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GSL SPOILER OMG
What has fuitseller taught you? We all watched his games from the bottom all the way, and he's something different. Let's not talk about balance here at all. Let us take the game as it is currently, and talk about what fruitseller did to make him so good and his particular styles of playing. I think it'll be interesting discussion. I get this feeling that his playstyle is something to be emulated if one wants to get better, and I think he's super super aggressive when it counts. I think sc2 zerg is different from sc1 zerg where we just hoooolllllllllld holllllllllld with lurkers/scourge and stall for dark swarm. I think in sc2 zerg actually needs to be more proactive on forcing the games, at least that's what I picked up from watching him, he is not passive at all.
Anyways here's what I picked up from him:
1) Fight the battle away from home. Note his styles is very 'outward'. If he sees helions or reapers instead of huddle up he pushes out with roaches, and that takes the pressure away.
2) Fighting reapers he likes to make some ling to chase one, then make 2,3 roaches, then make BUNCH OF LINGS to kill them. I think that's a pretty solid response. He knows that ling w/o speed is terrible, so he only makes a few, and he knows roach w/o speed is terrible after the first few, so when ling speed kicks in you make bunch of speedlings instead...
3) Load banelings into overlords and it doesn't nessesarily need to be dropped on top of marines, anything's fine xD
4) Fungal growth awesome!! i never realize they can drain medivac's energy so brutally...
5) Mobility and Aggression!! :3 backstabs are actually good. We can't actually hope to stall the advances of T and P defensively, static defense for zerg is different from that of SC1, so we have to stall with backstabs instead.
That's about it for me.
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I love his ability to make a total of 10 supply worth of units and just drone his ass off until right before he absolutely molests an entire terran army with quite literally EVERYTHING.
He makes his opponents seem like crying, helpless scrubs in need of a good bashing. Goddamn do I love Zerg.
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1. Double expand in cross positions, so the Terran has to choose one.
2. Double hatch in your main is pretty viable if you are super economy oriented in the beginning (14 hatch always it seems)
3. Hydras are a pretty poor choice for ZvT in general.
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Properly controlled infestors shuts down bio play so hard, that's what I learned.
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in game 2 on lost temple, ITR threatened both banshees and tank cliff drop. Cool responded very smartly by making 3 queens and teching to lair, which allowed him to stop the potential cloaked banshees, but at the same time significantly delay a tank cliff drop by using crawlers next to the cliff + transfusion without sacrificing larvae injection.
and just by the way, i think 2 base mech timing pushes would be strong against cool's style... hit while or before he does that massive tech drop.
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1) 14 hatch can stop Proxy reaper 2) Why build one tech at a time when you can make all of them at once 3) Why expand once when you can expand twice at the same time
Honestly, the things he does defies star sense, but somehow he makes it work.
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Know exactly what build your opponent is going to do and counter it before seeing it. Wait what?
User was warned for this post
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He is just able to stall the oponnent until he is ready to go out and crush the enemy. There were precisly timed strikes to delay the enemy all over the place. Simply amazing
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His use of larva is very unique. He would store and let himself get to 1k or even 2k min/gas, then once his tech pops he has enough larva to blow it all on ultras/mutas/roaches/banes. It seems like the antithesis of good macro play, but with how zergs work it might just be the best option. It obviously works for him.
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On October 02 2010 21:10 MayorITC wrote: 1) 14 hatch can stop Proxy reaper 2) Why build one tech at a time when you can make all of them at once 3) Why expand once when you can expand twice at the same time
Honestly, the things he does defies star sense, but somehow he makes it work.
He does this because he simply does not need the tech at the time. Also, building one at a time might trigger pushes and what not so he wants to keep ITR in the dark. The multi-tech at once is gotten later so the terran might waste some scans and see nothing.
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He somehow has the ability to deflect any early agression by knowing what's coming beforehand, then ends up with 2 more bases and crushes his opponent. How he does it I know not.
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On October 02 2010 21:11 Phenrei wrote: His use of larva is very unique. He would store and let himself get to 1k or even 2k min/gas, then once his tech pops he has enough larva to blow it all on ultras/mutas/roaches/banes. It seems like the antithesis of good macro play, but with how zergs work it might just be the best option. It obviously works for him.
That's very interesting thought... larvae is definitely dirt cheap in SC2, so you don't really care about idle larvae... hmm. I think in some case it actually is good to stall your larvae until you scout to make sure you're building the right units.
I also get this feeling, correct me if I'm wrong, that you can actually make larvae and combat units at the same time like how they do it in T,P? I mean nothing's constraining us anymore, why not sneak in some drones while making army?
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Using the smokescreen to double back and kill the pursuing units, like on Scrap station with the slow lings vs reapers. NICE!
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On October 02 2010 21:10 floor exercise wrote: Know exactly what build your opponent is going to do and counter it before seeing it. Wait what? No kidding. I think he also was wearing every sort of luck charm he could possibly get his hands on.
Fruit Dealer also has an amazing handle on scouting. He saw the drops way before they were in his base, he knew not only the tech but the unit composition of ITR.
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On October 02 2010 21:14 Scorch wrote: He somehow has the ability to deflect any early agression by knowing what's coming beforehand, then ends up with 2 more bases and crushes his opponent. How he does it I know not. Yeah it seems very hard to learn anything about zerg play from that series, it just seemed like Cool was so far in Rainbow's head that he knew what he was going to do before Rainbow even knew. It was wild. I'm still trying to figure it out
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On October 02 2010 21:10 floor exercise wrote: Know exactly what build your opponent is going to do and counter it before seeing it. Wait what?
Yeah, prescience seems to be the number one skill other zergs would seem to have learn from him!
Not just in terms of builds but stopping drops and the timings of his attacks too. The guy is just psychic. Not something you can learn too easy.
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Infestors to stop drops.
I basically never used infestors, because speedbanes were doing their job well and my ultra's cleaned up after. Now I'm sure I'm going infestor tech once I scout drop tech.
And the spinecrawler repositioning during tank drops. Brilliant play.
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Learned that Hydras are pretty much useless vs. Terran. He never used them and when decided to use he lost, and definately because of hydras..
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Its scary how good Fruitdealer is. Thats what I learned o_O
1. It is not about how you think the race is weak, it is about how to be able to fully utilize strength of what is given. I think we can all take that away from the GSL finals.
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Overlord drops.. deffinately, im going to be using these SOO much more in the future
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