• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:17
CET 09:17
KST 17:17
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
LiuLi Cup: 2025 Grand Finals (Feb 10-16)12Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker8PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)12Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2
StarCraft 2
General
Nexon's StarCraft game could be FPS, led by UMS maker How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Behind the Blue - Team Liquid History Book Weekly Cups (Jan 12-18): herO, MaxPax, Solar win Rongyi Cup S3 - Preview & Info
Tourneys
RSL Revival: Season 4 Korea Qualifier (Feb 14) LiuLi Cup: 2025 Grand Finals (Feb 10-16) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
ACS replaced by "ASL Season Open" - Starts 21/02 Gypsy to Korea Liquipedia.net NEEDS editors for Brood War Recent recommended BW games [ASL21] Potential Map Candidates
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Nintendo Switch Thread Diablo 2 thread Battle Aces/David Kim RTS Megathread ZeroSpace Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Ask and answer stupid questions here! Russo-Ukrainian War Thread Sex and weight loss
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ADHD And Gaming Addiction…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3884 users

[D] PvP warp up ramp with 4 gate

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 5 9 10 11 Next All
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-01-13 00:05:41
January 12 2011 23:40 GMT
#1
By placing a pylon at the bottom of your opponent's ramp slightly skewed off to the side, it's possible to warp in units over a forcefield and into your opponent's main without vision. Your units on the low ground have vision on the ramp, so you warp in a unit as far up as you can, immediately gaining a small area of vision in the main which you use to warp in the rest of your units. If your opponent has invested in sentries to defend your 4 gate, your 4 warped in zealots along with your stalkers firing from the low ground is usually enough to push him back from the ramp. Your stalkers then flood in and it's gg.

Because of this trick, almost anything with 2 gas and relies on sentries for defense loses to a hard 4 gate. The only thing that really handles a hard 4 gate well is a 4 gate without as much probe cutting. Of course, you can't scout a 4 gate until it's too late to adapt.

When I 4 gate, I'm happy to see sentries because it means I get to set up my pylon right outside his base uncontested and the army up the ramp will be weak when I get up there.

IMO, when the only way to defend a 4 gate is to 4 gate, the build is limiting the match-up too much and needs to be nerfed to improve strategic diversity. Should this trick for warping units over a forcefield up a ramp without vision should be eliminated?
goswser
Profile Blog Joined May 2009
United States3548 Posts
January 12 2011 23:43 GMT
#2
I wondered why I was losing to 4 warp-gates....god I hate PvP so much right now due to this.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
January 12 2011 23:46 GMT
#3
I'll love you so much if I learn to do this <3
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Robellicose
Profile Blog Joined October 2010
England245 Posts
January 12 2011 23:47 GMT
#4
Man that sucks. I'll be on tonight testing this I think. I assume a more traditional 3gate with stalkers (heading down the blinkstalker route) would be able to hold this as they'd snipe the pylon, but will test this this evening.
Portentious and Pretentious
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
January 12 2011 23:47 GMT
#5
If you go quick immortal the range of the immortal should be able to always reach the warping in pylon. I would just not let the pylon finish.
lasershark
Profile Joined July 2010
United States49 Posts
January 12 2011 23:50 GMT
#6
can you post a replay please? i think i know what you mean but am not entirely sure. i played a game last night where someone warped zealots in my base even though i ff'd the bottom of the ramp before he got a chance to run any units up. he probably did this T_T

unfortunetly i played a ton of games last night and it would take forever to find that one game
MarshalClaw
Profile Joined October 2010
United States27 Posts
January 12 2011 23:51 GMT
#7
An immortal does not arrive in time to prevent a 4gate attack.
See the latest GSL match between choyaFou and Tester on scrap station.
Azide
Profile Joined March 2010
Canada566 Posts
January 12 2011 23:51 GMT
#8
what if you FF the middle of the ramp instead of the top or the bottom ?
Azide and SuperNinja - Best Double Protoss 2v2 Team!
sweeep
Profile Joined December 2010
United States17 Posts
January 12 2011 23:55 GMT
#9
its not 4 gate that needs to be nerfed... the ramp issue is just broken imo

2 gas builds can still hold off a hard 4 gate, but ive only been able to do it by 10 gating and getting faster wg than my opponent. you can hold off the ramp warp ins but you need to be VERY flawless in your micro or you lose
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
January 12 2011 23:55 GMT
#10
On January 13 2011 08:51 MarshalClaw wrote:
An immortal does not arrive in time to prevent a 4gate attack.
See the latest GSL match between choyaFou and Tester on scrap station.

Link please? I have a really hard time finding a watching GSL matches. Are you sure a 1 gate robo can't get one out in time? Chrono immortals come out pretty quickly.
Shifft
Profile Blog Joined April 2010
Canada1085 Posts
Last Edited: 2011-01-12 23:58:58
January 12 2011 23:56 GMT
#11
It's the same trick as when you use blink stalkers and blink one onto the ramp for vision then the rest into their base. This is worse though because any sort of tech build will 100% not have enough units to hold a 4 gate if their units get into your base and this makes it like 100x harder to prevent that. Basically all you can do is at least 3 gate before tech if they're 4 gating and have enough units to either stop a pylon from going up or do significant damage to their units during the warp in time, enough that you will be able to stay close enough to your ramp to FF again as well as kill all of their warped in units before their gates are off cooldown.

This is SUPER FUCKING ANNOYING
=O
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 12 2011 23:58 GMT
#12
On January 13 2011 08:51 Azide wrote:
what if you FF the middle of the ramp instead of the top or the bottom ?


It's definitely possible to prevent this trick with 2 forcefields (1 at top of ramp, 1 at bottom), but it's impossible to have enough sentries to continuously maintain 2 forcefields. As for whether you can use 1 forcefield to both deny the warp in at the top and prevent units at the bottom from getting far enough up to get vision of the high ground, I don't think a forcefield is big enough to cover both spots, but it might be. Seems unlikely, but it's worth testing.
Valefort
Profile Joined December 2010
France228 Posts
January 12 2011 23:58 GMT
#13
Does it work against any force field placement ? People usually force field at the very bottom of their ramp, perhaps 1-2 boxes up can do the trick ? I'll try to test it.
Juxx
Profile Joined April 2010
325 Posts
January 12 2011 23:58 GMT
#14
On January 13 2011 08:51 MarshalClaw wrote:
An immortal does not arrive in time to prevent a 4gate attack.
See the latest GSL match between choyaFou and Tester on scrap station.

It can, Testers build order was messed up because he got confused, if you robo early (when warpgate is 20% done) then you will have an immortal out. 4 sentrys is enough to stop a 4gate because you can ff the ramp, and they still wont have vision to warp in into your base.
Grubby Fighting!
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 13 2011 00:02 GMT
#15
On January 13 2011 08:56 Shifft wrote:
It's the same trick as when you use blink stalkers and blink one onto the ramp for vision then the rest into their base. This is worse though because any sort of tech build will 100% not have enough units to hold a 4 gate if their units get into your base and this makes it like 100x harder to prevent that. Basically all you can do is at least 3 gate before tech if they're 4 gating and have enough units to either stop a pylon from going up or do significant damage to their units during the warp in time, enough that you will be able to stay close enough to your ramp to FF again as well as kill all of their warped in units before their gates are off cooldown.

This is SUPER FUCKING ANNOYING


3 gates before tech doesn't cut it. I've been killing 3 gate robo builds with regularity. If they're mining both gas, they're relying on sentries to hold the ramp, and if they've built sentries, they won't be able to kill my warped in zealots quickly enough.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2011-01-13 00:08:47
January 13 2011 00:06 GMT
#16
On January 13 2011 08:58 Juxx wrote:
Show nested quote +
On January 13 2011 08:51 MarshalClaw wrote:
An immortal does not arrive in time to prevent a 4gate attack.
See the latest GSL match between choyaFou and Tester on scrap station.

It can, Testers build order was messed up because he got confused, if you robo early (when warpgate is 20% done) then you will have an immortal out. 4 sentrys is enough to stop a 4gate because you can ff the ramp, and they still wont have vision to warp in into your base.

How do you expect to have 4 sentries out by the time a 4gate hits? If you opened Sentry, you lose it to the first Stalker + Zealot. If you don't, you're going to have 1 Sentry before your warpgate finishes and their warpgate is nearly guaranteed to be quicker. If you do 1gate robo, you will have a maximum of 2 Sentries, if that.


By the way I just tested, there's 3 positions to FF your ramp. With the bottom one, you warp above, then inside main. With mid, same thing. With the top one you can just walk a unit to the FF and warp inside, it's the worst FF of them all.

On January 13 2011 09:02 kcdc wrote:
Show nested quote +
On January 13 2011 08:56 Shifft wrote:
It's the same trick as when you use blink stalkers and blink one onto the ramp for vision then the rest into their base. This is worse though because any sort of tech build will 100% not have enough units to hold a 4 gate if their units get into your base and this makes it like 100x harder to prevent that. Basically all you can do is at least 3 gate before tech if they're 4 gating and have enough units to either stop a pylon from going up or do significant damage to their units during the warp in time, enough that you will be able to stay close enough to your ramp to FF again as well as kill all of their warped in units before their gates are off cooldown.

This is SUPER FUCKING ANNOYING


3 gates before tech doesn't cut it. I've been killing 3 gate robo builds with regularity. If they're mining both gas, they're relying on sentries to hold the ramp, and if they've built sentries, they won't be able to kill my warped in zealots quickly enough.
Yep, 3 gates dont have nearly enough units unless they chrono warpgate just as much and pull every probe, and then they lose in attrition.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Acridice
Profile Joined December 2010
United States298 Posts
January 13 2011 00:07 GMT
#17
There was a thread a couple days ago discussing the 4 gate vs. 3 gate robo. The proponents of the 4 gate claim that no robo build can stop a properly executed 4 gate. I disagree. I believe if the FF's are properly used and the right timing / unit comp is used, the 3 gate robo can defend against this. In order to test this I have pretty much been doing 4 gate against every PvP matchup i get where I cut probes at 21 and go for the 1 gas 4 gate. I still have trouble against properly executed FF's and my own timing. I think, mainly I need to work on my 4 gate timing and when to buidl the pylon at their ramp. I think if you're going 1 gas 4 gate, you really have to be on point against a skilled player with a couple sentries.

Btw, you can't have 4 sentries out by the time the 4 gate gets there. A proper 1 gas 4gate arrives at 5:40 - 6 and if you built a robo you will NOT have 4 sentries if even 2.

However, I don't think PvP is as totally restrictive as you might think. Give the adelscott build a try:
12/17 Gate build 4 zealots / 2 stalkers, pressure, forge and expand behind it then throw up 2 more gates with a cannon at the natural. If you don't feel comfortable with the expand, then just throw up your 2 gates first and then expand. Just search for adelscott on sc2rep.com and find some PvP action. Otherwise, I'll upload one of my replays soon.

Haha, or you could always cannon rush ; ). And I'm still of the opinion that a 3 gate robo can hold the 4 gate.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Shifft
Profile Blog Joined April 2010
Canada1085 Posts
Last Edited: 2011-01-13 00:08:27
January 13 2011 00:07 GMT
#18
On January 13 2011 09:02 kcdc wrote:
Show nested quote +
On January 13 2011 08:56 Shifft wrote:
It's the same trick as when you use blink stalkers and blink one onto the ramp for vision then the rest into their base. This is worse though because any sort of tech build will 100% not have enough units to hold a 4 gate if their units get into your base and this makes it like 100x harder to prevent that. Basically all you can do is at least 3 gate before tech if they're 4 gating and have enough units to either stop a pylon from going up or do significant damage to their units during the warp in time, enough that you will be able to stay close enough to your ramp to FF again as well as kill all of their warped in units before their gates are off cooldown.

This is SUPER FUCKING ANNOYING


3 gates before tech doesn't cut it. I've been killing 3 gate robo builds with regularity. If they're mining both gas, they're relying on sentries to hold the ramp, and if they've built sentries, they won't be able to kill my warped in zealots quickly enough.


Sorry, I meant 3 gate and build units, then tech after you're sure a 4 gate isn't coming. I haven't had this build done to me for a few days but I'm fairly sure that 3 gates pumping units will hold off a 4 gate done this way, since if you kill the first round of warp-ins you should be ahead in unit count for a few cycles.
=O
Valefort
Profile Joined December 2010
France228 Posts
January 13 2011 00:14 GMT
#19
I'm theorycrafting this time. The problem is the second round of zealots, the ones warping in directly into the main, so why not limit the space ?

A standard wall gate+ cyber + another gate on the other side (+whatever needed, depends on the map) might be enough to deny in-main warping.
Azide
Profile Joined March 2010
Canada566 Posts
January 13 2011 00:22 GMT
#20
interesting idea but if they see it and go 3 gate robo with obs bye bye buildings. free food for stalkers
Azide and SuperNinja - Best Double Protoss 2v2 Team!
1 2 3 4 5 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Bisu 7663
Mong 398
Leta 250
Tasteless 201
actioN 91
Sharp 45
ToSsGirL 38
zelot 25
NaDa 20
sSak 18
[ Show more ]
GoRush 14
soO 9
League of Legends
JimRising 645
Counter-Strike
shoxiejesuss355
kRYSTAL_14
Super Smash Bros
Mew2King148
Heroes of the Storm
Khaldor144
Other Games
gofns9960
summit1g4291
C9.Mang0434
ceh9346
Happy310
KnowMe22
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH70
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos584
• Stunt506
Upcoming Events
Escore
1h 43m
LiuLi Cup
2h 43m
Serral vs Zoun
Cure vs Classic
Big Brain Bouts
8h 43m
ByuN vs GgMaChine
Serral vs Jumy
RSL Revival
18h 43m
RSL Revival
23h 43m
LiuLi Cup
1d 2h
uThermal 2v2 Circuit
1d 3h
RSL Revival
1d 9h
Replay Cast
1d 15h
Sparkling Tuna Cup
2 days
[ Show More ]
LiuLi Cup
2 days
Replay Cast
2 days
Replay Cast
3 days
LiuLi Cup
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
OSC
3 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
Replay Cast
5 days
The PondCast
6 days
KCM Race Survival
6 days
WardiTV Winter Champion…
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-10
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Escore Tournament S1: W8
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.