With these 4 simple tricks you, too, can play like JangBi!
Haha, but in all seriousness, JangBi seems like one of the few Protoss players who can take on Flash or Fantasy and had an 80% PvT winrate during his prime.
On September 04 2019 23:15 Ej_ wrote: With these 4 simple tricks you, too, can play like JangBi!
Ha, nice post ! It made me think at something like : terran players hate him! 4 simple tricks to always win at pvt
Good analysis! I like sometimes to go for high templars, but often they are sniped by vultures because they are slow and always in the back of my army
Hi, thanks for your feedback. Dragoons are a perfect counter to vultures and they do provide some cover to your high templars when you mix them in between them as you can see in the clips above, whereby Jangbi uses his dragoons as a cover while storming the tanks.
On September 04 2019 23:15 Ej_ wrote: With these 4 simple tricks you, too, can play like JangBi!
Ha, nice post ! It made me think at something like : terran players hate him! 4 simple tricks to always win at pvt
Good analysis! I like sometimes to go for high templars, but often they are sniped by vultures because they are slow and always in the back of my army
Hi, thanks for your feedback. Dragoons are a perfect counter to vultures and they do provide some cover to your high templars when you mix them in between them as you can see in the clips above, whereby Jangbi uses his dragoons as a cover while storming the tanks.
That's not quite right. If you go for templars PvT you absolutely need to put them in shuttles, there's no other way around it. If they are not on shuttles they can get killed by vultures, even if surrounded and/or EMP'd as T will have science vessels to counter arbiters.
Also, the mass gateways game was a pretty unique scenario, Jangbi was able to secure 2 mains on a 3 player map and get a serious bank started. I don't have a great understanding of TvP, but (1) getting some gateways up on a second main is a common tip for PvT, and (2) 25 gates is not tenable even with 6 (almost 7) bases, you can see Jangbi's bank burn from 2.5k mins to 0 with just 2 remaxes, so it's not sustainable.
On September 05 2019 13:35 yubo56 wrote: Also, the mass gateways game was a pretty unique scenario, Jangbi was able to secure 2 mains on a 3 player map and get a serious bank started. I don't have a great understanding of TvP, but (1) getting some gateways up on a second main is a common tip for PvT, and (2) 25 gates is not tenable even with 6 (almost 7) bases, you can see Jangbi's bank burn from 2.5k mins to 0 with just 2 remaxes, so it's not sustainable.
In PvT lategame you need 20+ Gates, as you need to remax faster than the T, quite a common scenario and a common mistake of many lower level players!
On September 04 2019 23:15 Ej_ wrote: With these 4 simple tricks you, too, can play like JangBi!
Ha, nice post ! It made me think at something like : terran players hate him! 4 simple tricks to always win at pvt
Good analysis! I like sometimes to go for high templars, but often they are sniped by vultures because they are slow and always in the back of my army
Hi, thanks for your feedback. Dragoons are a perfect counter to vultures and they do provide some cover to your high templars when you mix them in between them as you can see in the clips above, whereby Jangbi uses his dragoons as a cover while storming the tanks.
That's not quite right. If you go for templars PvT you absolutely need to put them in shuttles, there's no other way around it. If they are not on shuttles they can get killed by vultures, even if surrounded and/or EMP'd as T will have science vessels to counter arbiters.
Yes, you are right in that shuttles are absolutely needed. But I would also like to point out that unless you manually target the high templars with your vultures, the army surround of dragoons and zealots will draw fire away from the templars.
On September 05 2019 13:35 yubo56 wrote: Also, the mass gateways game was a pretty unique scenario, Jangbi was able to secure 2 mains on a 3 player map and get a serious bank started. I don't have a great understanding of TvP, but (1) getting some gateways up on a second main is a common tip for PvT, and (2) 25 gates is not tenable even with 6 (almost 7) bases, you can see Jangbi's bank burn from 2.5k mins to 0 with just 2 remaxes, so it's not sustainable.
In PvT lategame you need 20+ Gates, as you need to remax faster than the T, quite a common scenario and a common mistake of many lower level players!
I don't think you can usually make it up to 20+ so quickly though no, at least not in time for the 2/1 push? I feel like at least back when I was following the game, the 2/1 push doesn't actually give the P much time to take so many bases and add gateways, felt like it was closer to 18 gates w/ ~6-7 @ the second main. Jangbi was exceptionally rich this game lol, though I don't rmr exactly what happened. I do think that once you survive the 2/1 timing push, if you have a bit of breathing room and are maxed again, more gates can't hurt.
On September 05 2019 13:35 yubo56 wrote: Also, the mass gateways game was a pretty unique scenario, Jangbi was able to secure 2 mains on a 3 player map and get a serious bank started. I don't have a great understanding of TvP, but (1) getting some gateways up on a second main is a common tip for PvT, and (2) 25 gates is not tenable even with 6 (almost 7) bases, you can see Jangbi's bank burn from 2.5k mins to 0 with just 2 remaxes, so it's not sustainable.
In PvT lategame you need 20+ Gates, as you need to remax faster than the T, quite a common scenario and a common mistake of many lower level players!
I don't think you can usually make it up to 20+ so quickly though no, at least not in time for the 2/1 push? I feel like at least back when I was following the game, the 2/1 push doesn't actually give the P much time to take so many bases and add gateways, felt like it was closer to 18 gates w/ ~6-7 @ the second main. Jangbi was exceptionally rich this game lol, though I don't rmr exactly what happened. I do think that once you survive the 2/1 timing push, if you have a bit of breathing room and are maxed again, more gates can't hurt.
You can totally have arround 16-20 gate when the 2-1 push comes.
In fs, natural and 3rd are taken quiclky by p and t, so if p ,with his observer, scouts 3ple command and armory, the most common response is to delay gates + take 4th, optimally another main and add gates there asap. So u will be like 8-10 gate + starport in ur main, and something like 6-8 gate in your 4th by the time the push comes. If you delay his push or can recall succesfully you can add more gates while taking the whole map.
On September 05 2019 13:35 yubo56 wrote: Also, the mass gateways game was a pretty unique scenario, Jangbi was able to secure 2 mains on a 3 player map and get a serious bank started. I don't have a great understanding of TvP, but (1) getting some gateways up on a second main is a common tip for PvT, and (2) 25 gates is not tenable even with 6 (almost 7) bases, you can see Jangbi's bank burn from 2.5k mins to 0 with just 2 remaxes, so it's not sustainable.
In PvT lategame you need 20+ Gates, as you need to remax faster than the T, quite a common scenario and a common mistake of many lower level players!
I don't think you can usually make it up to 20+ so quickly though no, at least not in time for the 2/1 push? I feel like at least back when I was following the game, the 2/1 push doesn't actually give the P much time to take so many bases and add gateways, felt like it was closer to 18 gates w/ ~6-7 @ the second main. Jangbi was exceptionally rich this game lol, though I don't rmr exactly what happened. I do think that once you survive the 2/1 timing push, if you have a bit of breathing room and are maxed again, more gates can't hurt.
You can totally have arround 16-20 gate when the 2-1 push comes.
In fs, natural and 3rd are taken quiclky by p and t, so if p ,with his observer, scouts 3ple command and armory, the most common response is to delay gates + take 4th, optimally another main and add gates there asap. So u will be like 8-10 gate + starport in ur main, and something like 6-8 gate in your 4th by the time the push comes. If you delay his push or can recall succesfully you can add more gates while taking the whole map.
Right, 16-20 sounds reasonable for a 2/1 push, but not 25. I guess Jangbi got one recall off as well, which is probably how he made it up to 25. I guess that ordering makes sense then.
I know I'm fixating a lot on that magical 25 number, but that was 10 extra zealots in the two remaxes he did (maybe it was 3 remaxes? so 15 zeals?), plus 750 extra minerals for the gates themselves, so it's a big commitment rather situational. I think a lower level player trying to copy the mass gates at second main could easily over commit, and I wanted to make sure we knew the right nunbers for the initial big 2/1 push. But thanks for the correction
Yeah honestly I never get storm in PvT in favor of more arbiters or zealot shuttles. Microing minedragging, zealot bombs, statis, dodging emps, saving observers is already enough. I don't need storm on top of all that, not that i've tried.
Besides I would rather have a shuttle full of zealots than 2 HT anyway. anyone else agree?
On September 10 2019 01:48 fefil wrote: Yeah honestly I never get storm in PvT in favor of more arbiters or zealot shuttles. Microing minedragging, zealot bombs, statis, dodging emps, saving observers is already enough. I don't need storm on top of all that, not that i've tried.
Besides I would rather have a shuttle full of zealots than 2 HT anyway. anyone else agree?
It depends on the level of your Terran opponent in TvP and his ability to mind read the game. Top Terran players will attempt an initial big push of tanks+vultures once they scanned the fleet beacon or arbiter tribunal and stargates and/or that the stargates just undergo production. That is the timing window that the Terrans will try to exploit, like for example, in game 3 of the recent Flash vs Snow match in the ASL 8, Flash attempts a push once he scanned Snow's main that he was going for carriers and that carriers are not that effective especially when their count is low. On the other hand, you can get storms out before the arbiters or carriers arrive and that may be an option to halt the terran timing push by storming the tanks just like in the Jangbi vs Flash clips in the above.
Another reason is that the dragoons+zealots+storms+carriers/stasis combo is more deadly than the dragoons+zealots+carriers/stasis combo in the late game. You can say that storms are not needed due to having to micro the shuttles and templars on top of all that is required in PvT, but in my opinion, it further adds variety to your game, for instance, having a storm+stasis combo, the science vessels have an extra work of having not only to EMP the Arbiters, but having to EMP the High Templars as well and especially when they are well spread or flanked.
On September 08 2019 15:43 RWLabs wrote: Plastering cannons around your Nexus isn't something you do voluntarily, it's something you're forced to do.
But I don't see it done often in PvT, even in pro matches, perhaps only in PvZ (where cannons are plastered at the entrance of the second main together with gateway,forge to form a blockade). I mean the players would rather pull the probes and send in reinforcements to counter the vultures rather than to sacrifice some minerals to fortify the base with cannons based on my observation. Perhaps, they (the players) feel that it is a waste of resources to plaster cannons around the Nexus?
On September 10 2019 01:48 fefil wrote: Yeah honestly I never get storm in PvT in favor of more arbiters or zealot shuttles. Microing minedragging, zealot bombs, statis, dodging emps, saving observers is already enough. I don't need storm on top of all that, not that i've tried.
Besides I would rather have a shuttle full of zealots than 2 HT anyway. anyone else agree?
if you want to fight the 3/2, 3/3 terran army, you will need some storms. But 2/1 push can be dealt with good positioning, good recall timing, backstabs attempts or stasis, basically they way you deal with terrans first big push is the main difference between bad and good PvT players imo. Is at this point where advantages or disadvantages are taken.
if you learn how to unload 4 ht off a shuttle (ideally after 1st tank shot so terran doesnt snipe your hts) and storm groups of clumped tanks quickly, then your PvT is going to improve drastically.