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[G] PvZ - Small timing attack thread with VODs - Page 2

Forum Index > StarCraft 2 Strategy
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scsnow
Profile Joined April 2010
Slovenia515 Posts
April 30 2012 21:29 GMT
#21
Thank you for your awesomeness!!
CryMore
Profile Joined March 2010
United States497 Posts
April 30 2012 21:56 GMT
#22
You say to engage after 3-warp ins. Should I be poking with my initial units to try and do damage or should I be hiding my warp-ins so he will under-prepare for my all-in? Also what do I do if they do something like early ling-speed to deny the warp-in pylons. Do I still commit or do I try and transition? This is obviously strictly talking about the 7-gates.
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
Trusty
Profile Joined July 2010
New Zealand520 Posts
April 30 2012 22:25 GMT
#23
Thanks Alej! It's really nice to have this information presented in an easy format!!
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
April 30 2012 22:30 GMT
#24
This is a great guide :D Well done Alej
Coaching www.allin-academy.com | Team www.All-Inspiration.com
teamamerica
Profile Blog Joined July 2010
United States958 Posts
April 30 2012 22:35 GMT
#25
While I'm all for learning allins, with so many options I can see why David Kim said Protoss players are in generally developing more slowly. Learn a ton of 2 base allins -> have them figured out after a few months and have Zerg
finally either find a timing to punish them or reach hive safely and then -> mad qq about Stephano roaches (the ONE good timing that you can't just stop by ez mode some cannons) or qq about brood lord infestors. I think either Alej or Monk also commented along the same vein, toss players have been lazy. So if you just choose from a set of allins, don't be surprised when you start losing. Great guide btw.
RIP GOMTV. RIP PROLEAGUE.
-eXalt
Profile Blog Joined October 2010
United States462 Posts
April 30 2012 22:47 GMT
#26
cool guide. one thing i've noticed in PvZ recently against good zergs, is that 2 base all ins / timings don't really work esp on maps where the zerg can scout your natural's gas easily (daybreak, cloud kingdom etc). they've practiced the 3 hatch no-gas opening soooo many times now that they're pretty solid at holding off any 2 base timings.

still very usefull to throw in an all in in a BoX after a few macro games, as most zergs will start playing too greedy.
Firefoxys
Profile Joined May 2011
Netherlands9 Posts
April 30 2012 22:49 GMT
#27
Goodday,

These builds are fairly old and i personaly use a different one from desRow who has seen it on ladder alot from other korean protosses.

Its a 4 gate+1 zealot push into a 7 gate blink +2 allin of 3 gas. Which is slightly different from other allins because of 1 extra gas and +2 which gives your push a bit more strenght and a higher stalker count because of the 3th gas



here u go might be able to add this to your guide
Never give up, fall never on your knees
Payson
Profile Blog Joined April 2011
United States394 Posts
April 30 2012 23:18 GMT
#28
I actually do the +1 Zealot/Stalker 7/8 gate constantly on ladder versus Zergs after HuK did it at Winter Arena. Such an effective build against Masters, especially if they over commit on drones.

Excellent guide!
HexSCII
Profile Blog Joined October 2011
Canada115 Posts
April 30 2012 23:29 GMT
#29
Nice guide Alej! Thanks for this.

what about a +1 zealot atk and get double stargate as roaches are being forced to be made.
A couple can be sent to 3rd while a couple can be sent to the nat.
Just asking because I have had some success with it on the ladder.
Mind if I post a replay of it?
Nexus first or die trying. partinG/MC/oz/Squirtle/Nani/ HerO
ObliviousNA
Profile Joined March 2011
United States535 Posts
May 01 2012 00:07 GMT
#30
Nice guide! If you're taking requests, Hero's 4 sentry drop would be a neat one. I haven't yet seen a replay of that, only tourney games.
Theory is when you know everything but nothing works. Practice is when everything works but no one knows why. In our lab, theory and practice are combined: nothing works and no one knows why.
RiceAgainst
Profile Blog Joined November 2011
United States1849 Posts
May 01 2012 00:16 GMT
#31
I've been looking for something like this ever since I went on a mass losing streak against my friend's Zerg. Thank you!

Also, I like the music. Chrono Cross <3
SeDuCeMuCh
Profile Joined July 2011
Canada6 Posts
May 01 2012 00:18 GMT
#32
These are really good all-ins but maybe if you could edit to add some macro builds in please! thx!
Can't BM to GM
mrsmiley
Profile Joined March 2011
United States1 Post
May 01 2012 00:26 GMT
#33
does anyone else notice, that these are all just all ins? dont do them you'll just get worse at the game, just learn some macro builds, unless u just wanna be awful at the game!

User was warned for this post
Vaporak
Profile Joined September 2010
70 Posts
May 01 2012 01:32 GMT
#34
I'll echo the sentiment that the Protoss blue posters are so good it makes me feel sorry for the TL users of the other races. Thanks for the great posts!
Mikelius
Profile Joined September 2010
Germany517 Posts
May 01 2012 04:47 GMT
#35
On May 01 2012 07:47 xOny wrote:
cool guide. one thing i've noticed in PvZ recently against good zergs, is that 2 base all ins / timings don't really work esp on maps where the zerg can scout your natural's gas easily (daybreak, cloud kingdom etc). they've practiced the 3 hatch no-gas opening soooo many times now that they're pretty solid at holding off any 2 base timings.

still very usefull to throw in an all in in a BoX after a few macro games, as most zergs will start playing too greedy.


The thing about Zerg end game is that Protoss players have yet to figure out a viable/non gimmicky way to combat the mass spine/BL/infestor/corruptor army that zerg can obtain past the 20 minute mark. What better proof for that than HerO's game vs Dimaga on Ohana in the NASL. HerO pretty much tried everything and mined out the map trying to crack Dima's defenses and just simply couldn't. This leads Protoss to stick to 2 base timings which is what historically have worked at the highest levels.
Less QQ, more PewPew
Rimak
Profile Joined January 2012
Denmark434 Posts
May 01 2012 07:43 GMT
#36
Awesome, just awesome!!
Cannot thank you enough Alej.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
-eXalt
Profile Blog Joined October 2010
United States462 Posts
May 01 2012 08:00 GMT
#37
On May 01 2012 13:47 Mikelius wrote:
Show nested quote +
On May 01 2012 07:47 xOny wrote:
cool guide. one thing i've noticed in PvZ recently against good zergs, is that 2 base all ins / timings don't really work esp on maps where the zerg can scout your natural's gas easily (daybreak, cloud kingdom etc). they've practiced the 3 hatch no-gas opening soooo many times now that they're pretty solid at holding off any 2 base timings.

still very usefull to throw in an all in in a BoX after a few macro games, as most zergs will start playing too greedy.


The thing about Zerg end game is that Protoss players have yet to figure out a viable/non gimmicky way to combat the mass spine/BL/infestor/corruptor army that zerg can obtain past the 20 minute mark. What better proof for that than HerO's game vs Dimaga on Ohana in the NASL. HerO pretty much tried everything and mined out the map trying to crack Dima's defenses and just simply couldn't. This leads Protoss to stick to 2 base timings which is what historically have worked at the highest levels.


Very misinformed post. Protoss players know how to deal with end game zerg compositions (mothership + archons, if you see mass spines just get more bases and get a super-army).. the problem is more getting to that point without being behind. 2 base timings have not worked out very well recently for Protoss players, again because Zergs know exactly how to react to most all timings now with their easily mapped-out 3 hatch no gas build.

Without mothership though, yes, protoss has no way to deal with mass upgraded BL / corrupter / infestor.

Eifer
Profile Blog Joined January 2011
United States138 Posts
May 01 2012 08:12 GMT
#38
The first build posted - the 7gate. The vod isn't of an optimal warpin. Huk also did a suboptimal version of the build.
You can get 4 gates to warpin at 7:12 and the other three at 7:20 if you do an optimal version.
I distinctly remember those numbers, thinking holy shit at the time. I'll try and find a replay. I think the reason is a difference in allocation of chrono boost.
Just letting you know there are "better" versions. Hit slightly earlier with 9/10th the strength and +1 finishing at 8:00.
Belisarius
Profile Joined November 2010
Australia6231 Posts
Last Edited: 2012-05-01 08:26:24
May 01 2012 08:24 GMT
#39
Nice thread. Can you give average timings for when they hit? I feel that would be useful to benchmark ourselves, and also for Zergs who might happen to read this thread.

I realise forge timing, the Zerg's opener and any early pressure will shift them a little, but ballparks would still be informative.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2012-05-01 09:37:27
May 01 2012 09:27 GMT
#40
Good guide to some basic protoss all-ins, especially very useful for zerg as well to know what timings are neccesary to stop certain attacks and what cues for scouting are done.
The 7 gate zealot/stalker all-in I do quite often because it flat out wins practically all my games vs zerg and i'm a bit fed up off the macro games where you have to hit into a massive spine wall with broods otherwise.
A few things which can be more efficient I think:
- 2nd pylon should be before gate. Probe cut is bigger then neccesary and the gate is too early anyway otherwise since you can't afford cyber upon completion of gate with your timing anyway.
- You should definately probe up to 36 and not stop at 32, those 4 extra probes pay off themselves before you start warping in basically and just give you a more solid economy, there is absolutely no reason not to get them as they mine at full efficiency. Putting 2 probes in each geyser after getting 150 is recommended for sure, the difference is really minor but it just seems to work out with a better mineral/gas ratio then. Too gas heavy is always worse then too mineral heavy afterall with these rushes and you want to have no resources unspent.
- Personal preference: I get 2 stalkers out of the first gate. This means I won't have all my gates ready before the first warpin but unit wise it evens out as i have 1 more unit. The extra stalker makes it easier to secure the proxy pylon and makes the build much safer against an unexpected all-in from the zerg (though you would generally only do this build after scouting fast third, sometimes your probe dies before knowing for sure or they even fake something).
- Ow and the guide for the 7 gate states 3 CB on warpgate tech but that should just be the full 5 really, which i think is in the VOD too

Small detail in general, you shouldn't be maynarding probes with a FFE build, this is such a common mistake I see. When the expo finishes your main isn't up to 22 probes yet anyway so you just waypoint both nexusses to the expansion and maynard nothing, in fact usually you even have to send 1 or 2 probes to main first still before sending all new probes to natural.

Anyway most of these things are small nitpickings, in general this guide is quite good and useful for setting benchmarks. Zergs should get their roach warren earlier then stephano timings in other threads suggest really for example.

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