potentially cleared creep for you.


Do you even read the thread?

We are talking about 200/200 roaches @ 12 minutes. What on earth makes you think you're defending that with 3 immo, 8 sentries and 6 zealots

I'm talking about the point in the build where you have the option to take a third base or go ahead with the timing push. This comes at 10:00 which means you get at least 3 additional full warp-ins to prepare for the timing off of 8 gates. You should have more than enough to stop it.
happyness
Profile Joined June 2010
United States2400 Posts
March 20 2012 21:14 GMT
#615
On March 21 2012 05:51 Nikoras wrote:
Show nested quote +
On March 21 2012 02:38 buldermar wrote:
On March 21 2012 02:29 KiF1rE wrote:
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.


Looking at games from this year only, he is 12-0, defeating Stephano 2-0 and Nerchio 3-0 at Home Story Cup, Nerchio 2-0 and Violet 3-0 at IEM and Idra 2-0 at Iron Squid. The point is he doesn't lose, so the question that remains to be answered is why? What you pointed to is only that he succeeds with strats that other people apperently fail with. Why is this? What is he doing differently? Stephano crushing protoss players was mentioned in this thread. MC is 4-0 against Stephano, with 2 games being from this year.


Watch MC's game on daybreak vs Darkforce from IEM. He looks bulletproof all game long. of course that is vs muta/ling--> broodlord style which isn't relevant to the topic.


....No, no it isn't. So why are you posting in this thread?
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-03-20 21:21:25
March 20 2012 21:17 GMT
#616
On March 21 2012 03:32 buldermar wrote:
Show nested quote +
On March 21 2012 03:09 superstartran wrote:
On March 21 2012 03:06 kcdc wrote:
I'm not a big GSL spectator, but from what I've seen, MC wins a lot because he's really really good at 2-base timings and he has immaculate control that wins him games even when he's way behind after a failed timing attack.

I want to make it clear that I think Protoss can win games against Zerg. 2-base timing pushes are really strong and it's hard for Zerg to know which one is coming. And if Protoss is able to secure a third and enter lategame on even footing, I think Protoss has a big advantage because mothership+carrier+archon+templar is unbeatable. It takes 25 minutes to get the perfect composition, but if Zerg doesn't stop Protoss from getting there, Protoss wins almost every time.

So there are exploits on both sides of the match-up, and a lot of how well the exploits play out depends on the map. On Entombed Valley, for instance, Protoss should just take a fast third, defend with forcefields and get mothership+carrier+archon for the win. It's boring as hell, but there's no reason Protoss should lose on that map. On Korhal Compound, Zerg can prevent Protoss's third seemingly indefinitely, and Zerg should just focus on defending 2-base timings and win every time.


I found that MC's most consistent play vs Z is +1 Blink Stalkers that allows him to pressure very quickly right before massive amounts of Roaches hit the field. It allows him to defend against Roach busts and Muta tech switches, all while pressuring to secure a 3rd.


His ghetto +1 Blink Attack that hits around 10:30 is pretty funny to watch.




Thank you for posting this link. I didn't notice any significant mistakes in the mass roach strat by Stephano. He stopped droning at 61, which seems ideal against 2base +1 protoss pushes. He also had creep spread out nicely. What should Stephano have done differently, assuming that he should still be doing the 3base roach strategy?



Not sure, there's no way he can get burrow in time to deal with the Blink Stalkers w/ no Obs, and it's obviously going to be an uphill fight with MC constantly kiting Stephano's Roaches all the way back to his base. Obviously if you do no damage you're going to be behind big time, but I felt that this +1 Blink build has some merit because although it is very all-innish feel, it does hit a very crucial timing right as the Roaches pop out with +1/Speed before critical mass of 180-200 supply of Roaches. With good micro/macro off of 42 probe economy, it looks like MC is simply able to overwhelm the Z player with constantly blink repositioning/kiting.


I'm sure it is very beatable, but from what I've been seeing MC is just abusing the living shit out of his +1 Blink build vs players that tend to play Roach heavy around the 12 minute mark. It's obvious that it will be VERY difficult for Z to hold this since he's gonna be sitting heavy on drones around the 10 minute mark, with the Protoss player being extremely high on army supply WITH blink. Yes, the Z will be able to heavily produce Roaches, but it will be very difficult to overcome so much poking and prodding by the P player. Once he takes out that 3rd he's way ahead now, because he can easily branch out into Robo tech or Templar play.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 20 2012 21:23 GMT
#617
On March 21 2012 05:58 Treehead wrote:
Kcdc, you may want to update the OP with Ranged's last quote, since I think it's rather telling of what the thread is about.


Good call. Added. I may continue to add particularly insightful or helpful ideas as they come up.
etherealfall
Profile Joined December 2011
Australia476 Posts
March 20 2012 21:24 GMT
#618
this is exactly why we need stephano to enter the gsl, to verse top notch koreans more often and see what their solution is because right at this moment, it seems like we just don't have one.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-03-20 21:34:25
March 20 2012 21:30 GMT
#619
On March 21 2012 06:17 superstartran wrote:
Show nested quote +
On March 21 2012 03:32 buldermar wrote:
On March 21 2012 03:09 superstartran wrote:
On March 21 2012 03:06 kcdc wrote:
I'm not a big GSL spectator, but from what I've seen, MC wins a lot because he's really really good at 2-base timings and he has immaculate control that wins him games even when he's way behind after a failed timing attack.

I want to make it clear that I think Protoss can win games against Zerg. 2-base timing pushes are really strong and it's hard for Zerg to know which one is coming. And if Protoss is able to secure a third and enter lategame on even footing, I think Protoss has a big advantage because mothership+carrier+archon+templar is unbeatable. It takes 25 minutes to get the perfect composition, but if Zerg doesn't stop Protoss from getting there, Protoss wins almost every time.

So there are exploits on both sides of the match-up, and a lot of how well the exploits play out depends on the map. On Entombed Valley, for instance, Protoss should just take a fast third, defend with forcefields and get mothership+carrier+archon for the win. It's boring as hell, but there's no reason Protoss should lose on that map. On Korhal Compound, Zerg can prevent Protoss's third seemingly indefinitely, and Zerg should just focus on defending 2-base timings and win every time.


I found that MC's most consistent play vs Z is +1 Blink Stalkers that allows him to pressure very quickly right before massive amounts of Roaches hit the field. It allows him to defend against Roach busts and Muta tech switches, all while pressuring to secure a 3rd.


His ghetto +1 Blink Attack that hits around 10:30 is pretty funny to watch.


http://www.youtube.com/watch?annotation_id=annotation_663472&feature=iv&src_vid=FluFCF5dtmQ&v=oz0EwYH2U5Q


Thank you for posting this link. I didn't notice any significant mistakes in the mass roach strat by Stephano. He stopped droning at 61, which seems ideal against 2base +1 protoss pushes. He also had creep spread out nicely. What should Stephano have done differently, assuming that he should still be doing the 3base roach strategy?



Not sure, there's no way he can get burrow in time to deal with the Blink Stalkers w/ no Obs, and it's obviously going to be an uphill fight with MC constantly kiting Stephano's Roaches all the way back to his base. Obviously if you do no damage you're going to be behind big time, but I felt that this +1 Blink build has some merit because although it is very all-innish feel, it does hit a very crucial timing right as the Roaches pop out with +1/Speed before critical mass of 180-200 supply of Roaches. With good micro/macro off of 42 probe economy, it looks like MC is simply able to overwhelm the Z player with constantly blink repositioning/kiting.


I'm sure it is very beatable, but from what I've been seeing MC is just abusing the living shit out of his +1 Blink build vs players that tend to play Roach heavy around the 12 minute mark. It's obvious that it will be VERY difficult for Z to hold this since he's gonna be sitting heavy on drones around the 10 minute mark, with the Protoss player being extremely high on army supply WITH blink. Yes, the Z will be able to heavily produce Roaches, but it will be very difficult to overcome so much poking and prodding by the P player. Once he takes out that 3rd he's way ahead now, because he can easily branch out into Robo tech or Templar play.


7 gate +2 blink is a very well-known 2-base timing. It's a kill move that's really strong, and MC's particularly good at it. But it can be defended. In that game, Stephano had a little less supply than he usually has (I'd need to analyze a replay instead of a VOD to find out why), and he probably could have waited another 20 or so seconds for one more production round before engaging. As it was, he very nearly killed the push in the first engagement, but came up just a couple units shy, and then the fight snowballed in favor of MC. That's what tends to happen with blink stalkers--Zerg either has enough to crush the push the first time, or Zerg has just barely too little and trades his army for shield damage.

MC's really good tho. He'll probably always be able to take games off of top tier Zergs with his 2-base timings. But I'll bet that if he did that timing against Stephano 10 games in a row, MC might win the first couple, and then Stephano would win the vast majority of the rest.
Nikoras
Profile Blog Joined March 2012
United States115 Posts
March 20 2012 21:33 GMT
#620
On March 21 2012 06:14 happyness wrote:
Show nested quote +
On March 21 2012 05:51 Nikoras wrote:
On March 21 2012 02:38 buldermar wrote:
On March 21 2012 02:29 KiF1rE wrote:
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.


Looking at games from this year only, he is 12-0, defeating Stephano 2-0 and Nerchio 3-0 at Home Story Cup, Nerchio 2-0 and Violet 3-0 at IEM and Idra 2-0 at Iron Squid. The point is he doesn't lose, so the question that remains to be answered is why? What you pointed to is only that he succeeds with strats that other people apperently fail with. Why is this? What is he doing differently? Stephano crushing protoss players was mentioned in this thread. MC is 4-0 against Stephano, with 2 games being from this year.


Watch MC's game on daybreak vs Darkforce from IEM. He looks bulletproof all game long. of course that is vs muta/ling--> broodlord style which isn't relevant to the topic.


....No, no it isn't. So why are you posting in this thread?


Because the person said that if MC doesn't kill the third he loses, implying that he rely's only on timings for PvZ. That game shows this is untrue.
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