• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:52
CEST 14:52
KST 21:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Ro4 Recap : The Peak9DreamHack Dallas 2025 - Info & Preview15herO wins GSL Code S Season 1 (2025)16Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure6Code S RO8 Preview: Classic, Reynor, Maru, GuMiho4
Community News
[BSL20] RO20 Group Stage0EWC 2025 Regional Qualifiers (May 28-June 1)7Weekly Cups (May 12-18): Clem sweeps WardiTV May3Code S Season 2 (2025) - Qualifier Results212025 GSL Season 2 (Qualifiers)14
StarCraft 2
General
DreamHack Dallas 2025 - Info & Preview Power Rank: October 2018 herO wins GSL Code S Season 1 (2025) Code S Season 2 (2025) - Qualifier Results Code S RO8 Preview: Classic, Reynor, Maru, GuMiho
Tourneys
Last Chance Qualifiers for OlimoLeague 2024 Winter DreamHack Dallas 2025 $5,100+ SEL Season 2 Championship (SC: Evo) StarCraft Evolution League (SC Evo Biweekly) EWC 2025 Regional Qualifiers (May 28-June 1)
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed
Brood War
General
[ASL19] Ro4 Recap : The Peak BW General Discussion Cwal.gg not working BGH auto balance -> http://bghmmr.eu/ Artosis baned on twitch ?
Tourneys
[ASL19] Semifinal B [BSL20] RO20 Group Stage [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
What do you want from future RTS games? Beyond All Reason Stormgate/Frost Giant Megathread Grand Theft Auto VI Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Men's Fashion Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11673 users

[D] PvZ Beating Stephano Style Roaches - Page 34

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 32 33 34 35 36 78 Next
Please have some semblance of an idea of what you're talking about.
Borkbokbork
Profile Joined April 2011
United States123 Posts
March 22 2012 05:42 GMT
#661
I have been working on a 2-gate zealot pressure expand build that uses two waves of zealots to 1) pressure the zerg's 14/14 expo, and 2) kill or prevent a fast third. (I am a masters protoss.)

I never FFE, though I do sometimes nexus first to change things up.

If anyone would like the build order and general synopsis of the build, they can let me know. I am planning to keep working on it for about a month longer, and then I will post an enormous, detailed guide to it in the strategy section.

This strategy gets me a solid win percentage against master zergs who know it is coming before the game starts. It's how I play "standard".

It goes somewhat like this:

9 Pylon at natural, return probe to mineral line.
Chronoboost until 12
Stop probe production
Build two gateways on 12
resume probe production, chrono nexus
14 Pylon
2 x zealot, save chrono
Pylon
2x zealot, double chrono
forge
1x zealot (to hold position in wall)
cannon (to prevent counterattack)
Nexus
**pressure with 4 zealots**-- the goal is to force either spine crawlers, or roaches. (the primary goal of this build is to force zerg to get gas to defend the zealots, earlier than they normally want to.)
if they are prepared for the zealots (which will hit at about the 5:00 mark), you should pull back and hold position on their third, to prevent them from taking it.

You should get 2 gas after your nexus has completed- you will use the first 100 gas on +1 from the forge. Chrono the forge, and prepare 6-8 zealots to kill the zerg's third- which he WILL try to take, since he assumes that he is safe for awhile after he fends off the first 4 zealots.

You can transition however you want from here. I sometimes utilize a macro nexus + triple stargate phoenix/voidray with a few gates. Triple stargate + 4 gateways (for zealots) will hold 2-base roach OR 2-base hydra/ling all ins, and it WILL allow you to get a third up quickly. It also will deal with mutalisks completely effectively.

The other benefit of this build is that it is a build order win against early pool. Your first two zealots will finish about 10 seconds after the first 6 lings from a 6-pool arrive, (and you will have two pylons, so they cannot unpower the gates.)


There are a number of transitions you can do:
7-Gate/Robo +2 Blink/Warp Prism all in
2 Stargate Phoenix/Chargelot all in. (this is VERY strong within a certain timing window where the zerg has not produced more than about 17-18 hydralisks.)
3 Stargate Phoenix/Voidray + 4 gate zealots (yes, two saturated bases can sustain these production facilities)
6 Gate Voidray, +1 Ground Attack and +1 Air Attack all in
6 Gate Mothership all-in.
6 Gate Robo +1 Sentry/Stalker Immortal, all-in OR expand. (this is especially good if you forced roaches, not as good if you didn't...because it means the zerg can get faster infestors or mutas.)

I have a very high win rate with this build. Early pools autolose and I can put on very effective pressure with the zealots. I like being in control of the pace of the game, and I feel that FFE is the wrong way to play the game against zerg.

These are the pros and cons of this style:
Cons:
*You will be behind on tech, and thus must prepare for 2-base tech all ins. (roach, muda, hydra, doom drop, nydus)
*You don't start your expansion until 5 minutes.

Pros:
*Build order win against early pools (10 supply or lower pools)
*Very fast 4-zealot pressure that will force at least 16 zerglings, 2 spines+ zerglings, or roaches.
*because of second zealot wave, zerg is forced to spend gas earlier than he wants (you cannot do stephano style roaches against this build) if he does not make roaches, you can assume that he is going either fast mutalisk or fast infestor.
*all buildings are built at the natural, increasing sim-city efficiency, and stopping busts (including baneling busts).
*due to the constant pressure, you will be very aware of the tech path choice of the zerg.
* you do not have to commit with the zealots- you can pull back and use them for map control.
*even if the zerg counters with roaches, you can counterattack his base with the zealots, or make him chase them until enough cannons are up.

There's a great deal more information to speak of, which again I will post in the strategy thread that I am currently working on. The reason I am posting this now is for people who are struggling with PvZ, which is my best and favorite matchup. I believe that FFE is fundamentally the incorrect way to play against a passive, macro race that prefers not to be pressured.

PM me for more information!

qi neng jin ru ren yi, dan qiu wu kui wo xin
Snoman
Profile Joined December 2010
Canada191 Posts
March 22 2012 05:51 GMT
#662
On March 22 2012 14:42 Borkbokbork wrote:...



You have some replays you could link to where you perform this build?
Drones, Probes & SCVs: A mini documentary on the work behind ESPORTS. http://youtu.be/vNlu-K0rAxs
Borkbokbork
Profile Joined April 2011
United States123 Posts
March 22 2012 05:54 GMT
#663
On March 22 2012 14:51 Snoman wrote:
Show nested quote +
On March 22 2012 14:42 Borkbokbork wrote:...



You have some replays you could link to where you perform this build?



Yes, but they are on another computer unfortunately that I do not have access to right now. I am waiting until I have about 20 replays from this current patch (against masters opponents only) until I make the official post. I am also still tweaking the build.
qi neng jin ru ren yi, dan qiu wu kui wo xin
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
March 22 2012 05:56 GMT
#664
I would like to say that it is not impossible for a ton of people to be wrong and think that they are right just because there is alot of them thinking the same. Now i will give you a question - Do we have sc2 down to the science as we had in bw where you could say whats REALLY a non-sense to do? Is sc2 in alot of ways a different game ? Rhetorical questions i know. I just wanna say that we cant afford to be close-minded and to some extent conservative in such "new" game. I would like to hear from cecil what he has to say
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Borkbokbork
Profile Joined April 2011
United States123 Posts
March 22 2012 06:06 GMT
#665
On March 22 2012 14:56 YosHGo wrote:
I would like to say that it is not impossible for a ton of people to be wrong and think that they are right just because there is alot of them thinking the same. Now i will give you a question - Do we have sc2 down to the science as we had in bw where you could say whats REALLY a non-sense to do? Is sc2 in alot of ways a different game ? Rhetorical questions i know. I just wanna say that we cant afford to be close-minded and to some extent conservative in such "new" game. I would like to hear from cecil what he has to say


This is absolutely correct. Tradition is not necessarily positive OR correct. In my opinion, Forge Fast Expand is not the correct way to play against Zerg because of Zerg's macro mechanic, inject. Protoss can make units and workers at the same time without skimping on either. Zerg can make the workers first, and the units after. Therefore, if you let them do this, they will always be ahead.

The counter-argument to this is that "all of the pros do it". Yes, they all do it. My rebuttal is that this is what they are most comfortable with, but not necessarily the most ideal build to use.
qi neng jin ru ren yi, dan qiu wu kui wo xin
HoMM
Profile Joined July 2010
Estonia635 Posts
March 22 2012 06:15 GMT
#666
On March 22 2012 14:51 Snoman wrote:
Show nested quote +
On March 22 2012 14:42 Borkbokbork wrote:...



You have some replays you could link to where you perform this build?


Well he pretty much copied CombatEX's PvZ build (exactly 12gate12gate14pylon etc), you can check it out in play in this vid
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
Borkbokbork
Profile Joined April 2011
United States123 Posts
Last Edited: 2012-03-22 06:24:12
March 22 2012 06:18 GMT
#667
On March 22 2012 15:15 HoMM wrote:
Show nested quote +
On March 22 2012 14:51 Snoman wrote:
On March 22 2012 14:42 Borkbokbork wrote:...



You have some replays you could link to where you perform this build?


Well he pretty much copied CombatEX's PvZ build (exactly 12gate12gate14pylon etc), you can check it out in play in this vid




I would like to note that I worked on this build independently of CombatEx's and was not aware that he employs a similiar strategy. I do not watch CombatEx videos because he's an asshole- the first video of his that I watched was also the last.

I would also like to note that in my build, I usually do not take a fast third (though sometimes I do.)

I also NEVER go Colossus like he does in the video.
qi neng jin ru ren yi, dan qiu wu kui wo xin
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 22 2012 06:30 GMT
#668
I watched the Iron Squid MC vs Idra games that people had been mentioning. I don't think I appreciated how overrated Idra's macro is until I watched those games. Between supply blocks. overreactions to fake pressure, and slight inefficiencies in his build, he was 50 supply behind Stephano and ChaosKeeper at 12:00. And like any half-decent Protoss, MC had no problem deflecting 150 supply roaches with his 120 supply army.

And then Idra naturally bitched about Z being underpowered. No, Idra, you just had 25 fewer roaches than you could have had at the same time.
garsh0p
Profile Joined February 2010
United States30 Posts
March 22 2012 06:52 GMT
#669
On March 22 2012 12:43 kcdc wrote:
Fast third -> +2 blink by 12:00 is a good idea. I don't love the blink timing into 3rd that MC does--everyone except MC seems unable to defend their third with the build. But if instead of going for the timing, you go for a fast third off of a couple gates with maybe 4 early sentries and then pump pure stalkers cutting everything but weapons upgrades and blink tech, you might be able to hit a pretty solid supply count by 12:00.

WG units aren't the most efficient, but the WG mechanic eventually gives you a 30 second advance on your investment compared to robo or SG units. Blink stalkers also have a property where as long as they're strong enough to win a fight, they take almost no losses.

If you hit ~160 food with blink stalkers on 3 bases, Z needs infestors or hive tech to beat you, so you've more or less printed yourself a ticket to lategame. I'll bet it's possible to somewhat safely hit 120 or 130 food with +2 weapons and blink by 12:00. With positioning, sim-citying, and forcefields, I'll bet that you can delay and/or force favorable engagements long enough to hit the critical mass of stalkers (on most maps).

The key would be focusing on maxing out supply and hitting that critical mass that can't be beaten by maxed roach+ling. Trading early, even favorable trading, might hurt your cause since Z will be able to max regardless, and trading early will slow your reaching critical mass.

Do you skip robo for this?
VoirDire
Profile Joined February 2009
Sweden1923 Posts
March 22 2012 07:25 GMT
#670
On March 18 2012 12:14 VoirDire wrote:
Just out of curiosity, what happens if you 4-gate vs early 3rd builds? Maybe do a pylon block (so z has to take his 3rd as his 2nd expo) into 4 gate?

I found a game!

ASUS ROG Winter 2012 - Group Stage - Stephano vs MaNa - G2


I think Mana could have won this if he walled of his natural after he moved out.
ProxySilmaril
Profile Joined June 2011
81 Posts
March 22 2012 10:02 GMT
#671
On March 22 2012 14:42 Borkbokbork wrote:
I have been working on a 2-gate zealot pressure expand build that uses two waves of zealots to 1) pressure the zerg's 14/14 expo, and 2) kill or prevent a fast third. (I am a masters protoss.)




I dont like this Idea. It might work against a zerg that scout late with his first lings. But as a zerg when i scout with a drone and i would see that 2 gates going up, then I expect zealots and i would decide to go for roach ling all in because sentrys will be late and there are no cannons.
Borkbokbork
Profile Joined April 2011
United States123 Posts
Last Edited: 2012-03-22 10:32:06
March 22 2012 10:26 GMT
#672
On March 22 2012 19:02 ProxySilmaril wrote:
Show nested quote +
On March 22 2012 14:42 Borkbokbork wrote:
I have been working on a 2-gate zealot pressure expand build that uses two waves of zealots to 1) pressure the zerg's 14/14 expo, and 2) kill or prevent a fast third. (I am a masters protoss.)




I dont like this Idea. It might work against a zerg that scout late with his first lings. But as a zerg when i scout with a drone and i would see that 2 gates going up, then I expect zealots and i would decide to go for roach ling all in because sentrys will be late and there are no cannons.



Except there will be cannons, because the first 4 zealots will scout your build.

Typical Roach-Ling all-ins hit at 7 minute and on. The first 4 zealots will arrive at 5:30 at the latest. This will disrupt your build- and I will see what you have to kill the zealots. At that point I have a minute and a half, plus travel time, to throw up cannons if need be. Which is plenty. And if you back off and take a quick third, I'll 2-base all in you, because you just made a ton of units, and are short on drones.
qi neng jin ru ren yi, dan qiu wu kui wo xin
Nyast
Profile Joined November 2010
Belgium554 Posts
March 22 2012 11:14 GMT
#673
On March 22 2012 16:25 VoirDire wrote:
Show nested quote +
On March 18 2012 12:14 VoirDire wrote:
Just out of curiosity, what happens if you 4-gate vs early 3rd builds? Maybe do a pylon block (so z has to take his 3rd as his 2nd expo) into 4 gate?

I found a game!

I think Mana could have won this if he walled of his natural after he moved out.


I think this may be one answer to the Stephano style. I've been testing a similar build for a few days already. Main difference is that I get expo first ( ~4'30 ), and then 4 gates. By 6'10 I warp 3 stalkers and a zealot, in addition to my first zealot/stalker/sentry. By 7' I attack Zerg's third with 12 units while chronoing probes on double nexii at home, and dropping some more tech.

This requires a heavy probe cut between 4' and 5'30, so it's semi-all-innish, you definitely have to kill the third to stay in the game. But after that you can pump up your eco, and assuming I don't mess up with my macro, I get 50 probes at 10', which is roughly at the level of a defensive 3 gate sentry expand.

I still need more experience on ladder against better players though, so I'm not saying it definitely works or is "the" solution, it's just one build with some potential that I'm studying.. and kcdc will hate it since it's a 1 gate FE :p
SoulWager
Profile Joined August 2010
United States464 Posts
March 22 2012 11:18 GMT
#674
On March 22 2012 14:42 Borkbokbork wrote:
I have been working on a 2-gate zealot pressure expand build that uses two waves of zealots to 1) pressure the zerg's 14/14 expo, and 2) kill or prevent a fast third. (I am a masters protoss.)

I never FFE, though I do sometimes nexus first to change things up.

If anyone would like the build order and general synopsis of the build, they can let me know. I am planning to keep working on it for about a month longer, and then I will post an enormous, detailed guide to it in the strategy section.

This strategy gets me a solid win percentage against master zergs who know it is coming before the game starts. It's how I play "standard".

It goes somewhat like this:

9 Pylon at natural, return probe to mineral line.
Chronoboost until 12
Stop probe production
Build two gateways on 12
resume probe production, chrono nexus
14 Pylon
2 x zealot, save chrono
Pylon
2x zealot, double chrono
forge
1x zealot (to hold position in wall)
cannon (to prevent counterattack)
Nexus
**pressure with 4 zealots**-- the goal is to force either spine crawlers, or roaches. (the primary goal of this build is to force zerg to get gas to defend the zealots, earlier than they normally want to.)
if they are prepared for the zealots (which will hit at about the 5:00 mark), you should pull back and hold position on their third, to prevent them from taking it.

You should get 2 gas after your nexus has completed- you will use the first 100 gas on +1 from the forge. Chrono the forge, and prepare 6-8 zealots to kill the zerg's third- which he WILL try to take, since he assumes that he is safe for awhile after he fends off the first 4 zealots.

You can transition however you want from here. I sometimes utilize a macro nexus + triple stargate phoenix/voidray with a few gates. Triple stargate + 4 gateways (for zealots) will hold 2-base roach OR 2-base hydra/ling all ins, and it WILL allow you to get a third up quickly. It also will deal with mutalisks completely effectively.

The other benefit of this build is that it is a build order win against early pool. Your first two zealots will finish about 10 seconds after the first 6 lings from a 6-pool arrive, (and you will have two pylons, so they cannot unpower the gates.)


There are a number of transitions you can do:
7-Gate/Robo +2 Blink/Warp Prism all in
2 Stargate Phoenix/Chargelot all in. (this is VERY strong within a certain timing window where the zerg has not produced more than about 17-18 hydralisks.)
3 Stargate Phoenix/Voidray + 4 gate zealots (yes, two saturated bases can sustain these production facilities)
6 Gate Voidray, +1 Ground Attack and +1 Air Attack all in
6 Gate Mothership all-in.
6 Gate Robo +1 Sentry/Stalker Immortal, all-in OR expand. (this is especially good if you forced roaches, not as good if you didn't...because it means the zerg can get faster infestors or mutas.)

I have a very high win rate with this build. Early pools autolose and I can put on very effective pressure with the zealots. I like being in control of the pace of the game, and I feel that FFE is the wrong way to play the game against zerg.

These are the pros and cons of this style:
Cons:
*You will be behind on tech, and thus must prepare for 2-base tech all ins. (roach, muda, hydra, doom drop, nydus)
*You don't start your expansion until 5 minutes.

Pros:
*Build order win against early pools (10 supply or lower pools)
*Very fast 4-zealot pressure that will force at least 16 zerglings, 2 spines+ zerglings, or roaches.
*because of second zealot wave, zerg is forced to spend gas earlier than he wants (you cannot do stephano style roaches against this build) if he does not make roaches, you can assume that he is going either fast mutalisk or fast infestor.
*all buildings are built at the natural, increasing sim-city efficiency, and stopping busts (including baneling busts).
*due to the constant pressure, you will be very aware of the tech path choice of the zerg.
* you do not have to commit with the zealots- you can pull back and use them for map control.
*even if the zerg counters with roaches, you can counterattack his base with the zealots, or make him chase them until enough cannons are up.

There's a great deal more information to speak of, which again I will post in the strategy thread that I am currently working on. The reason I am posting this now is for people who are struggling with PvZ, which is my best and favorite matchup. I believe that FFE is fundamentally the incorrect way to play against a passive, macro race that prefers not to be pressured.

PM me for more information!



I do something similar against z:
11, 1 cb probes
12 14gate
5 zealots, cb first 3
2gas then core after starting 5th zealot
expand+forge when you have money or if he's 1base, retreat zealots cb 2 stalkers out and repush, then expo.
3rd gate+cannon

Ideal defense is pure ling+a queen, if he overdefends, loses/cancels hatch, early pools, or makes gas before hatch you autowin with +2 blink 7gate. If he defends perfectly you should take 3rd instead of allin, but do a +1 push against his third as you take yours. In any case you've delayed droning till after your own expo is done. If you see a spine finish, you can get nex immediately, regardless of whether you have core or gas yet.
a somewhat sloppy game by me against high master z:
http://drop.sc/140029
Borkbokbork
Profile Joined April 2011
United States123 Posts
March 22 2012 11:22 GMT
#675
On March 22 2012 20:18 SoulWager wrote:
Show nested quote +
On March 22 2012 14:42 Borkbokbork wrote:
I have been working on a 2-gate zealot pressure expand build that uses two waves of zealots to 1) pressure the zerg's 14/14 expo, and 2) kill or prevent a fast third. (I am a masters protoss.)

I never FFE, though I do sometimes nexus first to change things up.

If anyone would like the build order and general synopsis of the build, they can let me know. I am planning to keep working on it for about a month longer, and then I will post an enormous, detailed guide to it in the strategy section.

This strategy gets me a solid win percentage against master zergs who know it is coming before the game starts. It's how I play "standard".

It goes somewhat like this:

9 Pylon at natural, return probe to mineral line.
Chronoboost until 12
Stop probe production
Build two gateways on 12
resume probe production, chrono nexus
14 Pylon
2 x zealot, save chrono
Pylon
2x zealot, double chrono
forge
1x zealot (to hold position in wall)
cannon (to prevent counterattack)
Nexus
**pressure with 4 zealots**-- the goal is to force either spine crawlers, or roaches. (the primary goal of this build is to force zerg to get gas to defend the zealots, earlier than they normally want to.)
if they are prepared for the zealots (which will hit at about the 5:00 mark), you should pull back and hold position on their third, to prevent them from taking it.

You should get 2 gas after your nexus has completed- you will use the first 100 gas on +1 from the forge. Chrono the forge, and prepare 6-8 zealots to kill the zerg's third- which he WILL try to take, since he assumes that he is safe for awhile after he fends off the first 4 zealots.

You can transition however you want from here. I sometimes utilize a macro nexus + triple stargate phoenix/voidray with a few gates. Triple stargate + 4 gateways (for zealots) will hold 2-base roach OR 2-base hydra/ling all ins, and it WILL allow you to get a third up quickly. It also will deal with mutalisks completely effectively.

The other benefit of this build is that it is a build order win against early pool. Your first two zealots will finish about 10 seconds after the first 6 lings from a 6-pool arrive, (and you will have two pylons, so they cannot unpower the gates.)


There are a number of transitions you can do:
7-Gate/Robo +2 Blink/Warp Prism all in
2 Stargate Phoenix/Chargelot all in. (this is VERY strong within a certain timing window where the zerg has not produced more than about 17-18 hydralisks.)
3 Stargate Phoenix/Voidray + 4 gate zealots (yes, two saturated bases can sustain these production facilities)
6 Gate Voidray, +1 Ground Attack and +1 Air Attack all in
6 Gate Mothership all-in.
6 Gate Robo +1 Sentry/Stalker Immortal, all-in OR expand. (this is especially good if you forced roaches, not as good if you didn't...because it means the zerg can get faster infestors or mutas.)

I have a very high win rate with this build. Early pools autolose and I can put on very effective pressure with the zealots. I like being in control of the pace of the game, and I feel that FFE is the wrong way to play the game against zerg.

These are the pros and cons of this style:
Cons:
*You will be behind on tech, and thus must prepare for 2-base tech all ins. (roach, muda, hydra, doom drop, nydus)
*You don't start your expansion until 5 minutes.

Pros:
*Build order win against early pools (10 supply or lower pools)
*Very fast 4-zealot pressure that will force at least 16 zerglings, 2 spines+ zerglings, or roaches.
*because of second zealot wave, zerg is forced to spend gas earlier than he wants (you cannot do stephano style roaches against this build) if he does not make roaches, you can assume that he is going either fast mutalisk or fast infestor.
*all buildings are built at the natural, increasing sim-city efficiency, and stopping busts (including baneling busts).
*due to the constant pressure, you will be very aware of the tech path choice of the zerg.
* you do not have to commit with the zealots- you can pull back and use them for map control.
*even if the zerg counters with roaches, you can counterattack his base with the zealots, or make him chase them until enough cannons are up.

There's a great deal more information to speak of, which again I will post in the strategy thread that I am currently working on. The reason I am posting this now is for people who are struggling with PvZ, which is my best and favorite matchup. I believe that FFE is fundamentally the incorrect way to play against a passive, macro race that prefers not to be pressured.

PM me for more information!



I do something similar against z:
11, 1 cb probes
12 14gate
5 zealots, cb first 3
2gas then core after starting 5th zealot
expand+forge when you have money or if he's 1base, retreat zealots cb 2 stalkers out and repush, then expo.
3rd gate+cannon

Ideal defense is pure ling+a queen, if he overdefends, loses/cancels hatch, early pools, or makes gas before hatch you autowin with +2 blink 7gate. If he defends perfectly you should take 3rd instead of allin, but do a +1 push against his third as you take yours. In any case you've delayed droning till after your own expo is done. If you see a spine finish, you can get nex immediately, regardless of whether you have core or gas yet.
a somewhat sloppy game by me against high master z:
http://drop.sc/140029


I'll check out the replay, thanks for posting it. We should talk about the build and ways to make it more efficient, because I'm convinced that it is better than forge fast expand.
qi neng jin ru ren yi, dan qiu wu kui wo xin
Danglars
Profile Blog Joined August 2010
United States12133 Posts
March 22 2012 11:46 GMT
#676
Can we get some more GM replays vs Zergs that do, essentially, max roaches aiming to destroy thirds and whatever army you happen to have at an impossibly early time?

With Protoss players doing a 4gate robo, a fast-third mass blinkstalker approach, other ideas in that. I mean, fall flat on your face afterwards but survive. Watch the replay and see that he took no substantial risk (9min warren, all drones until 3base max) to get there? I see a couple scattered throughout here, but a dearth of attempts to really smack the strategy down and succeed/fail. (I admit that perhaps if you really get close to scary 'Better not try this,' he'll angle for hive tech and you'll never real know).
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 22 2012 15:09 GMT
#677
On March 22 2012 15:06 Borkbokbork wrote:
Show nested quote +
On March 22 2012 14:56 YosHGo wrote:
I would like to say that it is not impossible for a ton of people to be wrong and think that they are right just because there is alot of them thinking the same. Now i will give you a question - Do we have sc2 down to the science as we had in bw where you could say whats REALLY a non-sense to do? Is sc2 in alot of ways a different game ? Rhetorical questions i know. I just wanna say that we cant afford to be close-minded and to some extent conservative in such "new" game. I would like to hear from cecil what he has to say


This is absolutely correct. Tradition is not necessarily positive OR correct. In my opinion, Forge Fast Expand is not the correct way to play against Zerg because of Zerg's macro mechanic, inject. Protoss can make units and workers at the same time without skimping on either. Zerg can make the workers first, and the units after. Therefore, if you let them do this, they will always be ahead.

The counter-argument to this is that "all of the pros do it". Yes, they all do it. My rebuttal is that this is what they are most comfortable with, but not necessarily the most ideal build to use.


This is idiotic.
There are many reasons FFE is considered so good and simply making a simple statement that it doesn't work well with the macro mechanics while ignoring tons of stuff is silly.
FFE is fastest way to get a second nexus by far so you're also doubling up on your own macro mechanic really fast. In fact protoss can often hit 40 probes at the same time as zerg does. The real macro disadvantage protoss has lies more in it's difficulty to take a third then worker count.
FFE can in many ways also provide stronger pressure then non-FFE because you can greedily tech to something behind your wall. For example a FFE into stargate gets air faster then a 1 gate FE into stargate does. This is because FFE can drop tech right after cyber finishes while other builds have to get some gas units to secure the expansion first. Considering 1 base pressure is terrible in PvZ now FFE is basically fastest for many forms of pressure. Maybe Gate-nexus-core builds or some other rarely seen variations could be faster but I don't see them working.

Just because zerg focusses either economy or units while protoss can do both doesn't automatically mean you need to be aggresive or shouldn't play FFE, it's a silly line of thought.
Borkbokbork
Profile Joined April 2011
United States123 Posts
Last Edited: 2012-03-22 15:32:20
March 22 2012 15:30 GMT
#678
On March 23 2012 00:09 Markwerf wrote:
Show nested quote +
On March 22 2012 15:06 Borkbokbork wrote:
On March 22 2012 14:56 YosHGo wrote:
I would like to say that it is not impossible for a ton of people to be wrong and think that they are right just because there is alot of them thinking the same. Now i will give you a question - Do we have sc2 down to the science as we had in bw where you could say whats REALLY a non-sense to do? Is sc2 in alot of ways a different game ? Rhetorical questions i know. I just wanna say that we cant afford to be close-minded and to some extent conservative in such "new" game. I would like to hear from cecil what he has to say


This is absolutely correct. Tradition is not necessarily positive OR correct. In my opinion, Forge Fast Expand is not the correct way to play against Zerg because of Zerg's macro mechanic, inject. Protoss can make units and workers at the same time without skimping on either. Zerg can make the workers first, and the units after. Therefore, if you let them do this, they will always be ahead.

The counter-argument to this is that "all of the pros do it". Yes, they all do it. My rebuttal is that this is what they are most comfortable with, but not necessarily the most ideal build to use.


This is idiotic.
There are many reasons FFE is considered so good and simply making a simple statement that it doesn't work well with the macro mechanics while ignoring tons of stuff is silly.
FFE is fastest way to get a second nexus by far so you're also doubling up on your own macro mechanic really fast. In fact protoss can often hit 40 probes at the same time as zerg does. The real macro disadvantage protoss has lies more in it's difficulty to take a third then worker count.
FFE can in many ways also provide stronger pressure then non-FFE because you can greedily tech to something behind your wall. For example a FFE into stargate gets air faster then a 1 gate FE into stargate does. This is because FFE can drop tech right after cyber finishes while other builds have to get some gas units to secure the expansion first. Considering 1 base pressure is terrible in PvZ now FFE is basically fastest for many forms of pressure. Maybe Gate-nexus-core builds or some other rarely seen variations could be faster but I don't see them working.

Just because zerg focusses either economy or units while protoss can do both doesn't automatically mean you need to be aggresive or shouldn't play FFE, it's a silly line of thought.


I respect your opinion, but this is all relative. Yes, FFE is the fastest way to get a second nexus- but at what cost? Allowing the Zerg to get a quick third? Allowing the Zerg to get a quick third is what causes Protoss to have difficulty taking a third themselves...- something you yourself noted. This is what results in the prevalence of 2-base all-in builds, and the seemingly "coinflip" nature of the matchup at this point in time. The zerg gets three bases, and then tries as hard as he can to scout which all-in is coming. If he scouts it, he wins- most of the time.

You can greedily tech behind a FFE, but then a zerg can greedily macro behind it as well. Again, it's all relative. A FFE into stargate gets air faster, but also puts on much less pressure or pseudo-pressure than a 1 gate FE. You're thinking about this in a far too one-dimensional manner- you're considering only the limitations or benefits for the Protoss, and not for the Zerg.

You are right, however, that the weakness of this build is late tech. In my opinion, that is made up for by the amount of pressure that it puts out. FFE also greatly relies on the zerg not scouting the type of pressure you are applying. This build does not- it's fine by me if the zerg knows how any zealots I'm making- and even if he rushes tech- I WILL be aware of it based on the scouting info derived from the zealots.






qi neng jin ru ren yi, dan qiu wu kui wo xin
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-03-22 15:34:19
March 22 2012 15:33 GMT
#679
On March 15 2012 16:35 kcdc wrote:
Seriously guys, I know how I could have executed better. But I was down 90 supply and 2 bases. Had I played better, I could have been down 70 supply and 2 bases. I wasn't going to win.

Im not looking to discuss my play in that game. I think beating maxed roaches at 12 min is going to take big strategic shifts--not refining an immortal all in. Give me your big ideas.

Chrono Boost Immortals......and don't all in.

Use force field.

Stop overextending and losing precious Immortals/Sentries for little to no damage when you can just pull back and force units from Zerg...and keep working on your deathball

This is killing NA Protoss because we're awful at macro, not because it's some "unbeatable build." Shift in the meta game is acutally going to require us to build stuff. Sucks I know
chestnutcc
Profile Joined July 2011
India429 Posts
March 22 2012 16:01 GMT
#680
+ Show Spoiler +
On March 22 2012 14:42 Borkbokbork wrote:
I have been working on a 2-gate zealot pressure expand build that uses two waves of zealots to 1) pressure the zerg's 14/14 expo, and 2) kill or prevent a fast third. (I am a masters protoss.)

I never FFE, though I do sometimes nexus first to change things up.

If anyone would like the build order and general synopsis of the build, they can let me know. I am planning to keep working on it for about a month longer, and then I will post an enormous, detailed guide to it in the strategy section.

This strategy gets me a solid win percentage against master zergs who know it is coming before the game starts. It's how I play "standard".

It goes somewhat like this:

9 Pylon at natural, return probe to mineral line.
Chronoboost until 12
Stop probe production
Build two gateways on 12
resume probe production, chrono nexus
14 Pylon
2 x zealot, save chrono
Pylon
2x zealot, double chrono
forge
1x zealot (to hold position in wall)
cannon (to prevent counterattack)
Nexus
**pressure with 4 zealots**-- the goal is to force either spine crawlers, or roaches. (the primary goal of this build is to force zerg to get gas to defend the zealots, earlier than they normally want to.)
if they are prepared for the zealots (which will hit at about the 5:00 mark), you should pull back and hold position on their third, to prevent them from taking it.

You should get 2 gas after your nexus has completed- you will use the first 100 gas on +1 from the forge. Chrono the forge, and prepare 6-8 zealots to kill the zerg's third- which he WILL try to take, since he assumes that he is safe for awhile after he fends off the first 4 zealots.

You can transition however you want from here. I sometimes utilize a macro nexus + triple stargate phoenix/voidray with a few gates. Triple stargate + 4 gateways (for zealots) will hold 2-base roach OR 2-base hydra/ling all ins, and it WILL allow you to get a third up quickly. It also will deal with mutalisks completely effectively.

The other benefit of this build is that it is a build order win against early pool. Your first two zealots will finish about 10 seconds after the first 6 lings from a 6-pool arrive, (and you will have two pylons, so they cannot unpower the gates.)


There are a number of transitions you can do:
7-Gate/Robo +2 Blink/Warp Prism all in
2 Stargate Phoenix/Chargelot all in. (this is VERY strong within a certain timing window where the zerg has not produced more than about 17-18 hydralisks.)
3 Stargate Phoenix/Voidray + 4 gate zealots (yes, two saturated bases can sustain these production facilities)
6 Gate Voidray, +1 Ground Attack and +1 Air Attack all in
6 Gate Mothership all-in.
6 Gate Robo +1 Sentry/Stalker Immortal, all-in OR expand. (this is especially good if you forced roaches, not as good if you didn't...because it means the zerg can get faster infestors or mutas.)

I have a very high win rate with this build. Early pools autolose and I can put on very effective pressure with the zealots. I like being in control of the pace of the game, and I feel that FFE is the wrong way to play the game against zerg.

These are the pros and cons of this style:
Cons:
*You will be behind on tech, and thus must prepare for 2-base tech all ins. (roach, muda, hydra, doom drop, nydus)
*You don't start your expansion until 5 minutes.

Pros:
*Build order win against early pools (10 supply or lower pools)
*Very fast 4-zealot pressure that will force at least 16 zerglings, 2 spines+ zerglings, or roaches.
*because of second zealot wave, zerg is forced to spend gas earlier than he wants (you cannot do stephano style roaches against this build) if he does not make roaches, you can assume that he is going either fast mutalisk or fast infestor.
*all buildings are built at the natural, increasing sim-city efficiency, and stopping busts (including baneling busts).
*due to the constant pressure, you will be very aware of the tech path choice of the zerg.
* you do not have to commit with the zealots- you can pull back and use them for map control.
*even if the zerg counters with roaches, you can counterattack his base with the zealots, or make him chase them until enough cannons are up.

There's a great deal more information to speak of, which again I will post in the strategy thread that I am currently working on. The reason I am posting this now is for people who are struggling with PvZ, which is my best and favorite matchup. I believe that FFE is fundamentally the incorrect way to play against a passive, macro race that prefers not to be pressured.

PM me for more information!




Forgive me for being skeptical, but it seems like you cut too much econ for a timing that should basically do no economic damage to a zerg, besides granting them map control through the lings you force.

At 5 minutes you have: 4 zealots, a nexus, a forge, 2 gates and a cannon. At 5 minutes of a FFE, one has a nexus, gate, forge, cannon, cybercore and 2 gases. At 5 minutes a macro zerg responding to a ffe has 3 hatches, 2-4 lings, a pool and at least 1 queen. Any zerg who scouts the double gate will not take the third, which is basically two spine crawlers and a drone, coupled with a round of lings, which is more than enough to kill what you have. You don't need 16 lings to beat 4 zealots when you have 2 spines and 2 queens.

This is not to mention that you basically have no probes since you implemented a v early probe cut and then spend all your chrono on gates. A FFE implements a probe cut to get the nexus, forge and cannon up. You have a lower probe count and will again have to cut probes to hit the 5 minute cannon timing. They can leave a spotting ling outside your base, and just run right by you when you move out. Given your low probe count, you had best move back. If they open speed first, a runby will kill you.

Why would your opponent opts for roaches against you ? Roaches 5 minutes into the game hurt the zerg enormously and are only used when all inning. Lings with spines and queens can deal with 4 zealots.

You have no economy for any of the follow ups you mention, not considering the fact that all of them are tech heavy and all your tech is v delayed. Not sure how a gate at the natural is safe vs an early pool, the distance from the mineral line coupled with the naked pylon will either lose you the gate or waste a lot of mining time.

The build Titan uses is similar in spirit to this one, but much, much safer, well thought out and doesnt have probe cuts. He basically opens with a gate in his main, and queues a zealot. Once hes scouted a standard opener, he goes nexus forge cannon cybercore at the natural, using the zealot and a pylon to wall in. The brilliance of this is that it places the nexus at the exact time an ffe with a pylon block would, and has the exact infrastructure up after the nexus. At the same time, he can pressure with 2-3 zealots and be safe against early pools. There is no probe cut, the pressure achieves basically the same thing any pressure at that time could, and leaves him at least on par with the zerg. It is not however, a gate expand, since the timings of the nexus and cybercore are exactly the same as in the FFE.

Another build with a similar goal is Kiwikaki's gasless FFE, which opts for double gates and chronoed zealots to hit a 7 minute timing at the zergs third. This build will induce a fast third from the zerg, and keeps up in econ while sacrificing some tech.

Prev 1 32 33 34 35 36 78 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
10:00
2025 GSL S2 - Qualifiers
CranKy Ducklings351
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .51
StarCraft: Brood War
Britney 62304
Calm 5959
Rain 3631
Sea 2201
EffOrt 573
actioN 427
Stork 362
Zeus 218
Light 171
Pusan 116
[ Show more ]
Liquid`Ret 92
ggaemo 69
PianO 65
Mind 58
hero 56
Rush 43
ToSsGirL 40
Sharp 37
sSak 29
Killer 28
Icarus 27
Aegong 27
Mong 26
Backho 23
Movie 22
sorry 20
Dewaltoss 18
GoRush 16
Barracks 14
soO 12
scan(afreeca) 10
Noble 10
HiyA 10
Sacsri 8
Shine 6
Hm[arnc] 5
Terrorterran 4
ivOry 1
Dota 2
Gorgc7941
qojqva1831
XcaliburYe323
Fuzer 255
Counter-Strike
olofmeister2978
Heroes of the Storm
Khaldor104
Other Games
B2W.Neo2484
crisheroes356
DeMusliM269
ArmadaUGS255
XaKoH 181
SortOf142
QueenE58
Rex2
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Legendk 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3052
• Jankos940
Upcoming Events
Road to EWC
2h 8m
Replay Cast
21h 8m
SC Evo League
23h 8m
Road to EWC
1d 2h
Afreeca Starleague
1d 16h
BeSt vs Soulkey
Road to EWC
2 days
Wardi Open
2 days
SOOP
3 days
NightMare vs Wayne
Replay Cast
3 days
Replay Cast
4 days
[ Show More ]
GSL Code S
4 days
Cure vs Zoun
Solar vs Creator
The PondCast
4 days
Online Event
5 days
Clem vs ShoWTimE
herO vs MaxPax
GSL Code S
5 days
GuMiho vs Bunny
ByuN vs SHIN
Online Event
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-05-16
2025 GSL S1
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
NPSL S3
DreamHack Dallas 2025
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

Rose Open S1
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.