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[G] PvZ - Small timing attack thread with VODs - Page 3

Forum Index > StarCraft 2 Strategy
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QNdie
Profile Joined June 2011
Poland210 Posts
May 01 2012 11:52 GMT
#41
I truly love this thread, I like having my builds in one place and this is a really cool idea to make a thread with a few small guides.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
May 01 2012 14:36 GMT
#42
Markwerf- the vod has 3 cb on WG. as it stands, the core is early enough such that 3 is all you need to get it to finish in time with the gates.

I think if you go up to 36 probes, delay the core slightly to get one more probe out, you could do a similar timing but with 8 gates. still, 3 cb on WG would be optimal, i'd think. those extra 4 probes would push the gates back and consequently there would be even lesser a need to add cb to WG.

I could mess around with pylon before gate and i think this would make 4 cb on WG optimal, especially if you were to go up to 36 probes

Eifersuchtig- will try this out. i don't have much experience with doing those 2 gas timings so i appreciate your input;

hexsc2- will do a double stargate out of 4g +1 next thanks

firefoxys- i don't understand what build you are comparing to the one that you propose. the only one that has blink has +2, hits harder and has an observer as well as a faster 4g +1. 3 gas blink builds have their place but if the z goes for a fast burrow you are in a tight spot. with good burrow micro the zerg should not lose the third, and even if he does, he can rally enough while the injured roaches are burrowed to run you over and you don't have the infrastructure to keep up in the mid game
get rich or die mining
TL+ Member
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 01 2012 15:20 GMT
#43
On May 01 2012 23:36 Alejandrisha wrote:
Markwerf- the vod has 3 cb on WG. as it stands, the core is early enough such that 3 is all you need to get it to finish in time with the gates.

I think if you go up to 36 probes, delay the core slightly to get one more probe out, you could do a similar timing but with 8 gates. still, 3 cb on WG would be optimal, i'd think. those extra 4 probes would push the gates back and consequently there would be even lesser a need to add cb to WG.

I could mess around with pylon before gate and i think this would make 4 cb on WG optimal, especially if you were to go up to 36 probes



No it's definately mandatory to CB warpgate as much as possible for the zealot/stalker timing, the faster it is the better it simply is. Besides you don't have anything else to use chrono on that matters so why not do it?
It's not neccesary to have all 7 gates ready for the first warp in round, I just make sure i have 4 gates ready for first round and other 3 for second round. The first round being as fast as possible is just essential as the faster that is the faster you can get aggressive and do damage. Knocking off 10 to 20 seconds for free basically (you want to chrono yourself into your probe cut otherwise?) is fantastic and should always be done. Chrononing nexi just before probe cuts is another one of those classic mistakes way too many people make, the 3rd chrono on nexus at the start of the builds is already a waste of chrono for example, it only gets you 5 to 10 minerals more at most in the beginning while needlessly delaying nexus a bit and wasting a chrono.
If you feel it's neccesary it's fine to cut probes for a while to get some gates up faster but not going up to 36 while your gates are already down is just plain bad, you have enough money for your first warp in anyway and those probes pay themselves back for the second round anyways, before saturation probes pay themselves back in about a minute after all.
8 gates is just a plain waste by the way, 7 gates is already a bit much for 36 probes, if you're macro is really solid and you're making mostly stalkers (which you should) 6 gates would even be fine but 7 is a good number as don't need to macro as well then.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
May 01 2012 15:30 GMT
#44
On May 02 2012 00:20 Markwerf wrote:
Show nested quote +
On May 01 2012 23:36 Alejandrisha wrote:
Markwerf- the vod has 3 cb on WG. as it stands, the core is early enough such that 3 is all you need to get it to finish in time with the gates.

I think if you go up to 36 probes, delay the core slightly to get one more probe out, you could do a similar timing but with 8 gates. still, 3 cb on WG would be optimal, i'd think. those extra 4 probes would push the gates back and consequently there would be even lesser a need to add cb to WG.

I could mess around with pylon before gate and i think this would make 4 cb on WG optimal, especially if you were to go up to 36 probes



No it's definately mandatory to CB warpgate as much as possible for the zealot/stalker timing, the faster it is the better it simply is. Besides you don't have anything else to use chrono on that matters so why not do it?
It's not neccesary to have all 7 gates ready for the first warp in round, I just make sure i have 4 gates ready for first round and other 3 for second round. The first round being as fast as possible is just essential as the faster that is the faster you can get aggressive and do damage. Knocking off 10 to 20 seconds for free basically (you want to chrono yourself into your probe cut otherwise?) is fantastic and should always be done. Chrononing nexi just before probe cuts is another one of those classic mistakes way too many people make, the 3rd chrono on nexus at the start of the builds is already a waste of chrono for example, it only gets you 5 to 10 minerals more at most in the beginning while needlessly delaying nexus a bit and wasting a chrono.
If you feel it's neccesary it's fine to cut probes for a while to get some gates up faster but not going up to 36 while your gates are already down is just plain bad, you have enough money for your first warp in anyway and those probes pay themselves back for the second round anyways, before saturation probes pay themselves back in about a minute after all.
8 gates is just a plain waste by the way, 7 gates is already a bit much for 36 probes, if you're macro is really solid and you're making mostly stalkers (which you should) 6 gates would even be fine but 7 is a good number as don't need to macro as well then.

are you suggesting 16 nexus rather than 17 nexus? i don't see how the 3rd cb here is wasted. when are the first 3 gates started such that you can warp in with them with a 5x cb'd core, have 36 probes and also get out the rest of the gates with good timing?
get rich or die mining
TL+ Member
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 01 2012 17:47 GMT
#45
On May 02 2012 00:30 Alejandrisha wrote:
Show nested quote +
On May 02 2012 00:20 Markwerf wrote:
On May 01 2012 23:36 Alejandrisha wrote:
Markwerf- the vod has 3 cb on WG. as it stands, the core is early enough such that 3 is all you need to get it to finish in time with the gates.

I think if you go up to 36 probes, delay the core slightly to get one more probe out, you could do a similar timing but with 8 gates. still, 3 cb on WG would be optimal, i'd think. those extra 4 probes would push the gates back and consequently there would be even lesser a need to add cb to WG.

I could mess around with pylon before gate and i think this would make 4 cb on WG optimal, especially if you were to go up to 36 probes



No it's definately mandatory to CB warpgate as much as possible for the zealot/stalker timing, the faster it is the better it simply is. Besides you don't have anything else to use chrono on that matters so why not do it?
It's not neccesary to have all 7 gates ready for the first warp in round, I just make sure i have 4 gates ready for first round and other 3 for second round. The first round being as fast as possible is just essential as the faster that is the faster you can get aggressive and do damage. Knocking off 10 to 20 seconds for free basically (you want to chrono yourself into your probe cut otherwise?) is fantastic and should always be done. Chrononing nexi just before probe cuts is another one of those classic mistakes way too many people make, the 3rd chrono on nexus at the start of the builds is already a waste of chrono for example, it only gets you 5 to 10 minerals more at most in the beginning while needlessly delaying nexus a bit and wasting a chrono.
If you feel it's neccesary it's fine to cut probes for a while to get some gates up faster but not going up to 36 while your gates are already down is just plain bad, you have enough money for your first warp in anyway and those probes pay themselves back for the second round anyways, before saturation probes pay themselves back in about a minute after all.
8 gates is just a plain waste by the way, 7 gates is already a bit much for 36 probes, if you're macro is really solid and you're making mostly stalkers (which you should) 6 gates would even be fine but 7 is a good number as don't need to macro as well then.

are you suggesting 16 nexus rather than 17 nexus? i don't see how the 3rd cb here is wasted. when are the first 3 gates started such that you can warp in with them with a 5x cb'd core, have 36 probes and also get out the rest of the gates with good timing?


Well the 3rd cb doesn't really do anything because it only means probe 16 and 17 get out slightly earlier and then your probe cut is only longer. Given that probe 16 and 17 getting out earlier doesn't even mean 10 minerals extra mined it's most likely better to indeed go 16 nexus 17 forge then 17 nexus 17 forge. Anyway that's nitpicking and doesn't really matter much.
As for adding gates just add 2 till 4 after asap after making stalking and then add 5 to 7 after making your second stalker.
First 4 gates are ready for first warpin, then gates 5 to 7 are ready for second warpin. You could also cut the second stalker and add gate 5 earlier but that pans out practically the same way (normally making second stalker is much safer against an incoming all-in though where you stick to 4 gates and add cannons instead, you can hold allins this way i think).
Obamanation666
Profile Joined October 2011
United States70 Posts
May 01 2012 22:26 GMT
#46
Thanks Alejandrisha, I appreciate the thread!
lazyo
Profile Joined May 2010
Germany90 Posts
Last Edited: 2012-05-04 19:01:37
May 02 2012 00:39 GMT
#47
If you want you can add my variation on a blink +2 all in. I don't quite feel I have it mapped out as to warrant a full guide so I'll just post it here.

PREFACE
The idea for it came when I watched GSL sometime last year, I think it was MC that I saw doing a sentry and +2 blink allin off of 4gas.
It's basically an 8 gate 6 sentry, blinkstalker allin with 44 probes that hits much earlier and with more power (forcefields) than other blink builds.

THE BUILD
As far as the opening goes I do*
9 Pylon
3 Chrono on probes
17 Nexus
17 Forge
17 Pylon
Resume probe production
19 Gateway
19 Cannon
20 Chrono Probes
21 Double gas
22 Transfer 4 probes to natural
23 Chrono both Nexi
26 Cybernetics Core

First 100 Gas on +1 Attack
Next 50 on Warpgate
~30 Zealot (use it to sneak a probe into proxy pylon location)
chrono +1 as often as possible
@ +1 Attack half done: Twilight Council and 3rd gas
Make 2 sentries from your Gateway
3 more gates to line up with Warpgate
4th Gas

When +1 is done:
+2 Attack (chronod all the way)
Blink (1 or 2 chronos on that)
Add 4 more gateways
Cut probes at 44
First warpin will be 4 sentries bringing you up to 6
Move out with the next warp in consisting of 4 stalkers.

You should arrive at the zerg's third at ~10:00 with blink done and +2 finishing shortly after that, having around 8 forcefields in your bag and soon 4 more if you keep your sentries alive.

* Of course any other forge expand with a similar gas timing will do as well but it might push your attack timing back by a few seconds

MACRO
+ Show Spoiler +
It is CRITICAL that you have exactly 16 probes per mineral line and 12 probes on gas in total, otherwise you will most likely screw over the build.
If you are fighting the key engagement it's not so bad to miss your WG cooldown by a few seconds, 8 gates will allow for small mistakes in that.
If you have traded well and you feel you can do without 2 more stalkers, add a robo incase he is going burrow.


MICRO
+ Show Spoiler +
If you can, get as close to his 3rd hatchery as possible, you want to use it to help you cut off parts of his army. Keep your sentries in a seperate control group and always put stalkers in front, this push is very fragile until your second full waprin arrives.
If you meet a wall of spines (more than 2) drop 2-3 forcefields in front of them and focus them down with stalkers, blinking back upon shield loss.
If your blink micro is not very good I strongly recommend you avoid this build as you will get crushed before you reach critical mass.


FOLLOWUP
+ Show Spoiler +
If you have done significant damage but are hesitant to go for the kill move or the zerg just abandoned his third and a wall of spines meets you at the natural:
Resume probe production, clear your third of zerg scouting and take it, bring your sentry count back up to about 5, chrono immortals and start +3.
If you lost your entire army without doing very significant damage there is not much you can do but hope the zerg overdrones and you can kill him with insane micro.
Zedrewo
Profile Joined April 2011
Sweden12 Posts
May 02 2012 03:17 GMT
#48
What are you supposed to do if the zerg makes a few more zerglings or upgrades speed and catches your probe which's gonna make a proxy pylon? Do you still proceed the initial 4gate push or do you switch play? When should you avoid proceeding with the initial 4gate push? Is there a read you can do to go for a 3rd nexus instead of the 2base timing?
deadmau
Profile Joined September 2010
960 Posts
Last Edited: 2012-05-02 05:01:51
May 02 2012 04:41 GMT
#49
On May 02 2012 09:39 lazyo wrote:
If you want you can add my variation on a blink +2 all in. I don't quite feel I have it mapped out as to warrant a full guide so I'll just post it here.

PREFACE
The idea for it came when I watched GSL sometime last year, I think it was MC that I saw doing a sentry and +2 blink allin off of 4gas.
It's basically an 8 gate 6 sentry, blinkstalker allin with 44 probes that hits much earlier and with more power (forcefields) than other blink builds.

THE BUILD
+ Show Spoiler +
As far as the opening goes I do*
9 Pylon
3 Chrono on probes
17 Nexus
17 Forge
17 Pylon
Resume probe production
19 Gateway
19 Cannon
20 Chrono Probes
21 Double gas
22 Transfer 4 probes to natural
23 Chrono both Nexi
26 Cybernetics Core

First 100 Gas on +1 Attack
Next 50 on Warpgate
~34 Zealot (use it to sneak a probe into proxy pylon location)
chrono +1 as often as possible
@ +1 Attack half done: Twilight Council and 3rd gas
Make 2 sentries from your Gateway
3 more gates to line up with Warpgate
4th Gas

When +1 is done:
+2 Attack (chronod all the way)
Blink (1 or 2 chronos on that)
Add 4 more gateways
Cut probes at 44
First warpin will be 4 sentries bringing you up to 6
Move out with the next warp in consisting of 4 stalkers.

You should arrive at the zerg's third at ~10:00 with blink done and +2 finishing shortly after that, having around 8 forcefields in your bag and soon 4 more if you keep your sentries alive.

* Of course any other forge expand with a similar gas timing will do as well but it might push your attack timing back by a few seconds

MACRO
+ Show Spoiler +
It is CRITICAL that you have exactly 16 probes per mineral line and 12 probes on gas in total, otherwise you will most likely screw over the build.
If you are fighting the key engagement it's not so bad to miss your WG cooldown by a few seconds, 8 gates will allow for small mistakes in that.
If you have traded well and you feel you can do without 2 more stalkers, add a robo incase he is going burrow.


MICRO
+ Show Spoiler +
If you can, get as close to his 3rd hatchery as possible, you want to use it to help you cut off parts of his army. Keep your sentries in a seperate control group and always put stalkers in front, this push is very fragile until your second full waprin arrives.
If you meet a wall of spines (more than 2) drop 2-3 forcefields in front of them and focus them down with stalkers, blinking back upon shield loss.
If your blink micro is not very good I strongly recommend you avoid this build as you will get crushed before you reach critical mass.


FOLLOWUP
+ Show Spoiler +
If you have done significant damage but are hesitant to go for the kill move or the zerg just abandoned his third and a wall of spines meets you at the natural:
Resume probe production, clear your third of zerg scouting and take it, bring your sentry count back up to about 5, chrono immortals and start +3.
If you lost your entire army without doing very significant damage there is not much you can do but hope the zerg overdrones and you can kill him with insane micro.


I don't quite understand the difference between yours and the one Alej posted. Other than you have less probes and you got no robo, does that play a huge role in the effectiveness of this all-in? Anyone could enlighten me as to the pros and cons of each, my analytical skills are not there yet. As you both state, MC uses them both, if I wanted to attempt one of these builds, is there something I scout that would indicate which build to go for?
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
May 02 2012 05:58 GMT
#50
On May 02 2012 12:17 Zedrewo wrote:
What are you supposed to do if the zerg makes a few more zerglings or upgrades speed and catches your probe which's gonna make a proxy pylon? Do you still proceed the initial 4gate push or do you switch play? When should you avoid proceeding with the initial 4gate push? Is there a read you can do to go for a 3rd nexus instead of the 2base timing?


That's generally where the initial WG units come in. 2 stalkers 1 zealot, or 1 stalker 2 zealots etc should always be used as "cover" to either get a probe out on the map, or to allow your already hidden one to make closer pylons.
robopork
Profile Blog Joined May 2009
United States511 Posts
May 02 2012 06:15 GMT
#51
I'm pretty sure protoss is easier to play than the other races solely because the people who write our guides are such colossal bad asses.

I love you all.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
May 02 2012 09:31 GMT
#52
This is my new favourite thread on this forum. I'm comfortable in PvP lately and I'm reasonably comfortable with PvT but I keep dying horribly in PvZ. Last night I played a PvP (won) followed by two or three PvZs (horrendous losses).

Seriously, were you hiding in my room this past week and watching me failing against Zerg or something? The timing of this thread going up is perfect for my current struggles. Thanks.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Zedrewo
Profile Joined April 2011
Sweden12 Posts
May 02 2012 09:33 GMT
#53
On May 02 2012 14:58 AegiS_ wrote:
Show nested quote +
On May 02 2012 12:17 Zedrewo wrote:
What are you supposed to do if the zerg makes a few more zerglings or upgrades speed and catches your probe which's gonna make a proxy pylon? Do you still proceed the initial 4gate push or do you switch play? When should you avoid proceeding with the initial 4gate push? Is there a read you can do to go for a 3rd nexus instead of the 2base timing?


That's generally where the initial WG units come in. 2 stalkers 1 zealot, or 1 stalker 2 zealots etc should always be used as "cover" to either get a probe out on the map, or to allow your already hidden one to make closer pylons.


Yeah. But I mean, what if the zerg makes enough units to take this little force out?
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 02 2012 12:11 GMT
#54
On May 02 2012 18:33 Zedrewo wrote:
Show nested quote +
On May 02 2012 14:58 AegiS_ wrote:
On May 02 2012 12:17 Zedrewo wrote:
What are you supposed to do if the zerg makes a few more zerglings or upgrades speed and catches your probe which's gonna make a proxy pylon? Do you still proceed the initial 4gate push or do you switch play? When should you avoid proceeding with the initial 4gate push? Is there a read you can do to go for a 3rd nexus instead of the 2base timing?


That's generally where the initial WG units come in. 2 stalkers 1 zealot, or 1 stalker 2 zealots etc should always be used as "cover" to either get a probe out on the map, or to allow your already hidden one to make closer pylons.


Yeah. But I mean, what if the zerg makes enough units to take this little force out?


Then you just want to warp in a round of units at home and take a bit more time to get a good proxy pylon up. You should always try to have a plyon on the cliff of your main or somewhere halfway through the map to get units at least somewhere close. If they are on 3 base and make substantial amount of units early they are screwing themselves a lot and it's not that bad your push is delayed a little.
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
Last Edited: 2012-05-02 15:33:21
May 02 2012 15:00 GMT
#55
On May 01 2012 07:49 Firefoxys wrote:
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


Yeah definetely agree i like his korean versions much more and obviously are much more effective with proper execution
"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"
Bodzio90
Profile Joined May 2012
Poland1 Post
May 02 2012 15:13 GMT
#56
This thread will kick Zerg arses so hard, they will kiss the moons!
lazyo
Profile Joined May 2010
Germany90 Posts
Last Edited: 2012-05-02 16:08:07
May 02 2012 16:06 GMT
#57
On May 02 2012 13:41 deadmau wrote:
Show nested quote +
On May 02 2012 09:39 lazyo wrote:
If you want you can add my variation on a blink +2 all in. I don't quite feel I have it mapped out as to warrant a full guide so I'll just post it here.

PREFACE
The idea for it came when I watched GSL sometime last year, I think it was MC that I saw doing a sentry and +2 blink allin off of 4gas.
It's basically an 8 gate 6 sentry, blinkstalker allin with 44 probes that hits much earlier and with more power (forcefields) than other blink builds.

THE BUILD
+ Show Spoiler +
As far as the opening goes I do*
9 Pylon
3 Chrono on probes
17 Nexus
17 Forge
17 Pylon
Resume probe production
19 Gateway
19 Cannon
20 Chrono Probes
21 Double gas
22 Transfer 4 probes to natural
23 Chrono both Nexi
26 Cybernetics Core

First 100 Gas on +1 Attack
Next 50 on Warpgate
~34 Zealot (use it to sneak a probe into proxy pylon location)
chrono +1 as often as possible
@ +1 Attack half done: Twilight Council and 3rd gas
Make 2 sentries from your Gateway
3 more gates to line up with Warpgate
4th Gas

When +1 is done:
+2 Attack (chronod all the way)
Blink (1 or 2 chronos on that)
Add 4 more gateways
Cut probes at 44
First warpin will be 4 sentries bringing you up to 6
Move out with the next warp in consisting of 4 stalkers.

You should arrive at the zerg's third at ~10:00 with blink done and +2 finishing shortly after that, having around 8 forcefields in your bag and soon 4 more if you keep your sentries alive.

* Of course any other forge expand with a similar gas timing will do as well but it might push your attack timing back by a few seconds

MACRO
+ Show Spoiler +
It is CRITICAL that you have exactly 16 probes per mineral line and 12 probes on gas in total, otherwise you will most likely screw over the build.
If you are fighting the key engagement it's not so bad to miss your WG cooldown by a few seconds, 8 gates will allow for small mistakes in that.
If you have traded well and you feel you can do without 2 more stalkers, add a robo incase he is going burrow.


MICRO
+ Show Spoiler +
If you can, get as close to his 3rd hatchery as possible, you want to use it to help you cut off parts of his army. Keep your sentries in a seperate control group and always put stalkers in front, this push is very fragile until your second full waprin arrives.
If you meet a wall of spines (more than 2) drop 2-3 forcefields in front of them and focus them down with stalkers, blinking back upon shield loss.
If your blink micro is not very good I strongly recommend you avoid this build as you will get crushed before you reach critical mass.


FOLLOWUP
+ Show Spoiler +
If you have done significant damage but are hesitant to go for the kill move or the zerg just abandoned his third and a wall of spines meets you at the natural:
Resume probe production, clear your third of zerg scouting and take it, bring your sentry count back up to about 5, chrono immortals and start +3.
If you lost your entire army without doing very significant damage there is not much you can do but hope the zerg overdrones and you can kill him with insane micro.


I don't quite understand the difference between yours and the one Alej posted. Other than you have less probes and you got no robo, does that play a huge role in the effectiveness of this all-in? Anyone could enlighten me as to the pros and cons of each, my analytical skills are not there yet. As you both state, MC uses them both, if I wanted to attempt one of these builds, is there something I scout that would indicate which build to go for?

Well the critical difference is in the earlier attack timing with more forcefields than the build in the OP. Also it does not apply any +1 zealot pressure, not forcing units from zerg at that timing. Furthermore, with having 2 more gateways but no robo you are more all-in but you have more room for macro slipups - Perfect blink micro will require most of your apm so that's sort of an added "safety".
As far as scouting goes, there isn't really a solid indicator that will tell you what zerg will do with his 3base before you commit to either build - unless he lets u sneak probes into the main.
You can definately use this build with slight variations against a zerg staying on 2 base though. I would add a second cannon after zealot and delay the 3rd and 4th gas as well as using 3 chrono on 3 sentries from your gateway instead of the double chrono on your nexi. You can delay blink a bit (the gas mining will work out that way) as it is a much quicker upgrade than +2.
You should arrive at the zerg natural at the same time but with +2 not quite done - that timing is still early enough to catch most muta or infestor tech timings just as the tech units are hatching.
If zerg hits you with any attack from 2base around 10minutes you have the benefit of having enough income and production to hold pretty much anything. Of course all the safety rules of playing vs no-3rd zerg still apply - cover your main incase of nydus, power your 3 additional gateways with not 1 but 2 pylons etc.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-05-04 02:06:02
May 04 2012 02:05 GMT
#58
will be adding double stargate and dt transition out of 4g +1 shortly. any other requests?

edit: as well as trying out the variation of the 7gate suggested above
get rich or die mining
TL+ Member
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
May 04 2012 15:12 GMT
#59
On May 04 2012 11:05 Alejandrisha wrote:
will be adding double stargate and dt transition out of 4g +1 shortly. any other requests?

edit: as well as trying out the variation of the 7gate suggested above

I would love to see a Dark Templar opening into Archon/Speed Zealot All-in!
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
May 04 2012 15:28 GMT
#60
For the +1+1 7gate/immortal/warp prism, could you build the warp prism first to harass? If you sent it in the main to warp in a few zealots. Or even not warp in, just scramble to defend their main while you push their third.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
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