|
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. Do not just ask for build orders. |
I've decided to break into Master's in the next month or two.
Can someone supply some PvZ pro replays with rock-solid safe, "standard" Toss play in HotS that emphasizes macro?
I'd like an example replay to steal the build and timings, without quirks like pylon blocks, cannon rushes or very reactionary play.
A series where I can examine the same build against different responses from Zerg would be great!
Not sure whether to do Grubby's gate expand, or an FFE into single Stargate, or MSC pressure, etc. A replay would help a lot.
|
On April 20 2013 14:29 ThaReckoning wrote:Show nested quote +On April 20 2013 14:18 bertu wrote:On April 20 2013 12:55 ThaReckoning wrote:
It's just a bio opener into that composition. Terran delaying protoss's third is nothing new, it's normal. You can't move out and take a third before you get 2-3 colossi because of how strong drop play is. I don't think that going with templar is a good idea, the composition is way too tanky for that. Immortals are also a soft option because of the EMP. I don't have any replays offhand, but it's just standard terran bio shenanigans vs a double forge robo opener into that composition. The last time I played against it I didn't even take any probe damage from widow mine + bio drops, and still just got smashed by the macro lead + extremely cost efficient army that terran seems to get by default with that composition.
I agree that T delaying your third is standard, but you mentioned him having 2/2 and you with 3/3 before you even stablished a third, that's unusual. I was focusing on that time of the game.
It still looks like it's a matter of having your third and tech transitions at the right time. A Protoss with upgrade lead and two types of splash is the strongest theoretical thing you can have against bio in the mid game, specially if you are not taking harass damage early. If T is always going mass vikings and hellbats to abuse your colossus count at the time you are trying to saturate a third, switching to immortal and templar say after two colossus, with an upgrade lead and low stalker count looks like the best response imaginable (that or microing perfectly to snipe vikings with blink stalkers while forcefielding and time warping and making colossus - than it's a matter of execution, and double forge can only help).
If you mean viking+hellbat+ghost late game composition, than it's only possible after you already have a third (he can't have enough ghosts and vikings that early), and it becomes standard late game PvT management. I agree that hellbats are pretty good at that stage with the standard bio composition, but late game good play has a much bigger role at that stage than opening double forge or not, since you should have all your upgrades and tech ready anyways.
It's really hard to comment without seeing replays. If you could point a pro/streamed game where that happened, it would be great too. Sorry I couldn't help further.
|
On April 20 2013 15:47 SteveNick wrote: I'm having a lot of trouble dealing with hellbat/marauder/medivac as a mid to late game composition. Even supply, even upgrades, no blunders in army control, but it's hard to find a composition that can fight against it. Neither storm or collosi are great at dealing with pure hellbat/marauder since they both have fairly high health. You can't go heavy on zealots because they just get taken out quickly by hellbats. You can't go heavy stalker because they only trade evenly-ish with hellbats and get shredded by marauders. Theoretically air could counter the whole composition, but I don't know if it's even plausible to make that switch. Good sentry control might be good at dealing with the hellbats short range, but I'm kind of at a loss as to how to deal with this, especially if they add in vikings/ghosts.
Sentries' FF stop hellbats from entering attack range and immortals just roast anything with armor. Bonus points if you have HT to feedback their medivacs.
Terran counter is simply pick up hellbats and drop past Them on top of sentries w/ afterburn.
|
On April 20 2013 22:02 bertu wrote:Show nested quote +On April 20 2013 14:29 ThaReckoning wrote:On April 20 2013 14:18 bertu wrote:On April 20 2013 12:55 ThaReckoning wrote:
It's just a bio opener into that composition. Terran delaying protoss's third is nothing new, it's normal. You can't move out and take a third before you get 2-3 colossi because of how strong drop play is. I don't think that going with templar is a good idea, the composition is way too tanky for that. Immortals are also a soft option because of the EMP. I don't have any replays offhand, but it's just standard terran bio shenanigans vs a double forge robo opener into that composition. The last time I played against it I didn't even take any probe damage from widow mine + bio drops, and still just got smashed by the macro lead + extremely cost efficient army that terran seems to get by default with that composition. I agree that T delaying your third is standard, but you mentioned him having 2/2 and you with 3/3 before you even stablished a third, that's unusual. I was focusing on that time of the game. It still looks like it's a matter of having your third and tech transitions at the right time. A Protoss with upgrade lead and two types of splash is the strongest theoretical thing you can have against bio in the mid game, specially if you are not taking harass damage early. If T is always going mass vikings and hellbats to abuse your colossus count at the time you are trying to saturate a third, switching to immortal and templar say after two colossus, with an upgrade lead and low stalker count looks like the best response imaginable (that or microing perfectly to snipe vikings with blink stalkers while forcefielding and time warping and making colossus - than it's a matter of execution, and double forge can only help). If you mean viking+hellbat+ghost late game composition, than it's only possible after you already have a third (he can't have enough ghosts and vikings that early), and it becomes standard late game PvT management. I agree that hellbats are pretty good at that stage with the standard bio composition, but late game good play has a much bigger role at that stage than opening double forge or not, since you should have all your upgrades and tech ready anyways. It's really hard to comment without seeing replays. If you could point a pro/streamed game where that happened, it would be great too. Sorry I couldn't help further.
What I mean is that before your third is established fully, he can do a 2-2 attack with +2 hellbats, and your 3-3 either won't be done, or will be just finishing up. The problem is that your zealots are essentially wasted supply, and if you cut colossi for immortals he can just emp you while the hellbats soak a ton of immortal shots and his marauders roll you over.
|
Anyone know of any decent PvT builds for around silver league? I'm in silver and i have a decent set of build for PvP/Z but i have literally no PvT builds
User was warned for this post
|
Man, that two base oracle all in just isn't working for me any more in PvT. Too many seem to be able to deflect it pretty easily. Any other all ins that might be more effective? I just don't feel like trying long games against Terran right now, it's too hard. Would rather solidify PvZ and PvP some more before I worry about PvT again.
|
On April 21 2013 03:28 ThaReckoning wrote:Show nested quote +On April 20 2013 22:02 bertu wrote:On April 20 2013 14:29 ThaReckoning wrote:On April 20 2013 14:18 bertu wrote:On April 20 2013 12:55 ThaReckoning wrote:
It's just a bio opener into that composition. Terran delaying protoss's third is nothing new, it's normal. You can't move out and take a third before you get 2-3 colossi because of how strong drop play is. I don't think that going with templar is a good idea, the composition is way too tanky for that. Immortals are also a soft option because of the EMP. I don't have any replays offhand, but it's just standard terran bio shenanigans vs a double forge robo opener into that composition. The last time I played against it I didn't even take any probe damage from widow mine + bio drops, and still just got smashed by the macro lead + extremely cost efficient army that terran seems to get by default with that composition. I agree that T delaying your third is standard, but you mentioned him having 2/2 and you with 3/3 before you even stablished a third, that's unusual. I was focusing on that time of the game. It still looks like it's a matter of having your third and tech transitions at the right time. A Protoss with upgrade lead and two types of splash is the strongest theoretical thing you can have against bio in the mid game, specially if you are not taking harass damage early. If T is always going mass vikings and hellbats to abuse your colossus count at the time you are trying to saturate a third, switching to immortal and templar say after two colossus, with an upgrade lead and low stalker count looks like the best response imaginable (that or microing perfectly to snipe vikings with blink stalkers while forcefielding and time warping and making colossus - than it's a matter of execution, and double forge can only help). If you mean viking+hellbat+ghost late game composition, than it's only possible after you already have a third (he can't have enough ghosts and vikings that early), and it becomes standard late game PvT management. I agree that hellbats are pretty good at that stage with the standard bio composition, but late game good play has a much bigger role at that stage than opening double forge or not, since you should have all your upgrades and tech ready anyways. It's really hard to comment without seeing replays. If you could point a pro/streamed game where that happened, it would be great too. Sorry I couldn't help further. What I mean is that before your third is established fully, he can do a 2-2 attack with +2 hellbats, and your 3-3 either won't be done, or will be just finishing up. The problem is that your zealots are essentially wasted supply, and if you cut colossi for immortals he can just emp you while the hellbats soak a ton of immortal shots and his marauders roll you over.
just want to add in that any good protoss would just lay FFs to delay a push if 3/3 is not done in time to stop any timing push that would happen b4 3/3 was done. Also we should stop talking about this PvT/TvP in this situation it mostly about who can control their army better than the other player.
On April 21 2013 14:57 KrazyTrumpet wrote: Man, that two base oracle all in just isn't working for me any more in PvT. Too many seem to be able to deflect it pretty easily. Any other all ins that might be more effective? I just don't feel like trying long games against Terran right now, it's too hard. Would rather solidify PvZ and PvP some more before I worry about PvT again.
I don't know if your asking for help or not but most games in SC2 should be decide by the player who's has better army control and not by who has the better army comp and the best example is PvT atm for me but their are a few things i don't like about atm(example terrans got way too many harassment options for my taste).
but for the Oracle based play versus terran is kinda gimmicky due to place 1 turret basically stops all oracle harassment. either the orcacle needs some kind of shield boast or it's attack spell use less energy. It will be shut down way to easy if scouted . just do the double forge builds their way more solid can you do all-in based of them if needed. Example, 5gate all-in(1base), 2 immortal all-in(2base), 1 col 6 gate all-in, High templar 8gate all-in. Or just play standard play into 1/1 col or 1/1 stroms
|
On April 21 2013 15:03 SkyBlaze wrote:Show nested quote +On April 21 2013 03:28 ThaReckoning wrote:On April 20 2013 22:02 bertu wrote:On April 20 2013 14:29 ThaReckoning wrote:On April 20 2013 14:18 bertu wrote:On April 20 2013 12:55 ThaReckoning wrote:
It's just a bio opener into that composition. Terran delaying protoss's third is nothing new, it's normal. You can't move out and take a third before you get 2-3 colossi because of how strong drop play is. I don't think that going with templar is a good idea, the composition is way too tanky for that. Immortals are also a soft option because of the EMP. I don't have any replays offhand, but it's just standard terran bio shenanigans vs a double forge robo opener into that composition. The last time I played against it I didn't even take any probe damage from widow mine + bio drops, and still just got smashed by the macro lead + extremely cost efficient army that terran seems to get by default with that composition. I agree that T delaying your third is standard, but you mentioned him having 2/2 and you with 3/3 before you even stablished a third, that's unusual. I was focusing on that time of the game. It still looks like it's a matter of having your third and tech transitions at the right time. A Protoss with upgrade lead and two types of splash is the strongest theoretical thing you can have against bio in the mid game, specially if you are not taking harass damage early. If T is always going mass vikings and hellbats to abuse your colossus count at the time you are trying to saturate a third, switching to immortal and templar say after two colossus, with an upgrade lead and low stalker count looks like the best response imaginable (that or microing perfectly to snipe vikings with blink stalkers while forcefielding and time warping and making colossus - than it's a matter of execution, and double forge can only help). If you mean viking+hellbat+ghost late game composition, than it's only possible after you already have a third (he can't have enough ghosts and vikings that early), and it becomes standard late game PvT management. I agree that hellbats are pretty good at that stage with the standard bio composition, but late game good play has a much bigger role at that stage than opening double forge or not, since you should have all your upgrades and tech ready anyways. It's really hard to comment without seeing replays. If you could point a pro/streamed game where that happened, it would be great too. Sorry I couldn't help further. What I mean is that before your third is established fully, he can do a 2-2 attack with +2 hellbats, and your 3-3 either won't be done, or will be just finishing up. The problem is that your zealots are essentially wasted supply, and if you cut colossi for immortals he can just emp you while the hellbats soak a ton of immortal shots and his marauders roll you over. just want to add in that any good protoss would just lay FFs to delay a push if 3/3 is not done in time to stop any timing push that would happen b4 3/3 was done. Also we should stop talking about this PvT/TvP in this situation it mostly about who can control their army better than the other player. Show nested quote +On April 21 2013 14:57 KrazyTrumpet wrote: Man, that two base oracle all in just isn't working for me any more in PvT. Too many seem to be able to deflect it pretty easily. Any other all ins that might be more effective? I just don't feel like trying long games against Terran right now, it's too hard. Would rather solidify PvZ and PvP some more before I worry about PvT again. I don't know if your asking for help or not but most games in SC2 should be decide by the player who's has better army control and not by who has the better army comp and the best example is PvT atm for me but their are a few things i don't like about atm(example terrans got way too many harassment options for my taste). but for the Oracle based play versus terran is kinda gimmicky due to place 1 turret basically stops all oracle harassment. either the orcacle needs some kind of shield boast or it's attack spell use less energy. It will be shut down way to easy if scouted . just do the double forge builds their way more solid can you do all-in based of them if needed. Example, 5gate all-in(1base), 2 immortal all-in(2base), 1 col 6 gate all-in, High templar 8gate all-in. Or just play standard play into 1/1 col or 1/1 stroms I just want a strong all in that I can do in PvT so I can focus more on my PvZ and my PvP for now.
|
An all-in I've been trying out in PvT is a fake expand-4gate. Almost all TvP is 1rax expand now so it really takes advantage. The down side is that a reaper can scout it, so if they go reaper first, just take your expand and don't 4gate. Most of the time I can even get the Terran to e-bay block me by really selling that I'm going to 1gate expo, don't build a zealot and he will probably e-bay block you(send your probe down there like you're trying to build a nexus too), then you deny scouting with stalker and just add 3 gates instead of expoing. Works pretty well. Will probably have to transition to macro game if he gets a bunker up on his ramp and turtles, but I can usually contain them while expoing/teching for a while.
|
On April 21 2013 16:34 SteveNick wrote: An all-in I've been trying out in PvT is a fake expand-4gate. Almost all TvP is 1rax expand now so it really takes advantage. The down side is that a reaper can scout it, so if they go reaper first, just take your expand and don't 4gate. Most of the time I can even get the Terran to e-bay block me by really selling that I'm going to 1gate expo, don't build a zealot and he will probably e-bay block you(send your probe down there like you're trying to build a nexus too), then you deny scouting with stalker and just add 3 gates instead of expoing. Works pretty well. Will probably have to transition to macro game if he gets a bunker up on his ramp and turtles, but I can usually contain them while expoing/teching for a while. To be honest what i exp is that almost everyone goes for reapers and 1 rax fe is barely used anymore. It is even possible to stop a 4 gate after a 1 rax fe on the lowground so you contain him on two bases if you fail (and your 4 gate would even be delayed except you just do the normal build and send a probe to the lowground but you have pretty much chrono then. Well the other thing you want to contain him okay this will as mentioned happen for him on 2 bases while you dont have an expansion up or any significant tech.. So you can maximally contain him until medivacs are out and by this time you will most likely die. So the next thing is if he goes reaper first he will see this 90% of the time (and 90% of my opponents go reaper) and react. Im not sure if its possible to hold this when you expand after reaper but since its a delayed 4 gate im pretty sure he can. The consequences are that you're pretty much behind unless you catch a greedy opponent off guard. At least those are my 2 cents. Gl hf 
Edit: Forget the thing about reapers i just misread im a little bit sick today sorry
|
Italy12246 Posts
On April 21 2013 15:16 KrazyTrumpet wrote:Show nested quote +On April 21 2013 15:03 SkyBlaze wrote:On April 21 2013 03:28 ThaReckoning wrote:On April 20 2013 22:02 bertu wrote:On April 20 2013 14:29 ThaReckoning wrote:On April 20 2013 14:18 bertu wrote:On April 20 2013 12:55 ThaReckoning wrote:
It's just a bio opener into that composition. Terran delaying protoss's third is nothing new, it's normal. You can't move out and take a third before you get 2-3 colossi because of how strong drop play is. I don't think that going with templar is a good idea, the composition is way too tanky for that. Immortals are also a soft option because of the EMP. I don't have any replays offhand, but it's just standard terran bio shenanigans vs a double forge robo opener into that composition. The last time I played against it I didn't even take any probe damage from widow mine + bio drops, and still just got smashed by the macro lead + extremely cost efficient army that terran seems to get by default with that composition. I agree that T delaying your third is standard, but you mentioned him having 2/2 and you with 3/3 before you even stablished a third, that's unusual. I was focusing on that time of the game. It still looks like it's a matter of having your third and tech transitions at the right time. A Protoss with upgrade lead and two types of splash is the strongest theoretical thing you can have against bio in the mid game, specially if you are not taking harass damage early. If T is always going mass vikings and hellbats to abuse your colossus count at the time you are trying to saturate a third, switching to immortal and templar say after two colossus, with an upgrade lead and low stalker count looks like the best response imaginable (that or microing perfectly to snipe vikings with blink stalkers while forcefielding and time warping and making colossus - than it's a matter of execution, and double forge can only help). If you mean viking+hellbat+ghost late game composition, than it's only possible after you already have a third (he can't have enough ghosts and vikings that early), and it becomes standard late game PvT management. I agree that hellbats are pretty good at that stage with the standard bio composition, but late game good play has a much bigger role at that stage than opening double forge or not, since you should have all your upgrades and tech ready anyways. It's really hard to comment without seeing replays. If you could point a pro/streamed game where that happened, it would be great too. Sorry I couldn't help further. What I mean is that before your third is established fully, he can do a 2-2 attack with +2 hellbats, and your 3-3 either won't be done, or will be just finishing up. The problem is that your zealots are essentially wasted supply, and if you cut colossi for immortals he can just emp you while the hellbats soak a ton of immortal shots and his marauders roll you over. just want to add in that any good protoss would just lay FFs to delay a push if 3/3 is not done in time to stop any timing push that would happen b4 3/3 was done. Also we should stop talking about this PvT/TvP in this situation it mostly about who can control their army better than the other player. On April 21 2013 14:57 KrazyTrumpet wrote: Man, that two base oracle all in just isn't working for me any more in PvT. Too many seem to be able to deflect it pretty easily. Any other all ins that might be more effective? I just don't feel like trying long games against Terran right now, it's too hard. Would rather solidify PvZ and PvP some more before I worry about PvT again. I don't know if your asking for help or not but most games in SC2 should be decide by the player who's has better army control and not by who has the better army comp and the best example is PvT atm for me but their are a few things i don't like about atm(example terrans got way too many harassment options for my taste). but for the Oracle based play versus terran is kinda gimmicky due to place 1 turret basically stops all oracle harassment. either the orcacle needs some kind of shield boast or it's attack spell use less energy. It will be shut down way to easy if scouted . just do the double forge builds their way more solid can you do all-in based of them if needed. Example, 5gate all-in(1base), 2 immortal all-in(2base), 1 col 6 gate all-in, High templar 8gate all-in. Or just play standard play into 1/1 col or 1/1 stroms I just want a strong all in that I can do in PvT so I can focus more on my PvZ and my PvP for now.
You could try one base stuff like proxy void rays or blink. Alternatively, look up Flash vs Jangbi, Jangbi won with an immortal bust.
|
On April 21 2013 17:04 Sox03 wrote:Show nested quote +On April 21 2013 16:34 SteveNick wrote: An all-in I've been trying out in PvT is a fake expand-4gate. Almost all TvP is 1rax expand now so it really takes advantage. The down side is that a reaper can scout it, so if they go reaper first, just take your expand and don't 4gate. Most of the time I can even get the Terran to e-bay block me by really selling that I'm going to 1gate expo, don't build a zealot and he will probably e-bay block you(send your probe down there like you're trying to build a nexus too), then you deny scouting with stalker and just add 3 gates instead of expoing. Works pretty well. Will probably have to transition to macro game if he gets a bunker up on his ramp and turtles, but I can usually contain them while expoing/teching for a while. To be honest what i exp is that almost everyone goes for reapers and 1 rax fe is barely used anymore. It is even possible to stop a 4 gate after a 1 rax fe on the lowground so you contain him on two bases if you fail (and your 4 gate would even be delayed except you just do the normal build and send a probe to the lowground but you have pretty much chrono then. Well the other thing you want to contain him okay this will as mentioned happen for him on 2 bases while you dont have an expansion up or any significant tech.. So you can maximally contain him until medivacs are out and by this time you will most likely die. So the next thing is if he goes reaper first he will see this 90% of the time (and 90% of my opponents go reaper) and react. Im not sure if its possible to hold this when you expand after reaper but since its a delayed 4 gate im pretty sure he can. The consequences are that you're pretty much behind unless you catch a greedy opponent off guard. At least those are my 2 cents. Gl hf  Edit: Forget the thing about reapers i just misread im a little bit sick today sorry 
I didn't claim it was impossible to stop, but I'm not sure you why think I meant to contain him on two bases. If you don't break his natural with the 4gate, you've lost the game. What I meant by contain him was to contain him on -1- base if he lifts/turtles his ramp. 95% of opponents I play against 1rax FE and it's very possible to break their natural with this especially if they don't scout it. I wouldn't try it if they build a reaper though, like I said, since if they scout it and add in too many bunkers and pull SCVs in time then it's not going to work.
Also, it's not really a 'delayed 4gate'. It'll come out at about the same time since you'll deny his scout with your first stalker and just drop 3 gateways instead of spending 400 on a Nexus.
|
Italy12246 Posts
Forcing a lift isn't enough damage with a 4gate. You need to outright kill him, or close to it. You can't transition into a macro game when you have been sitting at 20 probes for ages.
|
Why not? If you break through his natural and camp his ramp while expanding behind it, you will have your expo operational long before he does. It takes a while for him to come down his ramp and break the contain especially if you throw in a sentry or two for ramp FFs. His economy will quickly recover once he does break out and put his CC back down at his nat + maynard SCVs but I'm pretty sure you can at least come out equal even if you can't break into his main.
|
Italy12246 Posts
He has 2 cc's, mules, much better tech, and more workers than you do. If he scouts you and just turtles at his ramp you are screwed.
Of course, if you break the natural first and kill a bunch of scv's and marines you can come out ahead depending on how much damage you do.
|
In PvT I've been doing HT openings ( 1gate expo -> 3gate robo -> HTs ) because I couldn't defend speedvacs with my old collossus build (I used to get 6 stalkers for drop defense but speedvacs mean that the units just fly right over my stalkers and drop before I can stop them). Now, here's my issue.
If I do spot the medivacs flying in and feedback them in time, alot of the time it seems that the medivacs don't have enough energy for me to even kill them with a feedback. Is this a common issue with anyone else? What is my best response if this happens? It feels as though if I pull back units to defend then my front is way too wide open.
On a note, I seem to win most of my PvTs if the Terran decides not to drop, and if my HT snipes medivacs decently then I don't feel as battered heading into lategame.
Also, when doing a collossus build with 6 stalkers for drop defense, where should I be positioning my stalkers? On maps like daybreak for instance, there is a large area where the medivacs can speed in. Should I spread my stalkers out or just put them on the opposite side to my army?
Re-reading the OP I noticed that in the drop defense it didn't mention HTs to feedback the drops. Should I take this to assume I'm just generally using a bad technique?
|
Italy12246 Posts
You also need chargelots in position to hold drops. Having HT's faster gives you two benefits vs drops: you require a few less gateway units because his bio won't be healed, and it's basically impossible for the terran to micro on two fronts so you will come out ahead on at least one front.
You need more than 6 stalkers to hold drops now. If you watch pro games, roughly one third of their army is in their main (almost) all the time. Watch Rain vs Jakjji on Cloud Kingdom from MLG to see exactly how to split up an position an army against drop play.
Feedback vs drops is fine, just don't assume you will kill the medivac. The goal there isn't to get a kill, but to keep the bio from getting healed.
|
I've been messing around with the 1-gate expand into 4-gate zealot/sentry/core pressure in PvZ. I really like the build and am way more comfortable with it than any FFE build I have, however, the last few matches I've played Z has gone early speed into 15-20 speedlings before 3rd, and I've wound up losing. Is this something that Zergs are now doing as a reaction to gateway openings, or have I just gotten really unlucky? How should I proceed assuming I don't lose all my stuff? I don't want to sit back and settle in to a macro game, because at this point I'm horribly ill-equipped if he goes Mutas if I leave him unharrassed, but I also don't know that I can do damage. Should I just wait for an extra warp-in cycle or two and still do my push?
|
On April 21 2013 18:43 Teoita wrote: You also need chargelots in position to hold drops. Having HT's faster gives you two benefits vs drops: you require a few less gateway units because his bio won't be healed, and it's basically impossible for the terran to micro on two fronts so you will come out ahead on at least one front.
You need more than 6 stalkers to hold drops now. If you watch pro games, roughly one third of their army is in their main (almost) all the time. Watch Rain vs Jakjji on Cloud Kingdom from MLG to see exactly how to split up an position an army against drop play.
Feedback vs drops is fine, just don't assume you will kill the medivac. The goal there isn't to get a kill, but to keep the bio from getting healed.
Wow, that was fast. Thanks, I'll try out the keeping zealots there.
Also, just watched that game and wow that was impressive. Do you know if I can get a replay of that game? It seems like there's more I can learn from that than just how to defend drops.
|
Italy12246 Posts
Nop, like no tournaments release replays anymore, even IEM T_T I'd sell my soul for that replay lol.
|
|
|
|