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[G] GM zerg from Complexity academy ZvP guide - Page 3

Forum Index > StarCraft 2 Strategy
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shadowboxer
Profile Joined November 2010
United States224 Posts
September 14 2012 02:15 GMT
#41
Curious what your take on holding immortal/sentry all-in is. There seems to be a few pros doing various things all of which seem to work half of the time or work consistently but without any commentary/replays available.

I feel like the build is entirely execution dependent, so one slip-up can basically kill you, but do you feel there's a fool-proof way to hold it like you can with 6-7 gate all-ins?
"Hear that? That's God laughing at your plans."
j.k.l
Profile Joined September 2012
112 Posts
Last Edited: 2012-09-14 02:44:58
September 14 2012 02:33 GMT
#42
one of the best zvp guides i have ever read, and i personally have seen and read many guides.

Please if i may ask continue this for all match ups, including zvz. I want more of these awesome guides.

and also when you say protoss takes his third early, when will that be? In game time wise of course.
~ Spirit will set you free ~
FuzzySc2
Profile Joined December 2010
Canada140 Posts
September 14 2012 03:27 GMT
#43
On September 14 2012 11:15 shadowboxer wrote:
Curious what your take on holding immortal/sentry all-in is. There seems to be a few pros doing various things all of which seem to work half of the time or work consistently but without any commentary/replays available.

I feel like the build is entirely execution dependent, so one slip-up can basically kill you, but do you feel there's a fool-proof way to hold it like you can with 6-7 gate all-ins?


I deal with sentry immortal allin using roach ling, there are technically ways to hard counter it but you have to anticipate it before you can actually scout. The hard counter is just doing roach ling but throwing down like 2-3 spines at each choke (meaning make a couple extra drones and change gass timings slightly) and then fight with the spines + roach ling. As far as hard countering it while playing reactive for me i found the best way is to go roach ling and try to bait as many forcefeilds early on and keep the toss from gaining an advantageous positioning, for example going up the ramp to your 3rd on antiga.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
Last Edited: 2012-09-14 03:36:17
September 14 2012 03:31 GMT
#44
Fuzzy, have any replays of defending this on Cloud Kingdom? I actually think it's unstoppable if you don't have 4+ spines at your third; Protoss can abuse the terrain that honestly I think that if he gets to your third with his army, you've already lost.

I'd love to see some replays of roach/ling against this on cloud! :D

I really don't like the map, Zerg doesn't really have many options in the midgame except infestor/spine turtle -- roaches suck because of the easily-defended third and mutas suck because he's 1 blink away from his third to his main. And you can't get to his main except through his third.

Yeah just more more more replays replays replays please :D :D

Edit: You mention using spines at the chokes...do you always do that or is it map dependant?
Getting back into sc2 O_o
FuzzySc2
Profile Joined December 2010
Canada140 Posts
September 14 2012 03:31 GMT
#45
On September 14 2012 11:33 j.k.l wrote:
one of the best zvp guides i have ever read, and i personally have seen and read many guides.

Please if i may ask continue this for all match ups, including zvz. I want more of these awesome guides.

and also when you say protoss takes his third early, when will that be? In game time wise of course.

Basically any build that involves making a 3rd is "early third" when you see a toss going 4 gass it means; immortal sentry allin or taking a 3rd w/ immortal. Other ways to take a third is opening SG then putting down a robo for immortals as you take a 3rd. These timings are are 7:30-9 min. There are some toss ive played that take only 2 gass than drop 3rd down at like 6:30 which is easier to deal with imo because you know that he cant do anything at all and youre free to take 4th super quick and gass up / tech.
shadowboxer
Profile Joined November 2010
United States224 Posts
September 14 2012 03:31 GMT
#46
On September 14 2012 12:27 FuzzySc2 wrote:
Show nested quote +
On September 14 2012 11:15 shadowboxer wrote:
Curious what your take on holding immortal/sentry all-in is. There seems to be a few pros doing various things all of which seem to work half of the time or work consistently but without any commentary/replays available.

I feel like the build is entirely execution dependent, so one slip-up can basically kill you, but do you feel there's a fool-proof way to hold it like you can with 6-7 gate all-ins?


I deal with sentry immortal allin using roach ling, there are technically ways to hard counter it but you have to anticipate it before you can actually scout. The hard counter is just doing roach ling but throwing down like 2-3 spines at each choke (meaning make a couple extra drones and change gass timings slightly) and then fight with the spines + roach ling. As far as hard countering it while playing reactive for me i found the best way is to go roach ling and try to bait as many forcefeilds early on and keep the toss from gaining an advantageous positioning, for example going up the ramp to your 3rd on antiga.


Thanks man, very informative.
"Hear that? That's God laughing at your plans."
FuzzySc2
Profile Joined December 2010
Canada140 Posts
September 14 2012 05:28 GMT
#47
On September 14 2012 12:31 shadowboxer wrote:
Show nested quote +
On September 14 2012 12:27 FuzzySc2 wrote:
On September 14 2012 11:15 shadowboxer wrote:
Curious what your take on holding immortal/sentry all-in is. There seems to be a few pros doing various things all of which seem to work half of the time or work consistently but without any commentary/replays available.

I feel like the build is entirely execution dependent, so one slip-up can basically kill you, but do you feel there's a fool-proof way to hold it like you can with 6-7 gate all-ins?


I deal with sentry immortal allin using roach ling, there are technically ways to hard counter it but you have to anticipate it before you can actually scout. The hard counter is just doing roach ling but throwing down like 2-3 spines at each choke (meaning make a couple extra drones and change gass timings slightly) and then fight with the spines + roach ling. As far as hard countering it while playing reactive for me i found the best way is to go roach ling and try to bait as many forcefeilds early on and keep the toss from gaining an advantageous positioning, for example going up the ramp to your 3rd on antiga.


Thanks man, very informative.

np
monk
Profile Blog Joined May 2009
United States8476 Posts
September 14 2012 05:32 GMT
#48
On September 14 2012 12:31 shadowboxer wrote:
Show nested quote +
On September 14 2012 12:27 FuzzySc2 wrote:
On September 14 2012 11:15 shadowboxer wrote:
Curious what your take on holding immortal/sentry all-in is. There seems to be a few pros doing various things all of which seem to work half of the time or work consistently but without any commentary/replays available.

I feel like the build is entirely execution dependent, so one slip-up can basically kill you, but do you feel there's a fool-proof way to hold it like you can with 6-7 gate all-ins?


I deal with sentry immortal allin using roach ling, there are technically ways to hard counter it but you have to anticipate it before you can actually scout. The hard counter is just doing roach ling but throwing down like 2-3 spines at each choke (meaning make a couple extra drones and change gass timings slightly) and then fight with the spines + roach ling. As far as hard countering it while playing reactive for me i found the best way is to go roach ling and try to bait as many forcefeilds early on and keep the toss from gaining an advantageous positioning, for example going up the ramp to your 3rd on antiga.


Thanks man, very informative.

Can I add that I feel creep spread is very important? On different maps, you have to be really adamant in spreading your creep in specific ways. For example, on Daybreak, you have to spread it really far from your third. On Antiga, you have to both spread it past your rocks and connect your natural/third.
Moderator
Aelendis
Profile Joined February 2011
Belgium892 Posts
Last Edited: 2012-09-14 05:59:32
September 14 2012 05:56 GMT
#49
On September 14 2012 12:31 Mavvie wrote:
Fuzzy, have any replays of defending this on Cloud Kingdom? I actually think it's unstoppable if you don't have 4+ spines at your third; Protoss can abuse the terrain that honestly I think that if he gets to your third with his army, you've already lost.

I'd love to see some replays of roach/ling against this on cloud! :D

I really don't like the map, Zerg doesn't really have many options in the midgame except infestor/spine turtle -- roaches suck because of the easily-defended third and mutas suck because he's 1 blink away from his third to his main. And you can't get to his main except through his third.

Yeah just more more more replays replays replays please :D :D

Edit: You mention using spines at the chokes...do you always do that or is it map dependant?


In the Feast vs viOlet series from the recent IEM, there's a game in which viOlet defends an imo-sentry push with roach-lings on cloud kingdom. Feast is at the third of viOlet with a warp prism but still viOlet manages to take him down. As they're recent and avalaible, you might want to check those replays.

Edit: Here's the link of the replays of that group :: http://www.esl-world.net/masters/season7/cologne/sc2/groupstage/download/26347049/
j.k.l
Profile Joined September 2012
112 Posts
Last Edited: 2012-09-14 21:36:05
September 14 2012 21:35 GMT
#50
if he blocks the natural with a pylon, and then you build your second base at the third, can you specify on how queen inject rotation changes? And how saturating bases adjusts to these situations?

EDIT: Also which maps should i veto for this new season, especially considering protoss favoured maps?
~ Spirit will set you free ~
Oboeman
Profile Joined January 2011
Canada3980 Posts
September 15 2012 01:23 GMT
#51
On September 14 2012 14:56 Aelendis wrote:
Show nested quote +
On September 14 2012 12:31 Mavvie wrote:
Fuzzy, have any replays of defending this on Cloud Kingdom? I actually think it's unstoppable if you don't have 4+ spines at your third; Protoss can abuse the terrain that honestly I think that if he gets to your third with his army, you've already lost.

I'd love to see some replays of roach/ling against this on cloud! :D

I really don't like the map, Zerg doesn't really have many options in the midgame except infestor/spine turtle -- roaches suck because of the easily-defended third and mutas suck because he's 1 blink away from his third to his main. And you can't get to his main except through his third.

Yeah just more more more replays replays replays please :D :D

Edit: You mention using spines at the chokes...do you always do that or is it map dependant?


In the Feast vs viOlet series from the recent IEM, there's a game in which viOlet defends an imo-sentry push with roach-lings on cloud kingdom. Feast is at the third of viOlet with a warp prism but still viOlet manages to take him down. As they're recent and avalaible, you might want to check those replays.

Edit: Here's the link of the replays of that group :: http://www.esl-world.net/masters/season7/cologne/sc2/groupstage/download/26347049/


For what it's worth, violet only barely held by the skin of his teeth, despite feast stockpiling money, and apparently executing the build in a less than optimal manner (but I guess that lets him hide it better).
PhanCast
Profile Joined March 2012
United States6 Posts
September 15 2012 02:06 GMT
#52
FUZZZZZZZZZZZZY!
Likewise.
Babru
Profile Joined September 2010
196 Posts
Last Edited: 2012-09-15 02:23:18
September 15 2012 02:22 GMT
#53
Fuzzy. Do you think neutral depots should be implemented in ladder?

I feel that the practise i get in ladder should 100% be relevant to tournaments, but now more then ever protosses and terrans abuse the ramp block and those games simply are irrelevant when it comes to preparing for tournaments.
j.k.l
Profile Joined September 2012
112 Posts
September 15 2012 02:58 GMT
#54
On September 15 2012 11:22 Babru wrote:
Fuzzy. Do you think neutral depots should be implemented in ladder?

I feel that the practise i get in ladder should 100% be relevant to tournaments, but now more then ever protosses and terrans abuse the ramp block and those games simply are irrelevant when it comes to preparing for tournaments.

blizz said that it isn't noob friendly so they refuse to add it. typical blizz
~ Spirit will set you free ~
734pot
Profile Joined June 2012
Australia294 Posts
September 15 2012 03:18 GMT
#55
On September 15 2012 11:58 j.k.l wrote:
Show nested quote +
On September 15 2012 11:22 Babru wrote:
Fuzzy. Do you think neutral depots should be implemented in ladder?

I feel that the practise i get in ladder should 100% be relevant to tournaments, but now more then ever protosses and terrans abuse the ramp block and those games simply are irrelevant when it comes to preparing for tournaments.

blizz said that it isn't noob friendly so they refuse to add it. typical blizz


Nothing improves my ladder experience more than being pylon blocked at my ramp, it just really makes my day.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 15 2012 03:36 GMT
#56
On September 15 2012 12:18 734pot wrote:
Show nested quote +
On September 15 2012 11:58 j.k.l wrote:
On September 15 2012 11:22 Babru wrote:
Fuzzy. Do you think neutral depots should be implemented in ladder?

I feel that the practise i get in ladder should 100% be relevant to tournaments, but now more then ever protosses and terrans abuse the ramp block and those games simply are irrelevant when it comes to preparing for tournaments.

blizz said that it isn't noob friendly so they refuse to add it. typical blizz


Nothing improves my ladder experience more than being pylon blocked at my ramp, it just really makes my day.

Switch to Protoss :D
70% of games are pvz :D

Agreed they need to add those stupid depots, it's pretty broken not to have them.

Why not make it a burrowed critter? It'd be less confusing than a depot in pvz.
Getting back into sc2 O_o
j.k.l
Profile Joined September 2012
112 Posts
September 15 2012 19:44 GMT
#57
if he blocks the natural with a pylon, and then you build your second base at the third, can you specify on how queen inject rotation changes? And how saturating bases adjusts to these situations?

EDIT: Also which maps should i veto for this new season, especially considering protoss favoured maps?
~ Spirit will set you free ~
enykie
Profile Joined January 2011
Germany64 Posts
September 15 2012 22:48 GMT
#58
Cool Guide, but i miss some timings or the correct reaction if your natural got pylon blocked or even naturl + 3rd are blocked?

I allways wonderd about the real good timing of the third, finally someone who got deeper into this econ wise
FuzzySc2
Profile Joined December 2010
Canada140 Posts
Last Edited: 2012-09-16 04:58:36
September 16 2012 04:54 GMT
#59
On September 15 2012 06:35 j.k.l wrote:
if he blocks the natural with a pylon, and then you build your second base at the third, can you specify on how queen inject rotation changes? And how saturating bases adjusts to these situations?

EDIT: Also which maps should i veto for this new season, especially considering protoss favoured maps?

Injects dont change, your first queen injects main then walks to 3rd you start 2nd queen right when first finishes and 3rd queen when your base pops, you just change the saturation to fully saturate main + 3rd first before main + natural and then you treat natural as if its your 3rd base. This includes taking 3rd 4th gass at your 3rd instead of natural because thats what is getting saturated faster

EDIT: i veto the new map i dont remember name, tald and entombed. Tald is just a personal pref that i veto, entombed because the spawn locations make the map really shit to play on and the new map because there is no tournament using it in their map pool
FuzzySc2
Profile Joined December 2010
Canada140 Posts
September 16 2012 04:56 GMT
#60
On September 15 2012 11:22 Babru wrote:
Fuzzy. Do you think neutral depots should be implemented in ladder?

I feel that the practise i get in ladder should 100% be relevant to tournaments, but now more then ever protosses and terrans abuse the ramp block and those games simply are irrelevant when it comes to preparing for tournaments.

yes they should be but its blizzard, i mean we still have shitty positions on antiga so i dont see them implementing supply depots. i just send a drone to patrol at my ramp if i scout 2 rax or proxy, and vs toss i usually do it if i see super fast forge or weird probe movement as well as players that are more prone to cheese. If youre under gm level though just patrol your ramp vs toss each time and you should be okay ^^
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