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[D] Is there a way to beat Spanishiwa's build? (P)

Forum Index > StarCraft 2 Strategy
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adaptablefuton
Profile Joined March 2011
United States34 Posts
Last Edited: 2011-04-17 07:17:51
April 17 2011 07:15 GMT
#1
Now by reading the title most of you will say sure, its been done before and can be done again. However from what I have been experiencing in the ladders and with a practice partner is that in the long run there is no way for a Protoss to win in a macro game. Let me explain.

First off let me give a run down of how Spanishiwa's build works. First he generally goes for an early hatch generally around 13 or 14 food. Then he makes around four queens and puts down several spine crawlers, as many as five or six, to defend his natural. He then takes an extremely late gas at 40 which sets him up to play a brilliant macro game. His unit composition is something like this:

Early game
-Queens
-Spine Crawlers
-Zerglings

Mid Game
-Speedlings (Upgraded)
-Banglings
-Infestors
-Mutas (In special situations)

Late Game
-Cracklings (Adrenal Gland Zerglings)
-Ultralisks
-Broodlords
-Infestors

Below is the summary and analysis of his Best of Seven against ROOTMinigun and why Spanishiwa's build is so powerful.

Game One:

+ Show Spoiler +
Now much of this wouldn't matter except that he has been gaining popularity and the build is really good and it is hard to beat as Protoss. The biggest example of its potential to win and some of its weakness sufaced when he appeared on the "V" and beat ROOTMinigun in a best of 7. The strategies durability and flexibility really shined in the show match and as I was watching ROOTMinigun struggle through the first three games I was thinking to myself, there has to be a way to beat it. I will give a brief summary of the games.

Before the first game on his stream Minigun was studying Spanishiwa's play and familiarizing himself with it so in the first game it was a surprise when Spanishiwa went pool before expo. On top of that he also managed to throw Minigun off when he threw up an evo chamber on top of minigun's ramp preventing him from fully walling off. After he had destroyed the evo chamber spanishiwa proceded to bust up his ramp with a bunch of zerglings while expanding behind it and getting banglings. After Minigun held off the initial push he proceded to four gate Spanishiwa, Spanishiwa then sacraficed his expansion and went in for a counter attack completely destroying Minigun's economy and when he held off the four gate it was clear that the game was over.



This game demonstrated how powerful his counter attacks can be and how devastating it is to not leave some defense at your base. Which also bears the question do all attacks have to be all ins? My logic behind this is that by leaving things behind in you main while you attack your offensive force is then considerably weaker thus it is easy for him to defend, and if you bring all you units he will counter attack and more likely than not do more damage to you than you do to him.


Game Two:

+ Show Spoiler +
In game two Spanishiwa executed the build he is famous for going thirteen hatch with three spine crawler. He then took a secret third and teched to infesters and also attempted to drop zerglings in Minigun's base. All the while taking on Minigun's army head on and using fungal growth to trap the stalkers and colosuss. Finally he gets ultralisks and Minigun ggs.



This game shows the strength of his build over a semi complete protoss deathball. His use of infesters trapped the army and Spanishiwa's endless stream of zerglings and banglings did the damage. It also showed how he denied the expo making it hard for Minigun to keep his economy going. Finally his upgrades and tier three tech put the nail in the coffin. This also showed how powerful it was against colossus and the conventional protoss army.


Game Three:

+ Show Spoiler +
In game three Spanishiwa used his standard opening while ROOTMinigun did a fast expo. Minigun then transitioned into DTs and with a fast reaction Spanishiwa trapped them with his queens until he could get detection and kill them. Overall the really did not due any lasting damage. Spanishiwa then took advantage of his mobility and attacked Minigun's main inflicting heavy economic damage and destroying his nexus. In the final battle he demonstrated the power of the infesters as he fungal growthed Miniguns army and destroyed it in seconds. Minigun then gged.



This game demonstrated the power of his mobility more than anything else. As Minigun moved out Spanishiwa slipped into his base crippling him economically and forcing him to pull back his army. Then when the final engagement happens it seemed as if Minigun had the larger force but a couple fungal growth prevented the stalkers from blinking all the while softening them up for the upgraded zerglings. So a protoss has to take into consideration that his already immobile force can be completely stopped and torn apart by infestors.


Game Four (The turn around):

+ Show Spoiler +
Game four was a good thing for Minigun. In the beginning he pylon blocked spanishiwa forcing him to get a pool first. He then proceded to put on four gate pressure. What allowed him to do the damage that he did was that fact that he force fielded the ramp and prevented spine crawlers from getting down which allowed him to pick off the hatchery. When he saw it wasn't going to win the game he backed off without losing to many units. Minigun then turtles and techs and in the final engagement uses excellent forcefields to fend off the massive zergling attack.



What gave Minigun the game was the accumulation of a few small advantages that he took. First blocking Spanishiwa's expansion it force him to go pool first so he couldn't go for an early economic lead, secondly his force fielding of the ramp prevented static defenses from coming down the ramp and allowed him to pick off the expansion, thirdly he caught two infesters out of position which made the final engagement easier, and finally his forcefields meant that the zerglings couldn't do any damage which allowed the colossus to go to work. So this gives us a hint on what we need to do: attempt to block the expo and put on a lot of early pressure.


Game Five:

+ Show Spoiler +
In game five the two players found themselves in an awkward position. Minigun used a six gate push and broke down Spanishiwa's defenses all the while a nydus in Miniguns main meant the players traded bases. Ultimately because Minigun saved some of his tech structures he was able to bounce back faster and over power Spanishiwa with a protoss deathball.



This game's peculiarity makes it less useful than the others to find ways to defeat the strategy, however it does give us an idea of how to truly hurt the protoss. As a zerg alot of your tech is dependent on your Lair/Hive, along with the various tech structures. So as Miniguns destroyed all of this it took a long time for Spanishiwa to come back because he essentially had to rebuild all the tech that he lost. His harassment also failed to do a critical amount of damage and thus Minigun was able to get a full sized deathball. This situation demonstrated that a deathball when in full force can beat Spanishiwa's composition but the difficult part is getting there.


Game Six:

+ Show Spoiler +
Game six is where ROOTMInigun really shined. This game he decided to go a 4 gate blink stalker build and basically turtled for the first part of the game. This prevented Spanishiwa from scouting and allowed him to quickly get his build up. When he moved out he put a pylon at his base fully walling off his ramp and warped in reinforcements off of a proxy pylon. While abusing the terrain he used blink micro to pick off zerglings until he had accumulated a critical mass of stalkers and went in for the kill, forcing Spanishiwa to gg.



This was a very good game for discovering how to counter this build because Minigun used mobility to defeat his zerglings. With Spanishiwa's build he is reliant on being more mobile than you. So blink stalkers prove useful when countering because they negate the full damage of the zerglings and can hit before infesters pop out. This means that as a early game ender I believe blink stalkers to be most effective if one can efficiently use blink micro and abuse the terrain.


Game Seven:

+ Show Spoiler +
Game Seven is the game that proved the full effectiveness or Spanishiwa's static defense. Minigun decided to go a four warpgate build and when he wanted to move in he was met by five spine crawlers effectively blocking any aggression Minigun had in mind. So instead of busting up the front he decided to go for the back, luckily Spanishiwa spotted it and repositioned his spine crawlers to defend. After completely destroying Minigun's force Spanishiwa teched to infesters and banglings. He utilized bangling drops inside Minigun's probe line to somewhat cripple his economy. However what ended it was the final fungal growths of Minigun's army and bangling drops from behind.



So Spanishiwa won the game due to his mass infesters locking down minigun's army along with the bangling drops to do economic damage. This again demonstrates the strategies power.


So how do we defeat this build?

From what I have seen and heard there isn't one way do beat it and it is very situational however some things that may help:

-Blink Stalkers

+ Show Spoiler +
The Blink ability gives you the one thing that zerg wants, mobility. With is you can pretty much avoid being surrounded by zerglings and stalkers are pretty cost effective as it is. So if you abuse the terrain and avoid taking to much damage you can eventually amass a critical mass of stalkers.


-High Tier Late Game Air

+ Show Spoiler +
We did not see air at all in the games above however in some games that I have had with a practice partner I have discovered that if you are able to hide it from him late game air particularly carriers and void rays will decimated his army. However if it is scouted chances are he will have time to get either corruptors or hydralisk which means the build has its flaws.


-Constant Harass and Aggression

+ Show Spoiler +
In the game where Minigun blocked Spanishiwa's expo it prevented Spanishiwa from going for that super macro game he likes. I will point out that if you are able to constantly be attacking him all the while preventing a counter attack the build will eventually crumble under the pressure because it is hard to go one base infester and delaying infesters will allow you to get exponentially ahead as the game progresses.


-Dark Templars

+ Show Spoiler +
In the game above DTs were not used to their full efect however if one manages to sneak them into the zergs base before he has detection it is potentially game ending and thus can be used to against it however if your timings are not right then they are not in the least effective.


Conclusion: Now with all this information you might say "Well hell his strategy seems pretty breakable now." However the truth is that it is still extremely hard to beat, and in test games that i do I am winning less than 25% of the time. So the purpose of this thread was to inform you how it works and point out potential weaknesses so that you can actively participate and give ideas on a solid counter to it. Through this discussion I hope to find a way to combat it without cheesing, because I hate the feeling I get when I cheese. So please I invite you to post below any ideas you have that may help the protoss community combat this solid Zerg strategy.

P.S. I have nothing against Spanishiwa I actually think it is great that he was able to change zerg strategy and I view it as a challenge to try and break his strategy if possible, kind of like a game of chess. Hopefully someone will come up with a radical protoss build that is awesome like this one!
LesPhoques
Profile Joined December 2010
Canada782 Posts
April 17 2011 07:20 GMT
#2
In my opinion, his build is fairly weak. No offense to him but its very creative and fun to watch but it sacrifices map control. As protoss, I would simply expand like crazy and put down cannons to make sure my expos are safe.

Also, it does pretty bad against blink stalkers, I played once in metalopolis against this map, its not that hard to beat it
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-04-17 07:31:18
April 17 2011 07:21 GMT
#3
yes if you see that opener as P you harass with stalkers, get a very quick 2nd followed by a fast 3rd, low sentries. he has almost no idea what youre doing until overseer. just play very greedy/tech heavy as there's no threat of any attack whatsoever for quite a while, until his delayed lair tech comes. Maybe followup with blink stalkers to hold my 3 bases easier, but really many tech choices would work fine, just make sure you have some well placed cannons/building walls as well. Watch out for those drops/nydus harassments. You should be in a really good position if you managed to secure your 3rd without taking much damage, and early on your harass + greediness will force him to get a couple extra queens/spines putting him in the dark while getting your econ and tech/production up freely and quickly,
ModeratorBlame yourself or God
adaptablefuton
Profile Joined March 2011
United States34 Posts
April 17 2011 07:22 GMT
#4
Right there are alot of holes but the problem with expanding like crazy is that once he gets his banglings and infesters it becomes close to impossible to defend all those bases and maintain map control but I hear what your saying.
adaptablefuton
Profile Joined March 2011
United States34 Posts
April 17 2011 07:24 GMT
#5
so what I am starting to think is that templar tech is a good idea because of the feedback on infesters I dont know how effective it would be.
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
April 17 2011 07:26 GMT
#6
wasnt there a thread about this earlier? made by the same guy. why did it get closed?
adaptablefuton
Profile Joined March 2011
United States34 Posts
April 17 2011 07:27 GMT
#7
On April 17 2011 16:26 mR.bONG789 wrote:
wasnt there a thread about this earlier? made by the same guy. why did it get closed?

I decided to remake it with better information about the build and more analysis of the games.
CompanionQue
Profile Joined July 2010
United States59 Posts
April 17 2011 07:29 GMT
#8
From a Terran perspective I've been doing really well with speed reapers, I've been making a habit of usually making 2-3 early every game recently so Its a build that I like facing, and the lack of gas early means no slings or roaches.
:3
I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction.
adaptablefuton
Profile Joined March 2011
United States34 Posts
April 17 2011 07:38 GMT
#9
yea I wish we had a unit like reapers that could abuse the cliffs without sight early game.
insta111
Profile Blog Joined August 2010
United States80 Posts
April 17 2011 07:42 GMT
#10
Spanishiwa's build is pretty much incapable of damaging any sort of FE. He'll have a harvester advantage early-midgame, but constant pressure and taking an early third has been effective for me so far.
Selkie
Profile Blog Joined October 2010
United States530 Posts
April 17 2011 07:44 GMT
#11
I've found two things work, as a terran:

1) Mass reaper build. This is slightly blind however- it works well if you were planning on it from the start, not so well if you try to get them reactively

2) Greed. If you scout spanishwa, take a very very fast 3rd/ maybe 4th. If you see no gas, you'll know there's no aggression coming- this will get you on equal footing with zerg. For example, the 4OC build gives you just about an equal economy.


For 1, it'd have to be blind. For 2, if you're scouted, the zerg can transition into an all-in which can be difficult to hold.


Hope this helps!
adaptablefuton
Profile Joined March 2011
United States34 Posts
April 17 2011 07:51 GMT
#12
On April 17 2011 16:44 Selkie wrote:
I've found two things work, as a terran:

1) Mass reaper build. This is slightly blind however- it works well if you were planning on it from the start, not so well if you try to get them reactively

2) Greed. If you scout spanishwa, take a very very fast 3rd/ maybe 4th. If you see no gas, you'll know there's no aggression coming- this will get you on equal footing with zerg. For example, the 4OC build gives you just about an equal economy.


For 1, it'd have to be blind. For 2, if you're scouted, the zerg can transition into an all-in which can be difficult to hold.


Hope this helps!

As much as I love terrans and think that they are awesome in every way possible, I kind of want to veer towards protoss strategy, however your input is much appreciated!
Tailzz
Profile Joined April 2011
8 Posts
Last Edited: 2011-04-17 08:52:34
April 17 2011 08:43 GMT
#13
On April 17 2011 16:51 adaptablefuton wrote:
Show nested quote +
On April 17 2011 16:44 Selkie wrote:
I've found two things work, as a terran:

1) Mass reaper build. This is slightly blind however- it works well if you were planning on it from the start, not so well if you try to get them reactively

2) Greed. If you scout spanishwa, take a very very fast 3rd/ maybe 4th. If you see no gas, you'll know there's no aggression coming- this will get you on equal footing with zerg. For example, the 4OC build gives you just about an equal economy.


For 1, it'd have to be blind. For 2, if you're scouted, the zerg can transition into an all-in which can be difficult to hold.


Hope this helps!

As much as I love terrans and think that they are awesome in every way possible, I kind of want to veer towards protoss strategy, however your input is much appreciated!


As a random race player who has been the target "guinea pig" of zerg friends attempting to learn this build, I found that these work:

early game builds:
- blink(as stated)
- 4gate on 1 gas(mostly stalker/zealot heavy)
- early zealot all in (2 gate or 3 gate)
- to be honest, this build is very susceptible to most cheeses that can be thrown from the protoss arsenal.

mid game builds (pretty much anything nexus first):
- 15/16 nexus 15/16 forge FE into 7 gate blink all in with attack upgrades
- nexus first into void ray phoenix zealots. due to the number of queens, have multiple air groups, lift up queens and have the other nixes and VRs kill them, while the zealots wreak carnage on the ground.

late game builds:
- if you sense a spanishiwa opening, just open double FE.

think about it: essentially what spanishiwa's build does is: drone up till full saturation, and only then does he start the game/make his tech choice. if spanishiwa is able to fully drown up, why can't/wouldn't you do the same? that way you'll both be playing on the same level field once all the income has kicked in. and keep in mind: while someone doing this build is macroing, they cannot harass you at all. what can they do, hit you with slow lings, proxy spine crawler push? highly unlikely. just play the game as he's playing it: if he's only droning and massing spines, then you're free to take a double FE, pump probes to full saturation, and then start the match.
the key element to this is: you must keep an eye on when zerg gets his gases. when he gets his gasses, thats when you have to start making troops or keep an eye out for his tech route.

big shoutout to spanishiwa though -- this is an amazing build, one of my new favourites =)
Jinsho
Profile Joined March 2011
United Kingdom3101 Posts
April 17 2011 10:06 GMT
#14
A lot of players encountering the build do the correct thing instinctively - drone up, tech and expand early. But where they usually fail is countering the drops/nydus/burrowed infestors/multi attacks.

If you base your strategy on countering his mid to late game, you need to be aware that that's what the Zerg is going to do because he let you expand/tech up so he can't really 1A move and kill you in a straight fight.
Dymeter
Profile Joined December 2010
Macedonia74 Posts
April 17 2011 10:08 GMT
#15
I know this is a longshot comming from a terran, but have you thought of early Warp Prism zealots to bypass his deffences and elevator to his main, and aswell negate the need of making proxy pylon since you have a mobile one, using mostly Zealots and some stalkers. It seems like a good idea to me, someone needs to try it to make sure.
If a terran had issues with that build I would just say "Remember the Beta, 5rax speed reapers!" since the build delays Speedlings so much and all you need to do is avoid the spinecrawlers.
Hope this helps.
Man is a gaming animal. He must always be trying to get the better in something or other.- Charles Lamb
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2011-04-17 10:15:02
April 17 2011 10:12 GMT
#16
I think the way minigun played it on typhon peaks was a good start, but he could have been greedier. He put down a 2nd and 3rd gate before taking his natural, this was unnecessary. So the best way in my opinion (also depends a bit on map): chrono zealot+stalker, walk to his natural, try to snipe a drone or some lings and force some lings/spine crawlers. I am not sure whether its better to get a 2nd stalker or a sentry after (i dont have that much knowledge about P), but i think its best to just expand off 1 gate and fall back with your zealot stalker once it gets too dangerous. Then add more gates and just walk forward (by this i mean, clean watchtower in the middle of the map and then just run back) a bit or run in front of his crawlers and then run back (just to force maybe 1-2 more crawlers and some lings) and take a third relatively quickly. be careful not to get your probelines bombed by banelings and maybe add 1-2 cannons per mineral line once you see that he actually went for fast drop upgrade. Build pylons at the edges of your base to spot nydusworms or incoming drops.

Once youre on three bases you should definitely get blink (if you havent already) and damage/armor upgrades (maybe better to start with the dmg/armor ups a bit earlier than that, but again, i dont have that much experience with protoss. You kinda have a couple of choices then, You can just go colossus blinkstalker, or go colossus voidray stalker. It is important that when you go colossus stalker that you push when you see him teching to hive, as this can be beaten by infestor broodlord + groundstuff (roachhydrazergling). If you go colossus voidray stalker you can also just take a fourth and add templars (to feedback infestors and storm corruptors) and a mothership. In the latter case i guess you can just push once youre at 200 supply.
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Partypants
Profile Joined August 2010
Australia50 Posts
April 17 2011 10:24 GMT
#17
This build is very deceptive to alot of openers due to late speed.

A properly executed 2 gate proxy zealot rush, hasn't anyone noticed once your in the main its over.
DT opner and actuall kill off queens/drones. The games i've seen ppl target the hatch? he has 4-5 queens simply going to tranfuse lol.

Blink

and the most obvious which nobody seems to do, fe and phoenix and transition into zeal/archon immortal since this build is 90% zerglings. i could go on and on
Partypants
Profile Joined August 2010
Australia50 Posts
April 17 2011 10:26 GMT
#18
I've seem him steam rolled by protoss all night going heavy zealot/archon compositions. Everything is beatable
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
April 17 2011 10:26 GMT
#19
I actually don't think that mass expanding is a good idea against this strategy. Against that BO, yes, it's good - but against the overall strategy, 4 bases are a lot of ground to cover against the constant harass. The main point is not the late gas timing but the strategy that it leads into.


Also, Blink Stalker harass can be denied by queens, slowlings and 1-2 spinecrawlers until speedling tech is finished. It will do some damage, yes, but i don't think it can do enough as queens can transfuse each other and any focussed building while drones should be covered by a spine crawler.

Yes, queens have to run around a lot, but since you should have good creep spread with the extra queens you should be able to see from where the stalkers come and position them accordingly. The rest is up to whoever has the better micro.
Partypants
Profile Joined August 2010
Australia50 Posts
April 17 2011 10:28 GMT
#20
anything early game will beat this executed properly lol. People just need to use there brains

User was temp banned for this post.
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