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[G] PvP 11gate into 3gate press

Forum Index > StarCraft 2 Strategy
Post a Reply
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-03-19 02:38:40
October 09 2011 08:37 GMT
#1
1/10/12 (map + vs. cannon rush section)
3/18/12 added recent replays

Join me in fleeing the hapless [D] and [H] threads in the strategy section qqing about macro and why I shouldn't tell them to do it.



Intro
[spoiler]Here, we have a build that gets WG faster than the FASTEST 12/16 4gate that can be used to punish every build's WG timing (other than a 3 stalker rush simply because you can't force good pylons against a good player if they CB'd their additional 2 stalkers unless you are quite sneaky). And surprisingly enough, it is economical enough to stay on pace once the rush is over.

FXOz used this build in the 3rd match against Sage in the code A ro4. Here is the link for those who have a pass this season:

http://www.gomtv.net/2011gslsponsors6/vod/66335

The brilliance of this build unfortunately flew right over the heads of Wolf and moletrap and they scratched their heads and spoke of lollipops and other trifles as FXOz began warping units right into Sage's base though Sage was not playing particularly greedy. Thankfully for you, the godliness of this build was not wasted on me.

10 gate and 11 gate builds have pretty much fallen off recently as players began to react to them more appropriately, but this build falls right in the middle of "what the hell is this where is his 2nd pylon and why is his core halfway done already" of a 10gate and "oh ok that was a 12 gate I know what his timings can be."

Caveat: this is a VERY mechanically rigorous build. In order to get the WG timing you need to make your 11gate worthwhile, you need to put all your shit down ON TIME, mine efficiently enough and CB your core 5 times with no overlap nor waste due to completion. But if you don't have great mechanics, you can use this build and practice it very closely (I think I ran through it 30 times before I got the timings I wanted on everything in one single trial run), you will be a better player at the end of it. No joke; if you execute this build perfectly by the end of practice, you will actually have improved mechanically as a player.

[/spoiler]

Build
[spoiler]
I hereby dub this build The Tin Man (after oz, though idk the TRUE inventor of this build), The 11Probe Puncher, the 1zealot-4stalker-wtftiming, as well as The Tasteless Build

9 Pylon

11 Gateway (don't chronoboost until after you put the gate down and start your 12th probe; don't scout quite yet)

12 Chronoboost probes

14 Gas (15 Gas runs the risk of having just under 100 gas upon the completion of core)

14 Pylon (15 is fine as well)

15 Core, scout (if you scout earlier you won't be in a position to execute this at all)

16 Zealot

20 Stalker/WG research (CB WG until completion; you need 5 of these independently to hit our desired timing. This will come with practice. don't CB the stalker)

23 Gas (this prevents a gas steal if they take their 2nd gas after a 21 stalker which is the typical timing. This also feints a lack of press to some degree. Don't mine from this geyser until I say so!)

23 2 Gates, simultaneously

24 Pylon (in base)

24 Make a probe (Don't make a 2nd stalker)

25 2 proxy pylons (One at the bottom so that you can warp up and then mineral walk through whatever is on the ramp and make a 2nd one above the ramp. If your probe takes a zealot punch, pull it back and put a 2nd one on the low ground. It's feasible that he has a sentry out at this point, so if you get hit by a sentry on the way up or you see one come out, bring your zealot to the high ground. If he ffs behind it, put the 2nd one at the bottom of the ramp as well and target the sentry with your zealot (and stalker from the low ground if possible).

** Make another probe, or don't after the 2 pylons. You should have exactly 375 mins for the 1st warp-in if you made a probe but sometimes your mining wasn't as efficient that game so you can err on the safe side and cut this probe

** Make 3 stalkers. He can force you to warp on the low ground with good micro, but ideally you want these on the high ground. Resume probe production and you can even chronoboost probes as you wait for your next warp in

** Warp in 3 more zealots once WG cooldowns are back up. Constant probe production with a CB should NOT stop you from having 300 minerals when this happens. Once you warp these zealots in you can start mining from your 2nd geyser.

The aggressive warp-ins end here unless you judged for certain that you can kill your opponent or trade for probes cost effectively with additional warp-ins

Mental triggers for chronoboosts
[spoiler]
On January 16 2012 04:15 Jaeger wrote:

...

gateway -> start probe : chronoboost nexus
core finished -> start warpgate : chronoboost core
23 probe -> 2nd gas : chronoboost core
23 2nd gate : chronoboost core -> 3rd gate
24 pylon : chronoboost core
start low ground proxy pylon and mineral walk up ramp : chronoboost core -> 2nd proxy pylon
[/spoiler]

[/spoiler]

Why it works
[spoiler]
With near perfect execution, you can hit the following timings with this build:

Cybernetics Core: 2:31
1st Warp-in (3 stalkers): 5:22
2nd Warp-in (3 zealots): 5:54

Compare these timings to the FASTEST POSSIBLE 12/16 4GATES
1gas:

Cybernetics Core: 2:39
1st Warp-in (4 stalkers): 5:34
2nd Warp-in (4 zealots): 6:07

2gas (fake 2nd gas, no cancel, no mining; gas is taken after 1st stalker queued)

Cybernetics Core: 2:39
1st Warp-in (4 stalkers): 5:35, 5:35, 5:37, 5:39
2nd Warp-in (4 zealots): 6:10, 6:10, 6:12, 6:20

I know that's a lot of numbers and I'm sorry for that. But this is what they mean: Against the fastest WG timing your opponent can muster off of a 12gate, your warp-ins come 12 seconds before his do. Put simply, he cannot warp-in offensively despite what pylons he got up by your base without forcing a base trade situation in which you are hitting his probes before he is hitting yours.

Use these 12 seconds to target down probes and pick off his units if he is actually trying to engage you. In the meantime, you have a 2nd gas up as well as more probes (even if you haven't killed any!).

If he in fact 4 gated and you have 12 seconds, I recommend only warping in the stalkers aggressively unless his WG is slow because of CB inefficiency. You can gauge this by seeing when his gateways begin to transform into warpgates; you have 11 seconds from when you hear that sound and when his units are actually fully warped in. Once his first warp-in is complete, you will have 4 stalkers and 1 zealot to his 6 stalkers and 1 zealot if he hasn't yet moved out and hasn't lost any units to your pressure. Get the hell out of there if all the stalkers are getting warped in. I advise warping the zealots into your own base at this point. If he is 4gating you and he is smart, he has a proxy pylon up somewhere by your natural and will most likely use his zealot warpin there. Your zealot warp in is faster than his, but he'll most likely get 4 up against your 3. Nothing huge to worry about as long as you warped in your zealots defensively.

Against some builds you straight up win after your first warp in. These builds include any kind of 1 gate robo, any fast expansion, or pretty much any build that gets less than 3 gateways before putting up a different tech structure.

In the case that you don't kill him, continue to make probes. You will have enough gas for 2 sentries after your zealot warp-in so counter-attacks after you retreat will fall flat. From here you can go up your tech tree of choice knowing you have a probe lead.

En re Geiko:
Apparently, there's a 12/16 4gate that you can do that only cb's the nexus one time. The result is they get WG 7 seconds after you do with an 11gate, instead of 12. This does not worry me, however, because your earlier WG still forces them to warp in their stalkers defensively, which was the goal of the build to begin with. However, you are most likely not really going to be able to do a whole lot with 7 seconds. So if you happen to come across this (you'll be able to tell by how much cb they're saving.. if they have as much as you when their core is building, they only used 1 cb on probes), simply warp in your stalkers aggressively and then fall back while warping in your zealots defensively. In the meantime, you have your 2nd gas up and you have a probe lead!
You can read his post and watch his replay here: http://www.teamliquid.net/forum/viewpost.php?post_id=11740700[/spoiler]

How the build factors into these timings
[spoiler]The goal of this build is to force aggressive warp-ins 12 seconds before your opponent can. Here are the points where we shave seconds off of our WG timing

We make the 1st gate earlier! We make it on 11 at 1:25 as opposed to on 12 at 1:33.

We designate our 2nd CB to our WG instead of our nexus. This combined with the 11 gate nets us one less probe once the 12-gating protoss has finished his 2nd chronoboost on probes. But fuck'em because these 2 small sacrifices net us at least 12 seconds of free punches to the face.

We sacrifice an early scout to get the core up on 15, but we have already committed ourselves to the 11 gate and there is no information you can gather with an earlier scout that would change what you are doing.

I want to stress this point again: You will not be able to get these precious 12 seconds unless you put everything up on time, scout on 15, mine decently efficiently, and put 5 separate CB's on WG before it finishes. Practice, practice, practice.
[/spoiler]

A word on maps
[spoiler]I don't recommend using this on maps that have significantly far away proxy locations that you really need to scout before 15 food to be safe. I also advise against using this on maps that have a secondary ramp at the natural, as your opponent can set up a defensive position there and you HAVE to go through one specific zone in order to get to the ramp. That being said...

Maps that are good for this:

Metal

you can scout your natural 3rd base and the gold in time with your 15th probe, and scout for cannons with good building placement and perhaps a small deviation from the natural scouting pattern by your nat just to be safe)

Xel'naga

You can spot cannon rush with your building placement. I prefer to scout my base for in base proxy on twelve then send the probe back to mine. Just scout your nat and behind the grass on 15 and take the farther path from your nat to the tower to scout for proxy gates there).

Shattered

You can scout your gold and through the tower for proxy gates on 15 safely. doesn't hurt to send your gateway probe to the edge to check for cannons, though no one has done this since piqliq was still playing..

Maps that are not as good for this:

Antigua

2ndary ramp, though you can still do it if you're very careful with your approach as you should get up the 2ndary ramp before a 2nd stalker is out vs 1 gate openings. Make sure you scout cross spawn first to check the tower and consider checking your 3rd as well, though this is very uncommon. Always spot for cannon rush with your initial pylon + gateway)

Entombed

See Antigua

Maps that are bad for this:

Shakuras
Need to scout whole base + in between your nat and close spawn nat and your tower to check for proxy/cannon rush, and has a 2ndary ramp

TDA

No ramp so you can't hold a counter with ff's unless you over-invest in sentries, at which point your transition is late and therefore tremendously weaker)

**I'm not quite sure about arid. I don't play it so much. I'll give it a shot though.. no secondary ramp so that's good. 2 spawn locations which means proxies will be slightly more common. Ideal spots for the proxy would be in base or slightly beyond your nat. I'd scout for in-base on gateway then the nat on 15[/spoiler]


Soft counter: 3 stalker rush
[spoiler]The three stalker rush can create for you problems I find quite interesting and unique. With a 15 scout, you will be able to scout the 2nd gateway before the first stalker is out on 2 player maps. However, on 4player maps, you won't be able to get this scouting information if you scout your opponent last.

Don't fret; your first proxy pylon begins at 4:45 at the base of their ramp, and their 2 additional stalkers are not out. They will be close to coming out if they CB'd them, and if they CB'd them, their WG is even further behind than in the 12/16 4gate situations I outlined above. In this case, force them to shoot at your zealot thus keeping fire off of your 2 pylons.

If you scout them last and thus can't get info into whether or not they are 3stalker rushing, I advise you not to try to force an above ramp pylon; put 2 on the lower ground just to be safe. If you scout the 3 stalker rush, put the 2 pylons on the lower ground, as well.

If your probe is late because he zoned you out with his initial units and you can't get the proxy pylon started by 4:50, you may want to abandon the attack altogether. You're only a probe most likely, and you already have a gas up that you can saturate.

Essentially, you commit yourself to some extent when you don't CB your first probe. Don't let 3 stalker rushes nor somewhat cryptic builds derail you from this yellow brick road 11probe smack down. You get better by committing to something and executing it perfectly, not sitting on top of your ramp pondering the spelling of "the lollipop guild"

Alternatively, you may steal the 2nd gas and play defensively with a sentry or 2 if they don't kill your gas. Just make sure they don't 2gate expo on you without you knowing about it.[/spoiler]

Cannon rush defense
[spoiler]on metal you want to get the most vision possible with your pylon. with your gate you want to seal off the space between mins and the side of your base so the probe can't zip through for vision/building

[spoiler][image loading][/spoiler]

this is the tricky one:
[spoiler][image loading][/spoiler]

this pylon sees the cannon rushes that kill you when you put your pylon farther to the left.

for the 9 oclock spawn, you will probably have to run your probe through there regardless just because there's so much area.

for antigua, you can wall the space between the geyser and the side of your base with a pylon in every position while getting good vision where the cannon rush would come from. however, many people will start the first pylon out of sight of even these pylons, so I recommend scouting with a probe anyway.
[spoiler][image loading]
[image loading]
[image loading][/spoiler][/spoiler]

Replays
[spoiler]As always, I'll first provide a skeleton replay of the build performed to the best of my ability. Check your own timings against the timings in this replay, or the timings I extracted from it above in the Why it works section. I think I got everything down quickly enough, but if you can do it faster please post the replay here.

Tinman


Here is the link to the GSL vod I mentioned earlier. You can check it out if you have a pass

oz vs sage; click 3rd set for game

here's some more replays (3/18/12)

http://drop.sc/135995
should have lost this one, really. the rush does not damage but a few favorable engagements get me the win

http://drop.sc/135996
rush nets me a 3 probe lead. he expands and we go for a 1 colo push sans range to end it

http://drop.sc/135997
proxy gate into base trade situation!

http://drop.sc/135998
opponent goes 2nd gas then 2nd + 3rd gate on 25 food. just kills

http://drop.sc/125841
vs aggressive 4gate. faster wg timing helps me kill it with a defensive warp-in

http://drop.sc/125735
vs risky/shoddy 2gate stargate build. just kills







Here are 2 replays of defending 2 gate proxies using this build:

[spoiler]This one is on antigua. Always place your first pylon to scout for cannon rush, of course. But also always scout through the middle first or you'll lose to this kind of thing immediately.

http://sc2rep.com/replays/download?id=16031



This one is on xel'naga. I've been able to use the 11g build by using my gateway or 2nd pylon or 1st gas probe to scout for in base proxies as well as checking the nat and behind the smoke before returning it to mine before actually scouting on 15.

http://sc2rep.com/replays/download?id=16030[/spoiler]





text book tin man. at the end of the rush i'm up 7 probes. from here on its ezpz if you don't fuck up too bad

alejP v ninjaP



clean kill vs a greedy 3 gate build

http://sc2rep.com/replays/download?id=16309



here's a pretty interesting one. it's against a double proxy after a 1 gas opening.. i guess 2 wolf gates? thankfully this build gets out wg so fast that you can hold off these pre-wg busts without sentries.

http://sc2rep.com/replays/download?id=16310



against a semi-safe 3 gate. i probably would have got 6-7 probes, but he just gives up once the warp in is over

http://sc2rep.com/replays/download?id=16311



against 3 stalker rush. time suggested this earlier in the thread-- steal their gas and get a sentry or 2; prepare for 4 gate if they ignore your gas while keeping some kind of scout for a 2g expo

http://sc2rep.com/replays/download?id=16312



vs a greedy 3 stalker rush that went into 2 sentries

http://sc2rep.com/replays/download?id=16313



clean kill vs delayed 4gate

http://sc2rep.com/replays/download?id=16315



opened 11gate, but had to deviate once i saw a very fast 3 stalker rush and that i couldn't take his gas.

http://sc2rep.com/replays/download?id=16316





Here is a vod with 2 games in it with the build. go to 11 mins and 58 mins of part 2

http://www.twitch.tv/alej691/b/299074003

I will upload more soon now that I have actually practiced the build haha[/spoiler]

Until next time
[spoiler]If you plan on using this build, I recommend you practice it a lot against the AI. I know it took me a long time to get all the timings and sequencing down correctly. And it only "works" once you have achieved that end. By "work" I mean you actually get your warp-in 12 seconds before a cutthroat 4gate and can force defensive cool downs and/or a probe-pull.

I hope you all study this build as hard as I did and continue working on your mechanics. I'll keep this thread updated as need be.

Thanks for reading!
-aLeJ[/spoiler]
get rich or die mining
TL+ Member
Klyberess
Profile Joined October 2010
Sweden345 Posts
October 09 2011 08:48 GMT
#2
Wow, nice write-up. I remember that game.

Thanks for another excellent contribution =)
EmpireHappy <3 STHack <3 ByunPrime
HoMM
Profile Joined July 2010
Estonia635 Posts
October 09 2011 08:50 GMT
#3
Wow that's insane. Wow.
Amazing guide 10/10.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
October 09 2011 08:55 GMT
#4
Looks interesting, will try
Valor is a poor substitute for numbers.
slam
Profile Joined May 2010
United States923 Posts
October 09 2011 09:16 GMT
#5
Sexy. Time to stop proxy 2 gating every pvp :D
I get it.
Trusty
Profile Joined July 2010
New Zealand520 Posts
October 09 2011 09:21 GMT
#6
I have been doing something very similar to this, except I pull two probes, which has let me always get a pylon on high ground.

It's more a hit-and-miss though, as I bait with zealot-stalker-probe to lure his 3 stalkers out enough for my 2nd probe to sneak in.
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 09 2011 09:28 GMT
#7
Dammit my keyboard is messy... reading this made me cum.

Going to use this on KR ladder after I practice on NA! TYTYTY<3
if happy ever afters did exist <3 @watamizu_
sc2pal
Profile Joined February 2011
Poland624 Posts
October 09 2011 09:56 GMT
#8
will give it a shot
Ruscour
Profile Blog Joined April 2011
5233 Posts
October 09 2011 10:02 GMT
#9
I scribbled this down from when HerO did it a while back, I forget who he played, might have been on his stream. Solid build.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-10-09 10:21:07
October 09 2011 10:16 GMT
#10
Added additional follow-up vs 4gate--

I included that you shouldn't use the three zealot warp-in offensively, but I should have added that you need to warp them into your base in case he warps in his zealots at a proxy pylon near your base; you don't have time to scout for proxy pylons once your stalker is out and you want that stalker in his face asap to get your pylons up in time

edit: to reiterate, you force the 1st warpin to be used defensively, but you CANT force the 2nd warp-in defensively because at that point he has 6s1z to your 4s1z and you can't just sit there and wait for your next set of warpins and win that fight by attrition while he's killin all your probes
get rich or die mining
TL+ Member
SolidSMD
Profile Joined April 2011
Belgium408 Posts
October 09 2011 11:02 GMT
#11
solid guide, thx a lot
Working on Starbow!
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-10-09 11:08:22
October 09 2011 11:04 GMT
#12
Hey Alej, I'm not at home right now so I can't check the timings, but I've experimented a lot with 11 gate and I've found that you don't actually gain that much time compared to a 12 gate 4gate. Doesn't this build get countered by a hard version of the 12 gate 4gate with 5 CB on WG (hits at 5:32 finished warpins) ?

Edit : Asking this in regards to the timings you stated which I'm not sure if they are finished warpin or start to warp in.
geiko.813 (EU)
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 09 2011 11:07 GMT
#13
On October 09 2011 20:04 Geiko wrote:
Hey Alej, I'm not at home right now so I can't check the timings, but I've experimented a lot with 11 gate and I've found that you don't actually gain that much time compared to a 12 gate 4gate. Doesn't this build get countered by a hard version of the 12 gate 4gate with 5 CB on WG (hits at 5:32 finished warpins) ?


I'm not sure I understand what you mean by a hard version of 4gate as the one that I used as an example was as fast as I could get it with a 12 gate- 2 cb on probes and no cb on stalker with a 16 core.. dono how you'd get faster than that. Cutting the 2nd cb on probes might shave a little bit off but I think that you'd have less money for your warp ins down the road. If you find anything that contradicts that let me know!
get rich or die mining
TL+ Member
freewareplayer
Profile Joined July 2011
Germany403 Posts
October 09 2011 11:10 GMT
#14
Great guide, tried it on the ladder right now, was a bit worried about getting cheesed because of the late scout and of course got cannon rushed.

But indeed this is a hardcounter to it lol, first stalker is out way to early for a cannonrush to work, great build...
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-10-09 11:13:24
October 09 2011 11:12 GMT
#15
On October 09 2011 20:07 Alejandrisha wrote:
Show nested quote +
On October 09 2011 20:04 Geiko wrote:
Hey Alej, I'm not at home right now so I can't check the timings, but I've experimented a lot with 11 gate and I've found that you don't actually gain that much time compared to a 12 gate 4gate. Doesn't this build get countered by a hard version of the 12 gate 4gate with 5 CB on WG (hits at 5:32 finished warpins) ?


I'm not sure I understand what you mean by a hard version of 4gate as the one that I used as an example was as fast as I could get it with a 12 gate- 2 cb on probes and no cb on stalker with a 16 core.. dono how you'd get faster than that. Cutting the 2nd cb on probes might shave a little bit off but I think that you'd have less money for your warp ins down the road. If you find anything that contradicts that let me know!


Yes but you actually save 7 seconds compared to a standard 4 gate if you cut the 2nd chronoboost on the probes and put it on your cyber core instead.
Fastest I've managed is units started warping in at 5:26 with this kind of 4 gate. And enough money for the first 2 rounds of warpin. With an 11 gate like yours, I've tried reaching this kind of timing, but the best I could manage was like 4 or 5 seconds earlier and delaying a lot of econ. But Once again I'm just very curious about this build and don't want to comment on it before trying it out so I'll wait until tomorrow to give you good feedback
geiko.813 (EU)
Rotcod
Profile Joined November 2010
United Kingdom138 Posts
Last Edited: 2011-10-09 11:56:51
October 09 2011 11:12 GMT
#16
That was beuatiful, honestly everything lined up exactly as you described... made me grin thanks for a new build

Edit: I just played a few games vs a similar level toss 1200 points masters here are the replays if anyone wants to have a look (obv not perfectly executed)
Game 1
Game 2
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 09 2011 11:14 GMT
#17
On October 09 2011 20:12 Geiko wrote:
Show nested quote +
On October 09 2011 20:07 Alejandrisha wrote:
On October 09 2011 20:04 Geiko wrote:
Hey Alej, I'm not at home right now so I can't check the timings, but I've experimented a lot with 11 gate and I've found that you don't actually gain that much time compared to a 12 gate 4gate. Doesn't this build get countered by a hard version of the 12 gate 4gate with 5 CB on WG (hits at 5:32 finished warpins) ?


I'm not sure I understand what you mean by a hard version of 4gate as the one that I used as an example was as fast as I could get it with a 12 gate- 2 cb on probes and no cb on stalker with a 16 core.. dono how you'd get faster than that. Cutting the 2nd cb on probes might shave a little bit off but I think that you'd have less money for your warp ins down the road. If you find anything that contradicts that let me know!


Yes but you actually save 7 seconds compared to a standard 4 gate if you cut the 2nd chronoboost on the probes and put it on your cyber core instead.
Fastest I've managed is units started warping in at 5:26 with this kind of 4 gate. With an 11 gate like yours, I've tried reaching this kind of timing, but the best I could manage was like 4 or 5 seconds earlier and delaying a lot of econ. But Once again I'm just very curious about this build and don't want to comment on it before trying it out so I'll wait until tomorrow to give you good feedback


I don't know if I've ever played against a 1cb on probe 4gate. You almost cap on nex energy with the 11 gate with 1 cb on probes so I'd think you'd cap just as your core is finishing or a little before? Yeah I guess wait till you can do a dry run through it and put the replay here! thanks!
get rich or die mining
TL+ Member
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
October 09 2011 11:15 GMT
#18
Do you think you could get some more replays of this up?

It looks kinda solid but I would personally be interested in seeing the micro side of things once you warp in the 3 stalkers. Because really, against a cookie cutter 4 gate you have about 10 seconds to do damage before you're in a bit of trouble if both of you have nailed everything perfectly. Also you are likely to be down a stalker against their zeal + 2 stalk or 3 stalkers which seems pretty iffy to me.

Basically I want to see replays of how this pans out vs a standard 4gate, the replays you posted weren't great examples as you said
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 09 2011 11:19 GMT
#19
On October 09 2011 20:15 LtLolburger wrote:
Do you think you could get some more replays of this up?

It looks kinda solid but I would personally be interested in seeing the micro side of things once you warp in the 3 stalkers. Because really, against a cookie cutter 4 gate you have about 10 seconds to do damage before you're in a bit of trouble if both of you have nailed everything perfectly. Also you are likely to be down a stalker against their zeal + 2 stalk or 3 stalkers which seems pretty iffy to me.

Basically I want to see replays of how this pans out vs a standard 4gate, the replays you posted weren't great examples as you said

the 2nd stalker doesn't come out in time if they started it after their additional gates to do much. You'll have both pylons started by then and they can't take both of them down in time. I've seen players pull probes to take the pylons down but you still come out ahead if you had the pylon on the low ground as well.

Yeah I'll be putting up more replays this week after exam on mon
get rich or die mining
TL+ Member
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-10-09 11:35:54
October 09 2011 11:32 GMT
#20
o.o I've been using this exact same build for almost a year now lol. Really good build when people don't know how to react properly to it. It gets soft countered though by a standard 4 gate, and I know that you talk about how to deal with 4 gate in your guide but if you play perfectly you still end up a little behind, and if you mess up just a little (i.e. lose the 1z1s battle, or mistime a chrono or two by a few seconds, etc. ) it's auto loss for you.

I still think it's a great build but I've definitely stopped using it as much because people aren't overreacting to seeing my fast warpgate, and I just end up not really being able to do much damage with the 1z4s attack and end up economically behind.

This build is one of my favorite builds against weaker players though since it's really easy to force mistakes (or just get a huge advantage if opponent has no clue how to react), plus the early 11 gate helps you react/defend better to early cheeses if not scouted immediately.
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