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I'm a top 3 diamond toss and I've been doing this build a lot lately...it works pretty well, even though I still need to improve my "crisis management" when I have to pull probes. I found out that if you build the assimilator at the standard time but you put probes on gas only when cybernetic starts you have exactly 50 gas when you need to build your first stalker (after you started WG and built the nexus). It's nice because you don't have to think about taking of probes from gas
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I matched a random on taldarim Altar and scouted terran going no gas in time to execute this build...
Assuming its a 1 rax FE from terran i send my stalker to his base to poke at him and see what he's got so far.... lo and behold he's going 6 rax.....
My micro is far from perfect ( so hard microing 4 stalkers vs. like 15 marines...... ) and i forgot to put guys back on gas but I still manage to hold it while keeping my nexus alive.....
Enjoy
It says shakuras but it was really taldarim altar.... If i woulda lost the game i think i woulda cried and quit SC2
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HuK doesn't do this build much anymore. His most common 1gate expand these days is two-gas stalker-sentry-sentry - nexus. Much slower nexus, but the build destroys the reactor first 2 rax which gave this build so much trouble.
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On July 21 2011 12:55 sickoota wrote: HuK doesn't do this build much anymore. His most common 1gate expand these days is two-gas stalker-sentry-sentry - nexus. Much slower nexus, but the build destroys the reactor first 2 rax which gave this build so much trouble.
I've actually had no trouble vs. reactor-first 2 rax....
Considering he has mostly marines and i have a 5:50 warp in with mostly stalkers... This build is still pretty viable with a long enough rush distance...
I was talking to my friend pokebunny and he said it works vs. pretty much all non-techlab first builds.
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United Kingdom35817 Posts
On July 21 2011 13:07 AGIANTSMURF wrote:Show nested quote +On July 21 2011 12:55 sickoota wrote: HuK doesn't do this build much anymore. His most common 1gate expand these days is two-gas stalker-sentry-sentry - nexus. Much slower nexus, but the build destroys the reactor first 2 rax which gave this build so much trouble. I've actually had no trouble vs. reactor-first 2 rax.... Considering he has mostly marines and i have a 5:50 warp in with mostly stalkers... This build is still pretty viable with a long enough rush distance... I was talking to my friend pokebunny and he said it works vs. pretty much all non-techlab first builds.
Yeah, the only times I've just died in the opening have been vs tech-lab first fast marauders+conc etc.
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When do u guys usually go for your 2nd/3rd/4th gas?
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Does anyone know Huk's modified buildorder of this build? I've come across multiple mentions of his abandoning of this style for a safer style, but I can't find the replays. If anyone knows the specific build that'd be great. A stream view would be cool, as I'm curious as to his follow-up
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On July 25 2011 11:26 deadmau wrote: Does anyone know Huk's modified buildorder of this build? I've come across multiple mentions of his abandoning of this style for a safer style, but I can't find the replays. If anyone knows the specific build that'd be great. A stream view would be cool, as I'm curious as to his follow-up
I do not know about specifics, but I know that Day9 talks about something like this in daily number 314 when he analyses Hwangsin's play. He uses this kind of one gate fe to 3 gate, but a safer version, more like what huk is using right now. He also talks about the follow up in that daily
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On July 25 2011 11:26 deadmau wrote: Does anyone know Huk's modified buildorder of this build? I've come across multiple mentions of his abandoning of this style for a safer style, but I can't find the replays. If anyone knows the specific build that'd be great. A stream view would be cool, as I'm curious as to his follow-up
HuK says that this build is too dangerous against a very well executed 12/16 reactor/tech lab which is very trendy on the korean server, so he no longer does it.
His new build is as follows 9 py 13 gate 14 gas 15 py 17 core 18 gas
He gets a stalker first and cb's it. You can put a CB on the WG as well but it's not too necessary.
He pokes with the first stalker but cannot lose it.
He expands at 30/34, with probes cut at 30 food. With sentries coming out constantly, he gets 2 gates after the nexus and then a pylon before resuming probe production. WG finishes with 3 or 4 sentries (he gets 3 and probes up to 34 food if no pressure is coming). He gets 3 sentries at WG finish and adds sentries/stalkers from there. To hold pressure, he takes the best possible position with his units on the low ground once WG is done and just uses FF to defend (no zealots)
The build is pretty open ended from here. I've seen him go robo if the terran is being sketchy but more typically forge + twilight for blink stalkers and armor upgrades for map control and to try to take an upgrade edge for later in the game.
Maybe he will come in here and tell me what I got wrong
EDIT: I still do the 20 nexus a lot because even though it should lose to a very crisp 12/16 r/t, that build is not too popular on NA and the players that do it reactively don't do a great job of executing it. I know that's a bad way to approach the game but I find it too fun to drop altogether
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Above is pretty bad vs tech lab first builds. I'm able to win anyway by canceling the nexus and going for a 5 gate all-in, but soon people will be onto me and not fall for that!
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On July 25 2011 12:13 iamke55 wrote: Above is pretty bad vs tech lab first builds. I'm able to win anyway by canceling the nexus and going for a 5 gate all-in, but soon people will be onto me and not fall for that!
Really? I've seen HuK hold some pretty insane 2racks and 3 racks all ins with this build.. and while that might be because he is huk, it still means that is perfectly possibly for us to do the same, in tandem with the fact that the terrans we play are not as good as the terrans he plays!
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First off: Thank you for this thread/guide. I love this build and I use it almost exclusively in my PvT. It's so much fun that it's become my standard.
On July 25 2011 12:11 Alejandrisha wrote:I still do the 20 nexus a lot because even though it should lose to a very crisp 12/16 r/t, that build is not too popular on NA and the players that do it reactively don't do a great job of executing it. I know that's a bad way to approach the game but I find it too fun to drop altogether
I'm the same way - though I'm in a much lower league. I find that (at my [L] level) a proper tech-lab concussive opening can be held with a few probes pulled; since I can keep getting away with it I keep doing it.
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On July 21 2011 13:07 AGIANTSMURF wrote:Show nested quote +On July 21 2011 12:55 sickoota wrote: HuK doesn't do this build much anymore. His most common 1gate expand these days is two-gas stalker-sentry-sentry - nexus. Much slower nexus, but the build destroys the reactor first 2 rax which gave this build so much trouble. I've actually had no trouble vs. reactor-first 2 rax.... Considering he has mostly marines and i have a 5:50 warp in with mostly stalkers... This build is still pretty viable with a long enough rush distance... I was talking to my friend pokebunny and he said it works vs. pretty much all non-techlab first builds.
This smashes tech lab first builds.. I don't think I've ever lost to one with it. Perhaps I will have to have a word with poke..
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On July 25 2011 12:11 Alejandrisha wrote:Show nested quote +On July 25 2011 11:26 deadmau wrote: Does anyone know Huk's modified buildorder of this build? I've come across multiple mentions of his abandoning of this style for a safer style, but I can't find the replays. If anyone knows the specific build that'd be great. A stream view would be cool, as I'm curious as to his follow-up HuK says that this build is too dangerous against a very well executed 12/16 reactor/tech lab which is very trendy on the korean server, so he no longer does it. His new build is as follows 9 py 13 gate 14 gas 15 py 17 core 18 gas He gets a stalker first and cb's it. You can put a CB on the WG as well but it's not too necessary. He pokes with the first stalker but cannot lose it. He expands at 30/34, with probes cut at 30 food. With sentries coming out constantly, he gets 2 gates after the nexus and then a pylon before resuming probe production. WG finishes with 3 or 4 sentries (he gets 3 and probes up to 34 food if no pressure is coming). He gets 3 sentries at WG finish and adds sentries/stalkers from there. To hold pressure, he takes the best possible position with his units on the low ground once WG is done and just uses FF to defend (no zealots) The build is pretty open ended from here. I've seen him go robo if the terran is being sketchy but more typically forge + twilight for blink stalkers and armor upgrades for map control and to try to take an upgrade edge for later in the game. Maybe he will come in here and tell me what I got wrong EDIT: I still do the 20 nexus a lot because even though it should lose to a very crisp 12/16 r/t, that build is not too popular on NA and the players that do it reactively don't do a great job of executing it. I know that's a bad way to approach the game but I find it too fun to drop altogether
is there a replay with huk doing this build
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On May 17 2011 00:56 Alejandrisha wrote: Wall, bunker + marines- Most likely 1;1;1 all in, could be 1;1;1 expand or some kind of helion drop or fast tank play
HuK responds to this buy adding a robo and a forge; he puts one cannon inside of each mineral line and get a couple observers out and then immortals if he spots tanks. If the terran is all-inning, HuK cuts probes and essentially makes a swarm of zealots and absolutely destroys the push with zealot-sentry with stalkers to shoot down banshees and well-microed immortals to pick off tanks. Everyone on ladder has started pulling this stuff on me again. It reminds me of the days when a lot of Terran didn't like playing against the traditional 1 Gate FE. And, again, I keep overmaking probes and dieing
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On July 26 2011 04:25 CecilSunkure wrote:Show nested quote +On May 17 2011 00:56 Alejandrisha wrote: Wall, bunker + marines- Most likely 1;1;1 all in, could be 1;1;1 expand or some kind of helion drop or fast tank play
HuK responds to this buy adding a robo and a forge; he puts one cannon inside of each mineral line and get a couple observers out and then immortals if he spots tanks. If the terran is all-inning, HuK cuts probes and essentially makes a swarm of zealots and absolutely destroys the push with zealot-sentry with stalkers to shoot down banshees and well-microed immortals to pick off tanks. Everyone on ladder has started pulling this stuff on me again. It reminds me of the days when a lot of Terran didn't like playing against the traditional 1 Gate FE. And, again, I keep overmaking probes and dieing
Yeah keeping yourself from making probes is a very important part of this if you scout a possible 1 base. You can easily get ahead on econ by maintaining 2 gas, 16 on mins in your main and somewhere between 8-12 on your natural. This also lets you power zealot/sentry pretty well off of 4 cb'd warpgates and sprinkle in some immortals if it's the marine/tank/banshee and you should crush it almost every time
I'd like to see some replays of people dying to that build using this build it'd be really helpful!
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On July 26 2011 04:14 Dezire wrote:Show nested quote +On July 25 2011 12:11 Alejandrisha wrote:On July 25 2011 11:26 deadmau wrote: Does anyone know Huk's modified buildorder of this build? I've come across multiple mentions of his abandoning of this style for a safer style, but I can't find the replays. If anyone knows the specific build that'd be great. A stream view would be cool, as I'm curious as to his follow-up HuK says that this build is too dangerous against a very well executed 12/16 reactor/tech lab which is very trendy on the korean server, so he no longer does it. His new build is as follows 9 py 13 gate 14 gas 15 py 17 core 18 gas He gets a stalker first and cb's it. You can put a CB on the WG as well but it's not too necessary. He pokes with the first stalker but cannot lose it. He expands at 30/34, with probes cut at 30 food. With sentries coming out constantly, he gets 2 gates after the nexus and then a pylon before resuming probe production. WG finishes with 3 or 4 sentries (he gets 3 and probes up to 34 food if no pressure is coming). He gets 3 sentries at WG finish and adds sentries/stalkers from there. To hold pressure, he takes the best possible position with his units on the low ground once WG is done and just uses FF to defend (no zealots) The build is pretty open ended from here. I've seen him go robo if the terran is being sketchy but more typically forge + twilight for blink stalkers and armor upgrades for map control and to try to take an upgrade edge for later in the game. Maybe he will come in here and tell me what I got wrong EDIT: I still do the 20 nexus a lot because even though it should lose to a very crisp 12/16 r/t, that build is not too popular on NA and the players that do it reactively don't do a great job of executing it. I know that's a bad way to approach the game but I find it too fun to drop altogether is there a replay with huk doing this build
oGs vs PRIME game 7!! against 3 rax none the less
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On July 26 2011 04:31 Alejandrisha wrote:Show nested quote +On July 26 2011 04:25 CecilSunkure wrote:On May 17 2011 00:56 Alejandrisha wrote: Wall, bunker + marines- Most likely 1;1;1 all in, could be 1;1;1 expand or some kind of helion drop or fast tank play
HuK responds to this buy adding a robo and a forge; he puts one cannon inside of each mineral line and get a couple observers out and then immortals if he spots tanks. If the terran is all-inning, HuK cuts probes and essentially makes a swarm of zealots and absolutely destroys the push with zealot-sentry with stalkers to shoot down banshees and well-microed immortals to pick off tanks. Everyone on ladder has started pulling this stuff on me again. It reminds me of the days when a lot of Terran didn't like playing against the traditional 1 Gate FE. And, again, I keep overmaking probes and dieing Yeah keeping yourself from making probes is a very important part of this if you scout a possible 1 base. You can easily get ahead on econ by maintaining 2 gas, 16 on mins in your main and somewhere between 8-12 on your natural. This also lets you power zealot/sentry pretty well off of 4 cb'd warpgates and sprinkle in some immortals if it's the marine/tank/banshee and you should crush it almost every time I'd like to see some replays of people dying to that build using this build it'd be really helpful! Sure when I get home I'll see if I still have one or two of me getting beaten by an allin, I think one was close pos Shattered.. So I might have been just asking for it due to the close spawns.
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I've been doing a slight variation of the build which I think is a little better
13 gate 14 gas 16 pylon 18 core 20 wg 20 nex 4cb on probes 20 stalker cb 23 pylon 24 stalker cb Cb wg Stalker 30 2x gate 30 gas Stalker cb Warpgate finishes at +- same time as gates and stalker 4 Warp in 3 stalkers 7 stalkers total
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You gotta say why it's better
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