The 2-2-2: Strategy Spotlight - Page 9
Forum Index > StarCraft 2 Strategy |
Make sure you check out the Liquipedia version as well! | ||
vahgar.r24
India465 Posts
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Dirtyharry
Germany171 Posts
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vhapter
Brazil677 Posts
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JayPower
Netherlands171 Posts
Also a FPVOD with commentary: | ||
Kazeyonoma
United States2912 Posts
On June 12 2013 04:13 Alejandrisha wrote: when you engage, it should look like this ![]() hope that helps I spit out my coffee when I saw this. good shit. | ||
BronzeKnee
United States5211 Posts
On June 12 2013 19:11 vaderseven wrote: Wasn't Naniwa's push from that time period also based around a variation of the +1 four gate stuff that was super popular at time time? Wasn't it also based on hitting specific timings that manipulated the standard zerg play of that time (early zealot poke to force zerglings which then have to face +1 zealots which force roaches all of which sets him back from hitting the needed drone count to support a switch to 3 base muta... which is when the colsi/zealot/sentry/prism attack hits)? Both that build and this build are based on manipulating the standard current metagame, but that metagame has changed from then to now so both builds are completely different. Stage 1 Naniwa - 2 Zealot poke to force more lings than normal Stage 1 2/2/2 - Single zealot to block wall and stalker to deny scouting. No poke Stage 2 Naniwa - +1 4 Gate Zealot pressure to punish ling count and force roaches. Helps build appear normal as this is standard meta. Stage 2 2/2/2 - Stargate tech to appear normal, deny scouting, and do some harass OR fast robo tech in order to make next stage hit faster Stage 3 Naniwa - 12 minute 2 Colsi, 8 Sentry, and mass +1 Zealot. Push timed to hit when a Zerg will finally be catching up in economy and attempting a transition to muta. Punishes the Zerg who is still on roach/ling and has not been pumping units. Stage 3 2/2/2 - 11:30 push if Stargate and 9:50 if none, +1 attack, 2 colsi and 2 immortals, 8 Sentry. Push timed to hit before a zerg can transition from ling/hydra into ling/hydra/swarm host/viper/ultra. Stage 1 and 2 are radically different. Naniwa's colsi push from that mlg was based on a very smart and assertive use of early zealots to force units while the 2/2/2 is based on a safety zealot and scout denying stalker. Naniwa cared much more about forcing units via direct map pressure while the 2/2/2 cares more about playing the cards close to the chest. Stage 2 for both styles is built around the most common 2 base plays of their time. The intent in stage 2 is totally different in Naniwas build when compared to the 2/2/2. Naniwa was keeping true to his theme of forcing units directly by putting the zerg in a reactive defensive mindset. The 2/2/2 is focused still on keeping information hidden and the main push veiled. Stage 3 of each build is about hitting a timing when the Zerg is making a major mid game transition. Both the old and the new build feature ~8 Sentrys and 2 Colsi with supporting ground units. The way the protoss plays out the game leading to this attack and the exact composition of the attack are very different and reflect the changing times of the matchup. To say its a revamp is weird. It fills a similar role in the arsenal of build orders for a toss player (that of a 2 base timing push designed to have an incredibly hard to deal with unit composition that hits during a transitional period for the zerg). Both builds allow the protoss to execute some control over the corners the zerg will feel safe in cutting in subsequent matches. You can not make the leap from that build to this one though. There is nothing about forcing extra lings, into counter lings hard while forcing roaches, into hitting a weakened (due to forced units) pre muta timing that should compare to playing a slightly passive fast expand into a standard style of teching while denying scouting and trying to suggest to the zerg you want to take a 3rd and then hitting him as he is transitioning to late game. It is extremely reasonable to say that the protoss that first did this 2/2/2 build sat down with the goal of hitting a timing attack while trying to mask the appearance of trying to hit one until the last second. It is also reasonable to say that when Naniwa made his build up he sat down and thought of a way to force out units at several key timings when a Zerg would normally be powering while gearing up to hit a timing that hits before a big tech switch. No one trying to make the 2/2/2 would start with the Naniwa build and modify it till it was as seen in the vods in this guide. ![]() Strategies are solutions to problems. Naniwa had a different problem than the one this build solves. Simple as that! As I posted above, my point wasn't to show that this is some evolution of Naniwa's build. They are very different. My point was to show that this is a very simple build that abuses the fact that Zerg players are using Hydralisks, but I wanted to correct what Teoita said: On June 12 2013 08:28 Teoita wrote: These newer colossus pushes are different because a) They are far, far more optimized. People used to hit after 12 minutes (see Ace at the IEM he won in 2010), nowadays 10-11 is the norm. b) They are done without a stargate as well. c) They include immortals and/or a warp prism, which was never the case back then. I agree it's nothing gamechanging like the Soultrain was, but it's this is a nice build for someone to learn regardless, and it's interesting how it was completely shifted out of the metagame, only to come back stronger than ever. Naniwa's build was done without a Stargate (b) and included a Warp Prism (c). And it is just one example of such a build! A lot of the old 2 base Colossus builds work very nicely now, simply because Hydralisks and Zerglings are bad versus Colossus. I will say that the faster pushes can be more effective, however the early +1 harass can also be quite damaging to any player skipping Roaches. Note hellokitty versus Suppy, a +1 Zealot push would have been quite effective (+1 Zealots would have been marching into his third against slow Lings, add in a MSC and it's a slaughter!). Finally, as an side note, Naniwa's build moves out with +1/+1, not just +1. | ||
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Teoita
Italy12246 Posts
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hellokittySC2
United States395 Posts
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BronzeKnee
United States5211 Posts
On June 13 2013 02:32 Teoita wrote: Ok let me rephrase: before the Soultrain was perfected, none ever, EVER, went robo before warpgate/stalker/+1 and focused EXCLUSIVELY on robo units to kill zergs. Even Naniwa's build started off with +1 zealot pressure as you said. Yeah, that is the real difference between this push and older pushes. | ||
Alejandrisha
United States6565 Posts
On June 12 2013 10:08 wo1fwood wrote: I'm glad Alej found an excuse to use that image lol. ![]() | ||
BatesCsC
United States99 Posts
If I were to scout the Robotics bay at the ~5:40 mark what would be the best way to counter the push and still leave myself open to build deviation. aka Is there a solid way to beat the 2-2-2 without committing to a 12 min roach max? | ||
shin_toss
Philippines2589 Posts
thank you! | ||
Kim Hyuna
Korea (South)264 Posts
this build is very forcefield dependent and only works on certain map. any failed forcefield or mis-micro basically ends the game. | ||
blade55555
United States17423 Posts
On June 13 2013 10:16 BatesCsC wrote: Zergbro here, If I were to scout the Robotics bay at the ~5:40 mark what would be the best way to counter the push and still leave myself open to build deviation. aka Is there a solid way to beat the 2-2-2 without committing to a 12 min roach max? Yes. Fast muta I believe is a way but swarmhosts as well. Roach/swarmhost absolutely shits on this build tbh. | ||
techno0
Slovenia3 Posts
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BatesCsC
United States99 Posts
On June 13 2013 12:44 blade55555 wrote: Yes. Fast muta I believe is a way but swarmhosts as well. Roach/swarmhost absolutely shits on this build tbh. Solid, thanks man. | ||
rice_devOurer
United States773 Posts
:D this isn't considered complaining, right? D: | ||
Alejandrisha
United States6565 Posts
On June 13 2013 15:16 rice_devOurer wrote: If there is a terran guide, how about pre-storm timings? :D this isn't considered complaining, right? D: no that's a really good thing to do a guide on, actually. | ||
happyness
United States2400 Posts
On June 12 2013 04:13 Whatson wrote: The Protoss writers for TL are so frigging OP Ya, totally imba! It's like a 100% article rate.... | ||
Sated
England4983 Posts
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