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MarineKingPrime vs. oGsMC Summary and Analysis

Forum Index > StarCraft 2 Strategy
Post a Reply
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
Last Edited: 2011-04-06 05:02:10
April 06 2011 04:53 GMT
#1
Spoilers.This series was OFF THE HOOK. Anyways, these games were amazing, and below you'll find battle reports and analysis. I put off some MLG analysis I was going to do in order to this, but it's awesome.

Game One: MarineKingPrime.WE vs. oGsMC on metalopolis

+ Show Spoiler +
Marine King opens with a completely standard floating to the gold base, while MC is doing the completely standard Nexus first. :O MC double scouts a base when scouting, as he thinks he may have missed the command center. Marine King begins a bunker in MCs base and tries to push with his initial marines. MKP is using the extra income from the gold to go three barracks and manages to kill MCs nexus. MKP pulls more SCVs and builds more bunkers, trying to guarantee the kill on the nexus first. MC is beginning a four warpgate as MKP uses the extra minerals to get a fast second base. MC does a brilliant zealot warp in and does some good economic damage. MC begins pushing down the ramp and kills off all of MKP's forces and just overwhelms the marine heavy composition of MKP and forces the gg.


Analysis:

+ Show Spoiler +
This game is actually very tough to analyze, because it was so unorthodox. I think that MarineKing actually showed that if your protoss opponent tries to nexus first on Metalopolis, you can successfully punish him for that with a two rax + SCV bunker rush, which is very interesting and deserves to be tested. MarineKing also showed the strengths and weaknesses of floating to the gold base. The extra income allowed him to three rax expand instead of the more typical two rax expand for pressure, but also left him quite vulnerable to any rush that MC could have done.

Now the real question is this, should you do this? And my answer, is yes, yes you should. What MarineKing did this game by no means should be your standard play, or else protoss just does any rush and dominates you. But if you are ever in a tournament setting, this is a very smart way to do a risky play that will throw your opponent off their kilter.

MC also puts forth the notion yet again of the possibility of last minute Nexus cancelling into 4 gate, and it seems that every player should be more prepared for this in the future, in all matchups, as even without the extra 400 minerals, MC is still able to kill with it.


TL;DR aka What to Learn

+ Show Spoiler +
Terran: How to take a smart risk in a tournament setting, and a possible counter to nexus first on non GSL maps

Protoss: That the Nexus cancel 4 gate may be workeable against terran. Although he didn't actually do this, the fact that he was able to kill Marine King even when losing the 400 minerals shows that it may be workable.

Everyone: CHECK THE XEL'NAGA!


Game Two: MarineKingPrime.WE vs. oGsMC on Tal'Darim Altar

+ Show Spoiler +
Both players appear to be doing normal openers, getting their gateway/rax and their first gases. But what's this?! MarineKing is proxying a factory and getting his second gas at the standard 1-1-1 timing. Marine King gets an armory, and at this point it is obvious that he is going for a thor rush.

MC almost does huge damage just poking at MKP's front, but MK is able to hold with some fabulous marine micro. MC continues to punish MarineKing's lack of defense with his three gate and just keeps picking off MKPs limited forces. Through three gate aggression, MC is able to punish MarineKing's fancy play and manages to do huge damage and just kill him. MKP counter attacks with his thor, but it is too late to do anything since MC can just pull all of his probes to hold the attack since he has taken over MKPs main base.


Analysis:

+ Show Spoiler +
First, just a quick note on MKP's building placement; he begins walling his choke with supply depots, if you watch the Huk vs. MVP series, MVP uses some similar great building placement, if you want to go tanks in TvP, or just be smart against early pressure, having a supply depot wall helps against any early attack timings that hit before what you're trying to do is out.

Marine King seems to be in retro mode today, as he is doing some old Terran foolishness against protoss, it may have worked, but MC just plays really well. One thing that MC has taught me and that I hope he can teach others, is that a three gate expand can be super aggressive and kill many terran builds without ever becoming all in. You should almost always test a terran's front with your zealot and stalker to see if damage can be done, seeing an opportunity, MC immediately goes into a 3 gate expand and if you go pure stalker sentry off of it, you can be very powerful. MC also demonstrated this in his game vs. Liquid'Jinro when he was able to straight up kill Jinro's fast expand with a three gate expand with sentries and stalkers.


TL;DR or What to Learn

+ Show Spoiler +
Terran: To be reassured that proxy thor is very risky to any pressure before the thor is out, but also that it is a useful build to know, because if MKP is pulling it out in a tournament, you can too.

Protoss: Why you should poke with your first zealot and stalker, and how you can be aggressive with a three gate expand. MC manages to make protoss units look incredibly strong, and I find the way he uses them inspirational to my own protoss play
.

Game Three: MarineKingPrime.WE vs. oGsMC on Crevasse

+ Show Spoiler +
MC IS GOING GAS FIRST! Whenever I see a protoss do this I get so excited, because I have tried to theory craft for so long an opening with gas first, but we'll see how this works out. Gas on 12 Gateway on 14, for those wondering. MKP has not gotten any gas and appears to be going for a one rax fast expand. MC still has not done anything special with his extra gas, and gets the standard Zealot followed by Stalker while MKP is indeed one rax fast expanded. MC throws down a stargate, but the faster gas allows him to not get a second gas, as he lays down three more gateways putting him up to four. MKP will truly show some excellent play if he manages to hold one of the hardest all ins I've seen with a 1 rax fast expand.

Brilliant! MC uses the proxy void ray to get sight on MKP's high ground and then warps in zealots underneath. The Zealots will make it so difficult to micro marines against the void ray, but if anyone can do it, it is the king of marines. MKP did go three barracks after the expand though, he has a chance to hold. Through flawless marine micro and slowly getting a viking out, MKP manages to holds the all in and is far ahead in tech and production and is able to counter attack for the win.


Analysis:

+ Show Spoiler +
This is a super awesome all in by MC with a great use of going gas first, it allows for the void rays while still allowing enough minerals for the four warp gate zealots. I would definatley recommend giving this a try, as I can imagine it would beat many players with worse crisis management micro then MKP.

This was a fantastic hold of a void ray all in by marine king prime. What I'm noticing in the meta game of TvP, is that terrans are liking to go pure marine longer than usual, because they are very capable with enough numbers of holding attacks until either many stalkers, colossus, or storm is out.


TL;DR

+ Show Spoiler +
Protoss: A very cool all in, 4 gate void ray off of one gas

Terran: how to crisis management, how to micro marines against early pushes, and why you may want to consider staying on marines for a bit when fast expanding rather than super fast teching as some terrans are riskily doing.


Game Four: MarineKingPrime.WE vs. oGsMC on Xel'Naga Caverns

+ Show Spoiler +
These guys are refusing to open standard! Marine King is getting a second gas before barracks, possibly indicating cloak banshee, but I wouldn't be surprised to see a different move. MC is doing the standard opening this game. MC again uses his first zealot and stalker for a poke at MKP's ramp. Marine King is getting a siege tank and a starport while MC expanded and has gotten his robo.

Marine King gets a banshee and another tank while MC is adding on 3 more gateways and getting an observer. Marine King is slowly cutting SCVs while doing some great banshee harass. MC get's one immortal out and MKP brings some SCVs to repair his tanks. Marine King continues adding on Banshees and tanks, and his one base attack manages to break MC's greedy build. Artosis says it best: "Well, siege tanks are pretty good"


Analysis:

+ Show Spoiler +
MarineKing is blindly going for his one base all in, so it is difficult to analyze, the one very good thing that he does is bring a few SCVs with him, many terrans forget to do this and it really helps with repairing the tanks. Also the timing is very good by him, skipping cloak as not everyone does. Also getting the second gas early and delaying siege mode allowed him to squeeze out the banshees faster and speed up the push.

MC really didn't quite react to this correctly in my opinion. Having seen a factory and no expansion, he should have assumed that tomfoolery was about. He didn't cut any probes and skipped quite a few warp ins and wasn't really reacting to the fact that MKP was one basing with a factory. I don't know if he should have semi-blindly gone stargate, or prioritized units over probes, but either would have been better to him not reacting and continuing to focus on worker over units when it was clear that his opponent was one basing.


TL;DR:

+ Show Spoiler +
Terran: Excellent execution of a marine, tank, banshee all in.

Protoss: That you absolutely need to analyze what your opponent is doing and react accordingly, and sometimes you just need to cut probes when you know you are ahead and being all inned.


Game Five: MarineKingPrime.WE vs. oGsMC on Terminus RE

+ Show Spoiler +
Marine King is not getting his gas and appears to be going for a one rax expand while MC gets his at the standard time. MC looks like he's not getting his second gas. MKP is going for a very safe fast expand, adding on 3 more barracks after expand while MC looks poised to do his 3 gate expand. MKP gets an SCV in and sees exactly what MC is up to. MC is really committing to this 3 gate and MKP continues marine production and adds bunkers. MKP adds on two more barracks, really committing to marine maurader while MC expands.

MKP is preparing to do a big MM attack, but MC is getting a fast colossus, and if it pops in time, then MKP will be behind because he has very little tech. Marine King manages to hit a perfect timing before the colossus are out. But MC is doing a great job microing to delay until the colossus out, and Marine King has begun to tech up for vikings and medivacs. Forcefields and stalkers with the one colossus are enough to clean up MKP's push. At this point MKP is up 10 SCVs and has caught up on tech. Both players get their third bases up, with MKPs much earlier and get the standard TvP unit compositions. Marine King is up too much on MC in the food count from earlier in the game and manages to just straight up kill MC and take the series.


Analysis:

+ Show Spoiler +
This is the perfect time to analyze how to stop a fast expand. You either have to commit and do damage, or expand and be a little behind, MC made a mistake of trying to punish the expand of MKP while also doing a normal expand build himself. If you're interested in this, Day9 did a daily on stopping fast expands here: http://blip.tv/file/4486834/?utm_source=blip&utm_medium=site_search&utm_content=blip&utm_campaign=s_ab daily number 224. I feel like this was a huge mistake by MC, as since he didn't commit to an attack, he got no advantage and was even further behind then had he just expanded.

MKP's fast expand was also extrememly solid and reminds me of Root.Drewbie's. It is very well proofed aganst most all ins, as a high marine count is good enough before protoss gets a lot of tech and gas units.


TL;DR

+ Show Spoiler +
Protoss: Why to either commit to punishing a fast expand, or just expand yourself

Terran: A very safe way to fast expand and taking full advantage of an early advantage.



Prior Analysis:
EG.Idra vs. TLAF Liquid'Huk
TLAF Liquid'Tyler vs. TLAF Liquid'TLO
MLG Dallas Group B Analysis and Predictions
EG.Idra vs. coL.Cruncher
GSTL 2 Finals
IMLosira's Ability to hold all ins as Zerg
GSL Finals Ogs_MC vs. ST_July

I'm a writer for TeamLiquid, you've probably heard of me
raf3776
Profile Blog Joined August 2010
United States1904 Posts
April 06 2011 04:57 GMT
#2
MC didnt nexus cancel against MKP the first game. I think he just lost the nexus from my knowledge. But the rest looks good
WWJD (What Would Jaedong Do)
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
Last Edited: 2011-04-06 05:10:46
April 06 2011 05:02 GMT
#3
On April 06 2011 13:57 raf3776 wrote:
MC didnt nexus cancel against MKP the first game. I think he just lost the nexus from my knowledge. But the rest looks good

I clarified the TL;DR, it was lacking the context.

EDIT: Please reread the TL;DR now, I was writing it all in context and didn't notice that it sounded so out of context. I fixed the context of what I meant by the statement, please don't make this whole thread into if the nexus was built or not, as I am well aware that it did. I was just trying to figure out what could be extrapolated from his play this first game.
I'm a writer for TeamLiquid, you've probably heard of me
Isaac
Profile Joined August 2010
United States810 Posts
April 06 2011 05:04 GMT
#4
Yes, the nexus was done before bunkers were even thrown down.
number one fan of marineking
archangel2
Profile Joined March 2011
76 Posts
April 06 2011 06:56 GMT
#5
Just a "behind or not" question referencing game 5, when a Protoss does a 3-gate pressure against a Terran, if he fails to take out the expansion, is he very far behind? 3-gate pressure sounds like isn't an all-in build, but if it sets you as far behind as MC seemed to be then maybe it's more reasonable to go either 4-gate or expand, since as you said his attack was pretty in-between.

Also, would MC normally have been able to hold if he had dropped a lot more gateways instead of building a robo like he did (still referencing game 5). Artosis seemed to make a statement to that effect.
statikg
Profile Joined May 2010
Canada930 Posts
April 06 2011 10:35 GMT
#6
On April 06 2011 15:56 archangel2 wrote:
Just a "behind or not" question referencing game 5, when a Protoss does a 3-gate pressure against a Terran, if he fails to take out the expansion, is he very far behind? 3-gate pressure sounds like isn't an all-in build, but if it sets you as far behind as MC seemed to be then maybe it's more reasonable to go either 4-gate or expand, since as you said his attack was pretty in-between.

Also, would MC normally have been able to hold if he had dropped a lot more gateways instead of building a robo like he did (still referencing game 5). Artosis seemed to make a statement to that effect.


3gate expand allows you to build alot of units...or not, and in this scenario the protoss built alot of units which failed to do damage.

Then when MKP started gearing up for his attack, MC teched which is what artosis was referring to becuase when you tech you spend extra resoruces and time to have a long term advantage (better units), but in the short run you have less units and this was a short run situation.
lucasesper
Profile Joined June 2010
Brazil181 Posts
April 06 2011 10:56 GMT
#7
As usual, I relly liked the read.
Brandus
Profile Joined September 2010
148 Posts
April 06 2011 12:13 GMT
#8
Thank you for the write up.!
Magni
Profile Joined September 2010
Canada40 Posts
April 06 2011 12:22 GMT
#9
MC won the first game because MKP wasted time killing a worthless nexus that wasn't mining.

MKP could have stayed in the second game longer if he waited with the thor for the scvs to catch up. He had something like 400/100 in the bank - who knows with a full surround of scvs the thor might have won or at least kept him in the game (He still had his buildings, if the offensive forces of MC returned home to help with the thor he could reland his Orbital, build a bunker etc. granted the Thor would need to do serious damage, better then just losing it before the SCVs arrived)
The Infernal Pre-Igniter.
Uhnno
Profile Joined February 2011
Netherlands288 Posts
April 06 2011 12:44 GMT
#10
I'm wondering about that game on XNC. Was it wrong for MC to expand? Because he pretty much went 1gate FE and still got rolled by a very very well timed marine/tank/banshee push. Although it was right he should've scouted the all-in early and prepared somewhat better. Too bad there are no replays to study.
statikg
Profile Joined May 2010
Canada930 Posts
April 06 2011 12:48 GMT
#11
I thought that overall MC was trying to counter marine kings style (typically a pretty fast expansion into heavy bio), and that he did choose good strategies that SHOULD counter them, early all-ins and 1 gate expansions, but that MKP was just mixing it up very well and generally defending like a champ.

I think the series may have gone differently if MC just stuck to playing his own style instead of trying to counter MKPs.
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2011 13:55 GMT
#12
well, in game 5, MC went for a 3gate attack, not a 3gate expand just as Tastosis said which is a way to get around the same amount of units as 4gate but a little later, with more workers, and which isn't a blind commitment, as you can expand as well, if it gets scouted early.
I think you should also add into game5, that MC tried to go through the backdoor rocks, but one stalker (missmicroed, due to bad pathing or maybe even as a diss) went through MKPs lines to attack the rocks from the other side, which made MKP build 2 more bunkers, guarding that side of his expansion. (which may have been the key moment in this game)
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
April 06 2011 14:05 GMT
#13
Just to reply to a couple questions:

On April 06 2011 21:44 Uhnno wrote:
I'm wondering about that game on XNC. Was it wrong for MC to expand? Because he pretty much went 1gate FE and still got rolled by a very very well timed marine/tank/banshee push. Although it was right he should've scouted the all-in early and prepared somewhat better. Too bad there are no replays to study.


It is almost always safe to fast expand as long as you know that your expand prepares you for multiple one base pushes. The problem is it may not be cost effective to expand, as you might lose all of your probes, or you may cut more probes trying to hold it, or you may be forced to sack it. MC definitely had the right to expand, but he was not reacting to what his opponent was doing.

Once you expand, you are spending more money on probes (2 at a time) then your opponent, and this is even exacerbated if your opponent is cutting probes all together. When fast expanding, if you notice no expo for your opponent, you should really just think to yourself "All I have to do is hold the attack and I win." MC wasn't using all of his gateways or getting immortals because he was constantly building probes 2 at a time. What I think he should of done is an idea of "prioritizing units over probes" where you never miss a production cycle even if you miss probes to do that. Someone may disagree with me and I'd love a response if they do


On April 06 2011 15:56 archangel2 wrote:
Just a "behind or not" question referencing game 5, when a Protoss does a 3-gate pressure against a Terran, if he fails to take out the expansion, is he very far behind? 3-gate pressure sounds like isn't an all-in build, but if it sets you as far behind as MC seemed to be then maybe it's more reasonable to go either 4-gate or expand, since as you said his attack was pretty in-between.

Also, would MC normally have been able to hold if he had dropped a lot more gateways instead of building a robo like he did (still referencing game 5). Artosis seemed to make a statement to that effect.


Don't think about it as "he has to kill the expansion," think about cost effectiveness. If MC had killed a lot of units while losing very few, or forced SCVs to be pulled, then he would have been pretty even with MKP despite expanding a little later. If you still have questions, I really suggest the day9 daily on it, it helped me a lot. You either have to commit, do damage (probes, units), and expand late; or just expand yourself. Make sure you don't over commit though and try to kill your opponent, that is not necessary as long as you can do damage.
I'm a writer for TeamLiquid, you've probably heard of me
Piggy
Profile Joined October 2010
United States14 Posts
April 06 2011 17:14 GMT
#14
I'm a huge fan of the 1 rax FE against toss especially on larger maps. It helps terrans get that necessary edge up on toss's economy.
When you're good...you're good.
bearhug
Profile Joined September 2010
United States999 Posts
April 07 2011 02:29 GMT
#15
mkp vs mc is like Battle: Los Angeles. a bunch of marines fight aliens. so glad to see marines won the war!
We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
Sagioio
Profile Joined May 2010
United States27 Posts
April 07 2011 21:13 GMT
#16
are these replays or vods available anywhere? sound like fun games to watch
Knowledge is Power. Ignorance is Bliss
Wren
Profile Blog Joined February 2011
United States745 Posts
April 07 2011 23:02 GMT
#17
It is on GomTV, full for free: http://www.gomtv.net/2011championship/vod/64353

I thought this was the weakest of the analyses. First game wasn't "standard" (only b/c of the gold), but the principles were. MKP set up an awesome all-in, then got cold feet. Of course it's good against a fast expand, that's the whole point.

Game two was never a three-gate expand, it was always 3-gate pressure.

In any case, it's fun to talk about epic matches!
We're here! We're queer! We don't want any more bears!
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
April 07 2011 23:08 GMT
#18
On April 08 2011 08:02 Wren wrote:
It is on GomTV, full for free: http://www.gomtv.net/2011championship/vod/64353

I thought this was the weakest of the analyses. First game wasn't "standard" (only b/c of the gold), but the principles were. MKP set up an awesome all-in, then got cold feet. Of course it's good against a fast expand, that's the whole point.

Game two was never a three-gate expand, it was always 3-gate pressure.

In any case, it's fun to talk about epic matches!


I'm sorry you feel that way :/ but thank you for reading them! Three gate expand, in my eyes, is a pressure expand, just like the two barracks expand, and my main point was that you shouldn't just "pressure" a super fast expand, either expand or commit, not in between. As for game one, MKP coudn't have afforded the third barracks and the two bunkers for the push without the gold base...I think. But I can't be sure without testing it.
I'm a writer for TeamLiquid, you've probably heard of me
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