Hey all my name is Evan Jaewon Kim, I am a GM Terran player and I am starting an instructional webseries of educational videos about specific Terran related questions/ideas. The goal of this webseries is to hopefully build a video archive of answers to commonly asked questions and situations that new players who are climbing the ladder are inevitably going to encounter as they climb the ranks.
My goal is to create a video archive of helpful answers explained fully in depth so that you might find solutions to the infinite amount of problems that playing sc2 can create. This will not be directed towards newbies, in other words all of my videos will go over advanced tactics such as game plans and understanding how the decisions made behind the players affects their game plans/goal to win the game.
I don't really have time to play starcraft anymore, but this kind of thing was exactly what I used to hope for in term of terran's contribution to the community. Believe it or not, hearing your logic and analysis of different situations are factors that make starcraft such an enjoyable game to observe.
On March 12 2014 13:40 SonTran wrote: Funny enough EJK, as soon as I just got done viewing your video, I decided to jump into a game and it turned out to be a TvP.
Exact placement of everything you have on your video
haha i just watched it and WOW you just crushed him gg!
On March 12 2014 13:59 LOcDowN wrote: I don't really have time to play starcraft anymore, but this kind of thing was exactly what I used to hope for in term of terran's contribution to the community. Believe it or not, hearing your logic and analysis of different situations are factors that make starcraft such an enjoyable game to observe.
yes i agree. Artosis said in an interview that he saw starcraft 2 as such a beautiful game. ANd I am just trying to point out all the little details that make this game so complex and cool to play and watch
This is really cool! One thing that can really catch me is a when a protoss often goes early gate aggression (say 10gate) for an aggressive zealot/stalker+stalker/msc push. Often theyll try and run by any bunker (if one is up) and just cause damage everywhere- standing behind mineral lines, kiting and targeting your very low marine count, etc.. If it hits early enough (by surprise and/or you see it coming) is it worth it to cancel a CC off a Reaper FE (let's assume planning to head into 2nd and/or third rax follow up as opposed to 1/1/1) and turtle up in your main?
What's the best response, and if you can cover scenarios where they try and put up extra gates to contain and/or break you?
Somewhat related question, what would also be the best response to something like Liquid`Hero's game vs Polt on Heavy Rain where he proxied his first gateway for early aggression (but cybercore in main and then later expanding)? I've seen variations where Protoss even puts the pylon and gateway at the ramp. I usually die quickly but don't see it often enough to really practice against it.
On March 12 2014 18:14 terran4lyfe wrote: This is really cool! One thing that can really catch me is a when a protoss often goes early gate aggression (say 10gate) for an aggressive zealot/stalker+stalker/msc push. Often theyll try and run by any bunker (if one is up) and just cause damage everywhere- standing behind mineral lines, kiting and targeting your very low marine count, etc.. If it hits early enough (by surprise and/or you see it coming) is it worth it to cancel a CC off a Reaper FE (let's assume planning to head into 2nd and/or third rax follow up as opposed to 1/1/1) and turtle up in your main?
What's the best response, and if you can cover scenarios where they try and put up extra gates to contain and/or break you?
Somewhat related question, what would also be the best response to something like Liquid`Hero's game vs Polt on Heavy Rain where he proxied his first gateway for early aggression (but cybercore in main and then later expanding)? I've seen variations where Protoss even puts the pylon and gateway at the ramp. I usually die quickly but don't see it often enough to really practice against it.
On March 13 2014 02:28 Ryndika wrote: Why comments disabled ? On oracles, my question would've been if it's 4player map and you scout him last with reaper/scv.
i don't know, youtube was acting really weird when i was uploading the video. I had re upload it and like i couldln't title it and add the information and it was listed as private to begin with...and i had to keep typing captchas coz YT thought i was a robot wtf
on a 4 player map, unless the protoss does a blind proxy oracle and is betting on getting lucky, it's impossible to do the proxy oracle build that I was going over. With that said, I always send a scv at 13 to a close position and rally my reaper to the other one. That way the last position you scout will be cross spots. And you should have 6 marines by the time the oracle gets to your base so just keep them positioned near the mineral line until you can scout the protoss
omg...all my comments on youtube have been disabled. I cant' see comments on my videos and any other videos i watch. Anyone know how to get rid of this???
Edit: it appears to be a server error that they are fixing right now
On March 13 2014 03:15 herMan wrote: Thanks for the vods, I learned something new about proxy oracles even though I'm mid masters on EU.
Big respect for producing content for us inferior players!
Something that I am noticing is that I am starting to reach like 30+ minutes very easily when I am doing analysis on individual games, i hope that isn't too big of an inconvenience.
Recap of this vod is an explanation of how to rush into battlecruisers and hit a timing before the meching terran can fully switch into a cost effective army (thor, viking, widow mine) and how Flash makes genius split time decisions made real time during the game which tweaks the maximum efficiency out of his strategy
On March 14 2014 02:59 never_Nal wrote: Do you even stream bro :D? I'd love to check that aswell
I do have a stream, but I have an upcoming tournament soon and my computer also isn't the strongest to stream comfortably with so I am abstaining from it for the time being
edit: New vod uplaoded about 1 base and 2 base blink stalker defense
I did another video on a couple of TvZ's from proleague, it covers the no widow mine bio style that both Fantasy and Flash utilized.
Here is the vod!
And Also I think I am going to be shooting for roughyl 40mins - 60 mins video length because there is simply too much material to be covered, i hope that isn't a bad thing
Good stuff. The only thing I would advise you to do is plan just a bit more about the layout of the video: Start the video telling the viewer exactly what is going to be shown and analyzed. Make some bullet points for yourself and go through them. This will help against the stuttering and help the viewer keep focused. For example:
"I am going to show you how to defend proxy oracles, and break it down into parts. Pure scouting, then the reaction itself, then the followup." (Something along these lines. You are the GM here, you decide :D)
Make sure the viewer always knows which of these points you are talking about. Cut out the ums and errs and clean it all up and this'll be golden, although it is good as it is already. It really also helps if you illustrate the points themselves by showing a "slide" of bullet points.
I watched your video of holding 10 gate, good stuff.
Mostly what I have seen from tournaments and experienced on ladder is the one zealot one stalker + MSC variation which aims to deny your CC on the low ground because your natural bunker only has like two marines and he just runs by into the main with his units.
So essentially he will deny the CC if it's on the low ground and he can chip away at the ramp depots. Also skilled players rally the zealot in a non-direct way so it doesn't collide with the reaper midway through. Because you don't have to wait for your stalker since it comes out quicker, you can pressure more effectively. If you put all your forces on the natural the protoss will have a field day on your mineral line while casting time warp.
So good video, I just expected to see how to deal with this variation.
I LOVE YOU EJK!!!! <3 you sexy devil you keep it up all really good vids sorry I couldn't make it to your casting on sat though T.T Oh and Post some type of schedule So I can plan things around your Stream
On March 17 2014 23:42 Pirfiktshon wrote: I LOVE YOU EJK!!!! <3 you sexy devil you keep it up all really good vids sorry I couldn't make it to your casting on sat though T.T Oh and Post some type of schedule So I can plan things around your Stream
I actually just make only youtube videos right now. I tried streaming, but it bothers me when I stream. So at your convenience, it is pretty much just youtube videos watchable 24/7
On March 17 2014 21:30 Maxilicious wrote: Well done. I like the videos. What's your twitter?
I don't use twitter. I even made a twitter account, but I just never use it ever
On March 17 2014 22:02 Rambolav wrote: Good stuff. The only thing I would advise you to do is plan just a bit more about the layout of the video: Start the video telling the viewer exactly what is going to be shown and analyzed. Make some bullet points for yourself and go through them. This will help against the stuttering and help the viewer keep focused. For example:
"I am going to show you how to defend proxy oracles, and break it down into parts. Pure scouting, then the reaction itself, then the followup." (Something along these lines. You are the GM here, you decide :D)
Make sure the viewer always knows which of these points you are talking about. Cut out the ums and errs and clean it all up and this'll be golden, although it is good as it is already. It really also helps if you illustrate the points themselves by showing a "slide" of bullet points.
I agree. I try to watch the game at least once before I go over it and I might start writing down some bullet points so I can keep myself on track as well
On March 17 2014 23:32 herMan wrote: I watched your video of holding 10 gate, good stuff.
Mostly what I have seen from tournaments and experienced on ladder is the one zealot one stalker + MSC variation which aims to deny your CC on the low ground because your natural bunker only has like two marines and he just runs by into the main with his units.
So essentially he will deny the CC if it's on the low ground and he can chip away at the ramp depots. Also skilled players rally the zealot in a non-direct way so it doesn't collide with the reaper midway through. Because you don't have to wait for your stalker since it comes out quicker, you can pressure more effectively. If you put all your forces on the natural the protoss will have a field day on your mineral line while casting time warp.
So good video, I just expected to see how to deal with this variation.
From what you are describing, the build sounds more like a 13 gate zealot stalker MSC (all chronoed out) because you should only have a reaper by the time a 10 gate hits. And waiting for the MSC core means that he built a cyber core as well as waiting for the MSC core to float across the entire map meaans that it won't be hitting as fast as a 10 gate does
With that in mind, if you have only 2 marines and a bunker (needs to be built by the time this hits), then you have to pull scvs. I would personally wait until they try to go up your ramp and then you can scv drill down the ramp and then surround everything. First priority is to target down the MSC core, then to kill the stalker, then to kill the zealot in that order.
This is a shorter video, I just wanted to go over sOs carrier build and what role that played in how he planned to win this tournament and what terrans can learn from this game PvT sOs +1 win build
On March 18 2014 11:45 Turbogangsta wrote: I would really like to see a guide on how to engage and push against zerg with marine/tank/medivac. e.g timings, positioning, creep play.
Perhaps a better guide would be how to manage zerg creep in all stages of the game depending on your composition.
Ok, but it will just be bio probably because creep spread is very minor in tvz defensive mech. There aren't a lot of broadcasted games of offensive mech so my information will be limited, and are there any recent marine tank games played in the last month so i can get a better idea of what your talking about?
On March 18 2014 11:56 EJK wrote: Ok, but it will just be bio probably because creep spread is very minor in tvz defensive mech. There aren't a lot of broadcasted games of offensive mech so my information will be limited, and are there any recent marine tank games played in the last month so i can get a better idea of what your talking about?
I don't think anyone has recently gone for marine tank. I asked for that style because I think it is easier to execute then biomine at my current skill level (low diamond). But I'm keen for any vids on dealing with zerg creep as terran.
Longer vod about how to deal with creep as terran. Also about how to say the word "so" as many times as possible in a youtube video. I had to do a 2nd take because the video of the first one was corrupted.
On March 19 2014 14:14 EJK wrote: Longer vod about how to deal with creep as terran. Also about how to say the word "so" as many times as possible in a youtube video. I had to do a 2nd take because the video of the first one was corrupted.
Thanks for all the videos and taking the time to make these guides! Its always really cool to see high level (GM/high masters) thoughts on their decision making helping us understand the depth of the game more.
New video examining what TvZ will look like on Sejong Station, both bio and mech play. The first half (45 mins) is a bio game, the last half is a mech game
On March 27 2014 16:18 StarMoon wrote: Your English and commentary is a bit painful to listen to, but the actual information is excellent and very educational.
Thanks for the content!
whats so painful about it?
On March 27 2014 16:39 SC2Toastie wrote: At TvZ, the url Vortix v Select misses the closing bracket (]). It messes up your links :D
Gonna watch this videos today at work (what else to do there ^^) as i am getting into sc2 again after watching sc2 at IEM katowice with my gf and convincing her that other games than LoL are worth watching and playing ^^
On March 27 2014 23:32 cythaze wrote: Gonna watch this videos today at work (what else to do there ^^) as i am getting into sc2 again after watching sc2 at IEM katowice with my gf and convincing her that other games than LoL are worth watching and playing ^^
haha good luck convincing your gf! Maybe if 1v1 isn't working you can tempt her i nto sc2 through the arcade
Uploaded a new episode, I broke it into 2 parts and it explains in dealing with DT's and DT Drops. There's not a lot o f information you can use to determine whether someone is going for dts but there are subtle clues and things such as seeing delayed tech or lack of any tech that can tip you off against the possibility of DT usage. S01E15 - TvP - Dealing with DTs P1
New video breaking down Maru's reactor hellion banshee build on Frost. We take a look at what makes the build tick, and making sense of waht the purpose of it is and why maru makes the cloak banshees work
New video for a while about Polt and Bomber's TvT! yay finally a tvt video amirite?
The first video goes over Bomber's side of the game, and I highlight some positive aspects of his gameplay that would normally have crushed any other terran player.
The second video goes over Polt's side of the game and shows why he is Captain America, and a top level terran player. His constant abuse of vision on the minimap and his excellent siege tank positioning are nothing short of phenomenal! TvT - Bomber vs Polt. Marine Marine tank vs Marine tank tank P1
Would love to see you analyse the TvP gas first build that has been cropping up in Proleague/GSL, most notably by Bbyong/Cure/TY. It is a gas first Marine/Mine Drop with x2 Hellion poke and a Bunker, it seems very precise and coordinated, might be worth a look!
I am a high master terran player and I really like your videos. keep posting!
I wondered if you could make a new list with many VODs worth looking at for everybody who hasn't the time to watch a lot of them. Since you seem to watch tournaments and so on, I thought it wouldn't take you a long time to copy links and post them here
I hope you will continue with these interesting analysis :D
I am a high master terran player and I really like your videos. keep posting!
I wondered if you could make a new list with many VODs worth looking at for everybody who hasn't the time to watch a lot of them. Since you seem to watch tournaments and so on, I thought it wouldn't take you a long time to copy links and post them here
I hope you will continue with these interesting analysis :D
hmm, well it really depends what vods are worth looking at to the individual person, that's why I organized them by matchup (to help with that). Otherwise it's just kind of personal preference on what you want to watch or not. I am open to suggestsions for an organization system that is better t hough if you have any ideas
On April 23 2014 00:19 EJK wrote: hmm, well it really depends what vods are worth looking at to the individual person, that's why I organized them by matchup (to help with that). Otherwise it's just kind of personal preference on what you want to watch or not. I am open to suggestsions for an organization system that is better t hough if you have any ideas
You're completely right, but don't hesitate to post some interesting games that you find yourself interesting. You don't need to comment them all, you are already doing a great and useful job! I just thought that posting interesting games could help players who try to execute well these standard builds, since they sometimes don't have the time to watch a wide range of different sc2 competitions
For example, games like the one you commented on frost (Flash) are very useful for players like me, I can just look at the VOD and copy the build while having a perfect execution of it! What I meant was that you can make another column after TvZ, TvP and TvT where you put some links of VODs you watched and found useful for other players, we can then look for the one we need Btw, it's just an idea like another ^^ what you're already doing is already great
On April 23 2014 00:19 EJK wrote: hmm, well it really depends what vods are worth looking at to the individual person, that's why I organized them by matchup (to help with that). Otherwise it's just kind of personal preference on what you want to watch or not. I am open to suggestsions for an organization system that is better t hough if you have any ideas
You're completely right, but don't hesitate to post some interesting games that you find yourself interesting. You don't need to comment them all, you are already doing a great and useful job! I just thought that posting interesting games could help players who try to execute well these standard builds, since they sometimes don't have the time to watch a wide range of different sc2 competitions
For example, games like the one you commented on frost (Flash) are very useful for players like me, I can just look at the VOD and copy the build while having a perfect execution of it! What I meant was that you can make another column after TvZ, TvP and TvT where you put some links of VODs you watched and found useful for other players, we can then look for the one we need Btw, it's just an idea like another ^^ what you're already doing is already great
I will keep that idea in mind, but also this idea for short vods came out of what what you were saying :D
Hey I have a suggestion, could you make a video about how to play mech in TvT, what is the difference of playing mech vs bio, mech vs bio tank and mech vs mech. How to open safely, when to add production, third cc and when to start tank production. When to go 1 or 2 factory before third cc, how to react to tank pushes, when to add vikings, when to keep making them and how many to make. What to do if you lose air control, how and when to attack without dying to a counterattack and so on. Thanks!
On April 23 2014 23:59 Aquila- wrote: Hey I have a suggestion, could you make a video about how to play mech in TvT, what is the difference of playing mech vs bio, mech vs bio tank and mech vs mech. How to open safely, when to add production, third cc and when to start tank production. When to go 1 or 2 factory before third cc, how to react to tank pushes, when to add vikings, when to keep making them and how many to make. What to do if you lose air control, how and when to attack without dying to a counterattack and so on. Thanks!
I plan on doing a bunch of TvT stuff that answersa lot of the questions you have sometime next month. However, all my focus for the current time being is on preparing for the breakout invitational (may 16th). Since I am the only Terran player out of 8 players, I am keeping TvT as a very low priority right now but as soon as the tournament is over, expect to see tons of TvT vods!
Is there any chance we could get a video that talks about High Templar, similar to your discussion about Colossus? What to do when Protoss gets HT early (e.g. 11 minutes) instead of adding it after Colossus. How to engage other than just EMP and pray. When to get ghosts, when you can deal with it without ghosts, etc. Or maybe you have such a video? I couldn't find it.
On April 25 2014 04:51 CycoManiac wrote: Is there any chance we could get a video that talks about High Templar, similar to your discussion about Colossus? What to do when Protoss gets HT early (e.g. 11 minutes) instead of adding it after Colossus. How to engage other than just EMP and pray. When to get ghosts, when you can deal with it without ghosts, etc. Or maybe you have such a video? I couldn't find it.
Thanks, awesome series!
I was planning on one, but then all the protoss's stopped going high templar coz of the widow mines xD Really though, good pre spreads do the trick and you can just force them to burn their storms until they have no AOE left without needing ghosts
It is kind of a prequel to the FLash vs action games, this game is cool because we get to see what flash was struggling with vs zerg (game vs shine) and how he fixes it (game vs actioN), the god at work :D
New vide about how to engage vs high templar, all the do's and donts and when these tactics start becoming ineffective (when colsi get added into the mix)
On April 27 2014 01:46 mau5mat wrote: Awesome, thanks for these!
srry I havent gotten to look at the games you sent me just yet I probably won't get to it until after bucharest (thers a couple good games that I want to go over)
On April 27 2014 00:59 EJK wrote: New vide about how to engage vs high templar, all the do's and donts and when these tactics start becoming ineffective (when colsi get added into the mix)
Thanks, one question: What if the Protoss goes for mass chargelots with templer, do I just keep my army in a ball and kite? Because when I spread my units out in a concave they get eaten by the chargelots but if I stay in a ball I am vulnerable to storm. Should I get mainly marodeur to slow zealots down or marines to dps them (probably both)? Should I wait for a critical bio mass so zealots get less efficient?
On April 27 2014 00:59 EJK wrote: New vide about how to engage vs high templar, all the do's and donts and when these tactics start becoming ineffective (when colsi get added into the mix)
Thanks, one question: What if the Protoss goes for mass chargelots with templer, do I just keep my army in a ball and kite? Because when I spread my units out in a concave they get eaten by the chargelots but if I stay in a ball I am vulnerable to storm. Should I get mainly marodeur to slow zealots down or marines to dps them (probably both)? Should I wait for a critical bio mass so zealots get less efficient?
widowww minessssss. And you just spread your units out around the widow mines and if the zealots try to go in they get absolutely shredded
I made a 2nd video today, kinda a more experimental video for both terran AND zerg players. It is a TvZ between maru and soulkey but it focus's more on Soulkey's gameplay and strengths rather then on Maru's strengths and downfalls.
In other words, more zergy than terrany but I think if you want to beat the enemy (zerg) you have to know the enemy (zerg) :D
On May 02 2014 09:23 Blackknight232 wrote: Is there anyway you can do a analysis of the Bio-Mech build Fantasy used vs Life from the SPL2014 set1 on Out Boxer?
I was told by other people (who will not be named because they were too lazy to provide links) that fantasy has done this build multiple times in proleague? I am slowly combing through a bunch of proleague games i haven't watched and if i see it i will do i t for sure
Fantastic series of vids, unfortunately I have very little time to check out the properly in-depth hour-long ones so have delved into the shorter ones and they're all damn good breakdowns, showcasing the very best players in the world as well.
On May 03 2014 09:10 Wombat_NI wrote: Fantastic series of vids, unfortunately I have very little time to check out the properly in-depth hour-long ones so have delved into the shorter ones and they're all damn good breakdowns, showcasing the very best players in the world as well.
thx for the support!
Here is a new video, but it's kind of different from my other videos. This is a recording from one of the coaching lessons I did EJK coaching
New video about the current situation of Mech in TvZ in korea, what to expect if you are high gm on korea playing mech or playing against mech!TvZ - Current asessment of Mech in korea
On April 27 2014 00:59 EJK wrote: New vide about how to engage vs high templar, all the do's and donts and when these tactics start becoming ineffective (when colsi get added into the mix)
I have to thank you again for those videos! I watched a lot of them now and they are very helpful! Since there aren´t many terran guides out there, this provides a lot!
It answeres question such as what to do if you haven't done significant damage and what's the best thing to do to get ahead in a standard macro marine tank game
Can you do a video on the TvP? Specifically different variations that a Terran player can do with a normal reaper expo into 3 rax (Polt style naked rax, 1 techlab, 1 reactor) and which ones are most optimal based on what is scouted by the reaper?
I understand that, that is a LARGE topic but it would be nice to know.
On May 15 2014 11:57 Gumdrop wrote: Can you do a video on the TvP? Specifically different variations that a Terran player can do with a normal reaper expo into 3 rax (Polt style naked rax, 1 techlab, 1 reactor) and which ones are most optimal based on what is scouted by the reaper?
I understand that, that is a LARGE topic but it would be nice to know.
ok, i will do taht next week. Breaking out invitational is tomorrow so I am focused on that this weekend
New episode, this is gonna be in like 4-5 parts because it is a lengthy topic, it is about the bio mech playstyles we have seen in proleague over the past couple months!
This episode is going to go through the different tvz bio mech vods from pro games over the past couple months. This episode will establish the Do's and Dont's and why this style provides a superior alternative to the current bio and mech styles of tvz
I hope you cover how iloveoov is a freaking genius inventing the real new style of biomech, Fantasy, Reality and Major have been doing. Their oppening is just genius IMO
On May 20 2014 01:43 never_Nal wrote: I hope you cover how iloveoov is a freaking genius inventing the real new style of biomech, Fantasy, Reality and Major have been doing. Their oppening is just genius IMO
I think I emphasized it enough, but if I didn't I will even more !
New video, Part 3 of the bio mech episode, this one focus's on unit composition and why Maru lost vs Effort because of having an ineffecient unit composition to deal with effort's broodlords, swarmhosts, vipers, and hydralisks
EJK: Man .. thx a lot ! Usually higher skilled SC2 players dont want to share their knowledge. You decided not only to share it with us .. but u do so in such good quality. I give big credit for that. Also keep in mind this problem (lack of the knowledge for weaker players) is especially true for terrans. I promise I will go over and over your videos, I will make notes and eventually become better terran player. Im in platinum EU and I have been plaging for like cca 5 months. I know I still need to focus my training on my basics, such ae: macro in general, mechanics in general, tuning up ope.ings (like first 10min of the game), learning when to attack, taking good engagements (scqns) and gathering info about bases of the opponent in the midgame. ANYWAY !!! Knowledge about WHAT to do in particular situations and WHY is almost equally important to me. THX AGAIN KEEP UP THE GOOD WORK.
P.S.: could u do one video on how to deql with stalker and msc poke when going for reaper fast expand builds ?
On May 22 2014 20:18 MSN wrote: EJK: Man .. thx a lot ! Usually higher skilled SC2 players dont want to share their knowledge. You decided not only to share it with us .. but u do so in such good quality. I give big credit for that. Also keep in mind this problem (lack of the knowledge for weaker players) is especially true for terrans. I promise I will go over and over your videos, I will make notes and eventually become better terran player. Im in platinum EU and I have been plaging for like cca 5 months. I know I still need to focus my training on my basics, such ae: macro in general, mechanics in general, tuning up ope.ings (like first 10min of the game), learning when to attack, taking good engagements (scqns) and gathering info about bases of the opponent in the midgame. ANYWAY !!! Knowledge about WHAT to do in particular situations and WHY is almost equally important to me. THX AGAIN KEEP UP THE GOOD WORK.
P.S.: could u do one video on how to deql with stalker and msc poke when going for reaper fast expand builds ?
I might do a fast video on it, but all you need is a bunker up fast enough and you shouldn't take any damagae vs that tkind of poke pressure
On May 29 2014 16:13 EJK wrote: I might do a fast video on it, but all you need is a bunker up fast enough and you shouldn't take any damagae vs that tkind of poke pressure
Yeah well, thats ofc pretty obvious and clear. Problem is when bunker is not up fast enough. Some builds are recommending bunker pretty "late" (if considering msc + stalker/zealot early poke). For example in opening Polt is using all the time in TvP.
So if there are some tips and tricks how to defend it even though bunker is not up at all or is almost done ... that would be awesome. If there are not ... I will just stick to some kind of opening with faster bunker at the natural
I have watched a couple of your videos and I really like the depth of what you say.
I have seen that many think like me, that its really good but way to slow. I have also read that you know about the issue and wanna cut down the length of videos. But still we don't want you to cut down the in-depth talk.
What I think is the mayor problem is that you pause the videos to talk about specific things. When pausing and talking about things we find uniteresting or too lengthy we are forced to listen to it, it's really frustrating. If you don't pause, then we can still enjoy the game and focus on your speeking later. By pausing the games the videos obviously gets longer.
I can understand it beeing stressful to get the messege out there on what you are already saying and seeing something new in the game that you want to point out. But in time it will get better if you just not pause. Similar to forcing the macro while doing a drop or something, in the beginning you REALLY wanna micro dat drop but with experience you will do both by focusing the macro.
The only hypothetical problem with not pausing the video would be that we could miss something you want to point out on screen. Then we can always rewind the video a bit, as long as you say what happened. For example cannons at the forth base to detect cloaked ghosts or whatever.
Other than that I really like your videos, so much smarter than most content out there, keep up the good work and stop pausing and it will be even better!
On May 29 2014 16:13 EJK wrote: I might do a fast video on it, but all you need is a bunker up fast enough and you shouldn't take any damagae vs that tkind of poke pressure
Yeah well, thats ofc pretty obvious and clear. Problem is when bunker is not up fast enough. Some builds are recommending bunker pretty "late" (if considering msc + stalker/zealot early poke). For example in opening Polt is using all the time in TvP.
So if there are some tips and tricks how to defend it even though bunker is not up at all or is almost done ... that would be awesome. If there are not ... I will just stick to some kind of opening with faster bunker at the natural
thx yo !
14 Scout with SCV, if Chrono on gateway, or early Gateway, bunker before 2nd Rax, if not, you are safe to delay bunker until after 2nd Rax.
If you don't scout before reaper, or don't catch 10gate Zealot moving across the map AND don't bunker, your only option is to pull workers to defend until you can repel the attack with x2 marine + reaper
On May 29 2014 16:13 EJK wrote: I might do a fast video on it, but all you need is a bunker up fast enough and you shouldn't take any damagae vs that tkind of poke pressure
Yeah well, thats ofc pretty obvious and clear. Problem is when bunker is not up fast enough. Some builds are recommending bunker pretty "late" (if considering msc + stalker/zealot early poke). For example in opening Polt is using all the time in TvP.
So if there are some tips and tricks how to defend it even though bunker is not up at all or is almost done ... that would be awesome. If there are not ... I will just stick to some kind of opening with faster bunker at the natural
thx yo !
14 Scout with SCV, if Chrono on gateway, or early Gateway, bunker before 2nd Rax, if not, you are safe to delay bunker until after 2nd Rax.
If you don't scout before reaper, or don't catch 10gate Zealot moving across the map AND don't bunker, your only option is to pull workers to defend until you can repel the attack with x2 marine + reaper
On May 29 2014 16:13 EJK wrote: I might do a fast video on it, but all you need is a bunker up fast enough and you shouldn't take any damagae vs that tkind of poke pressure
Yeah well, thats ofc pretty obvious and clear. Problem is when bunker is not up fast enough. Some builds are recommending bunker pretty "late" (if considering msc + stalker/zealot early poke). For example in opening Polt is using all the time in TvP.
So if there are some tips and tricks how to defend it even though bunker is not up at all or is almost done ... that would be awesome. If there are not ... I will just stick to some kind of opening with faster bunker at the natural
thx yo !
14 Scout with SCV, if Chrono on gateway, or early Gateway, bunker before 2nd Rax, if not, you are safe to delay bunker until after 2nd Rax.
If you don't scout before reaper, or don't catch 10gate Zealot moving across the map AND don't bunker, your only option is to pull workers to defend until you can repel the attack with x2 marine + reaper
On June 05 2014 22:48 mau5mat wrote: Requesting analysis of MKP vs FanTaSy in recent proleague games, MKPs build particularly would be very interesting to hear what you thought.
Really good guides man, keep it up! A bit more brevity and focus would probably not go amiss though. Whilst a lot of what you say in each guide is useful in a general sense, I think more focus on the key goal of the video (e.g how to deal with colossi or Maru's aggressive style) would help the final product. It gets a little frustrating when you pause a lot to repeat or emphasise information that has little to do with the title of the guide, for example spending a few minutes on reaper scout patterns in a video about when to use bio-mine). Maybe save your clearly in-depth expertise for other, more general analysis video's?
Just some constructive criticism. Love the guides and look forward to seeing more in the future!
I just played a TvP game where my opponent went for this heavy phoenix-colossus composition. While playing, I was thinking about the video you made about it but the problem was that my opponent had 6 colossus at 18minutes + some cannons at his third where he was sitting patiently, whereas in your video, you engage your opponent who only has 3 colossus and is not camping at one of his bases.
What would you do if you were in my situation where the protoss has way too many colossus?
I just played a TvP game where my opponent went for this heavy phoenix-colossus composition. While playing, I was thinking about the video you made about it but the problem was that my opponent had 6 colossus at 18minutes + some cannons at his third where he was sitting patiently, whereas in your video, you engage your opponent who only has 3 colossus and is not camping at one of his bases.
What would you do if you were in my situation where the protoss has way too many colossus?
here is the replay if you want to have a look
thx!
If the protoss makes more colsi, he's relying on colsi I would make a lot more vikings, probably go up to 20-25 max and also try to take advantage of his defensive positioning and get up on bases on him (make sure your economy is a lot stronger then his coz he can't really be aggressive with pheonix colsi cannons
On June 05 2014 22:48 mau5mat wrote: Requesting analysis of MKP vs FanTaSy in recent proleague games, MKPs build particularly would be very interesting to hear what you thought.
Will get to it this week, I have mostly been watching HSC and shoutcraft and don't want to stream or m ake any videos during those tourneys (coz everyone will be watching them!)
On June 07 2014 04:55 SRGrasshopper wrote: Really good guides man, keep it up! A bit more brevity and focus would probably not go amiss though. Whilst a lot of what you say in each guide is useful in a general sense, I think more focus on the key goal of the video (e.g how to deal with colossi or Maru's aggressive style) would help the final product. It gets a little frustrating when you pause a lot to repeat or emphasise information that has little to do with the title of the guide, for example spending a few minutes on reaper scout patterns in a video about when to use bio-mine). Maybe save your clearly in-depth expertise for other, more general analysis video's?
Just some constructive criticism. Love the guides and look forward to seeing more in the future!
Thx! I think I've been doing a better job in my more recent videos, trying to stay on track with the title of the video and give bullet points at the end to kind of sum everything up too
On June 05 2014 22:48 mau5mat wrote: Requesting analysis of MKP vs FanTaSy in recent proleague games, MKPs build particularly would be very interesting to hear what you thought.
If the protoss makes more colsi, he's relying on colsi I would make a lot more vikings, probably go up to 20-25 max and also try to take advantage of his defensive positioning and get up on bases on him (make sure your economy is a lot stronger then his coz he can't really be aggressive with pheonix colsi cannons
Well, would you then add a 3rd starport? What troops would you sacrifice in order to produce so many vikings? I suicided some scvs in my game to get more supply but, I added ghosts which werent as useful as you said in your video (sooo many phoenix xD)
I suggest you take a look at the replay because I'd have said the same thing before playing this game (the guy is GM so his strat is quite strong) and I still dont know what would be the best response and the best timings to abuse.
well, your upgrade's are really bad for going cc first, You don't start 2-2 until 14 minutes into the game (should start closer to 12).
You also fought down a chokepoint...if you came in from a flank with your bio, easy cleanup on the colsi and you have 11 ghosts, too many for no high templar. Only need around 5 but you mostly just lost the battles because you either engaged in a line with your army and didn't setup flanks and then there was another time you tried to engage into forcefields and 2 time warps as well
I changed the videos up, I did a video on a TvP game that INnovation played on his stream, let me know what you guys think about it, if there are stuff i should be going over that I missed and what you like/don't like from the video TvP Innovation FPVOD King Sejong Station
Thanks for your videos! A request for a video/videos- some overview of current TvT builds and their interactions with each other such as which builds to use on which maps, which are safest, and which builds counter what and how to react to the different builds etc.
On June 17 2014 09:08 EJK wrote: I changed the videos up, I did a video on a TvP game that INnovation played on his stream, let me know what you guys think about it, if there are stuff i should be going over that I missed and what you like/don't like from the video TvP Innovation FPVOD King Sejong Station
I think this was one of the best ones yet. Timely, precise, succinct.
On June 20 2014 02:14 Bulugulu wrote: Thanks for your videos! A request for a video/videos- some overview of current TvT builds and their interactions with each other such as which builds to use on which maps, which are safest, and which builds counter what and how to react to the different builds etc.
On June 20 2014 02:14 Bulugulu wrote: Thanks for your videos! A request for a video/videos- some overview of current TvT builds and their interactions with each other such as which builds to use on which maps, which are safest, and which builds counter what and how to react to the different builds etc.
Thanks for the quick response! This video is great for me 'cause I love the cloak banshee opener. A question about the scout timing - should you 16 scout on 2 player maps as well with gas first? I've been 14 scouting for a long time now and I find that it allows me to check their gas timing and then change my followup based on that (tank push/more banshees vs late gasses and earlier raven vs the earlier gasses). Is the 14 scout redundant with gas first?
On June 20 2014 02:14 Bulugulu wrote: Thanks for your videos! A request for a video/videos- some overview of current TvT builds and their interactions with each other such as which builds to use on which maps, which are safest, and which builds counter what and how to react to the different builds etc.
Thanks for the quick response! This video is great for me 'cause I love the cloak banshee opener. A question about the scout timing - should you 16 scout on 2 player maps as well with gas first? I've been 14 scouting for a long time now and I find that it allows me to check their gas timing and then change my followup based on that (tank push/more banshees vs late gasses and earlier raven vs the later gasses). Is the 14 scout redundant with gas first?
actually i was thinking after i made the video, and I think 14 is ok because like you said you can check the gas timing and change your play based on that which I think is nesecary for the build
On June 21 2014 08:25 ImDrizzt wrote: This looks so sweet, is there something similar to this for a Zerg player??
Pretty please!!
srry I don't think so closest I know of is lowko, but he doesn't do what I do on the same level i think
Yeah, I sat for abit trying to find, found Lowko and Fenner, Lowko had a few ones, but he isn't committed to SC2, his channel is all flavor of the month games, and just a little SC2, so didn't feel like indulging there.
Really liked your Zerg one though, Soulkey vs Maru one.
On June 21 2014 08:25 ImDrizzt wrote: This looks so sweet, is there something similar to this for a Zerg player??
Pretty please!!
srry I don't think so closest I know of is lowko, but he doesn't do what I do on the same level i think
Yeah, I sat for abit trying to find, found Lowko and Fenner, Lowko had a few ones, but he isn't committed to SC2, his channel is all flavor of the month games, and just a little SC2, so didn't feel like indulging there.
Really liked your Zerg one though, Soulkey vs Maru one.
He used to be active before, but not doing much lately. I think he's practicing more, traveling more, think he moved to America and stuff, but he's been lurking on the Allthingszergs for a bit, and have a youtube channel that's pretty nice. But he does a lot of "lordofthelings" so he just makes lings, and stuff like that, maybe trying to get the whole youtube thing to work, I'm not sure.
On June 22 2014 11:45 ImDrizzt wrote: He used to be active before, but not doing much lately. I think he's practicing more, traveling more, think he moved to America and stuff, but he's been lurking on the Allthingszergs for a bit, and have a youtube channel that's pretty nice. But he does a lot of "lordofthelings" so he just makes lings, and stuff like that, maybe trying to get the whole youtube thing to work, I'm not sure.
Thanks EJK. These videos are really good and it was great for me to sit down and watch some after having not played for so long and being unaware of current meta. <3 Keep it up!
On June 23 2014 00:54 sOvrn wrote: Thanks EJK. These videos are really good and it was great for me to sit down and watch some after having not played for so long and being unaware of current meta. <3 Keep it up!
Here is a video that is very useful in the current meta game with the hellbat change in it for TvZ
Hey EJK just want to say I absolutely love these videos! I've watched them from the start and I can see you are improving very fast as you go. Keep it up!
I noticed your last few videos are a lot shorter which is typically good for those that have low attention spans. I would just like to share my feedback and say that I do like the shorter versions in some cases, although I don't think you should stop doing long (1 hour etc) videos completely. When you are going over a complex subject or something that a lot of people struggle with it is really beneficial to go through several examples (with some pausing/rewinding) to really solidify the knowledge you are sharing. Maybe like 1 in 5 videos could be long length version?
Also just some other ideas to keep your series interesting and fun, you could do different types of videos. I'd like to see videos of you laddering and talking through your game as it happens (that could be really cool).
Thanks again EJK for your contributions to the community!
On June 27 2014 11:39 Vies wrote: Hey EJK just want to say I absolutely love these videos! I've watched them from the start and I can see you are improving very fast as you go. Keep it up!
I noticed your last few videos are a lot shorter which is typically good for those that have low attention spans. I would just like to share my feedback and say that I do like the shorter versions in some cases, although I don't think you should stop doing long (1 hour etc) videos completely. When you are going over a complex subject or something that a lot of people struggle with it is really beneficial to go through several examples (with some pausing/rewinding) to really solidify the knowledge you are sharing. Maybe like 1 in 5 videos could be long length version?
Also just some other ideas to keep your series interesting and fun, you could do different types of videos. I'd like to see videos of you laddering and talking through your game as it happens (that could be really cool).
Thanks again EJK for your contributions to the community!
Hey Vies, I probably won't be making any indepth videos for the forseeable future at least until sometime in july! It generally takes 2-3 hours for me to make a long video and o nly about 1 to make a shorter one and my practice for WCS qualifiers coming up.
hmm the ladder videos I might do if there aren't any videos for a strategy that I want to go over but there aren't any great sources on
On June 27 2014 11:39 Vies wrote: Hey EJK just want to say I absolutely love these videos! I've watched them from the start and I can see you are improving very fast as you go. Keep it up!
I noticed your last few videos are a lot shorter which is typically good for those that have low attention spans. I would just like to share my feedback and say that I do like the shorter versions in some cases, although I don't think you should stop doing long (1 hour etc) videos completely. When you are going over a complex subject or something that a lot of people struggle with it is really beneficial to go through several examples (with some pausing/rewinding) to really solidify the knowledge you are sharing. Maybe like 1 in 5 videos could be long length version?
Also just some other ideas to keep your series interesting and fun, you could do different types of videos. I'd like to see videos of you laddering and talking through your game as it happens (that could be really cool).
Thanks again EJK for your contributions to the community!
Hey Vies, I probably won't be making any indepth videos for the forseeable future at least until sometime in july! It generally takes 2-3 hours for me to make a long video and o nly about 1 to make a shorter one and my practice for WCS qualifiers coming up.
hmm the ladder videos I might do if there aren't any videos for a strategy that I want to go over but there aren't any great sources on
Your training is no.1 for sure. Best of luck in WCS mate!
Just had a thought! What would be really cool is some videos about preperation for a tournament, how you approach it (practically and mentally). I think a lot could benefit from that!
On June 27 2014 11:39 Vies wrote: Hey EJK just want to say I absolutely love these videos! I've watched them from the start and I can see you are improving very fast as you go. Keep it up!
I noticed your last few videos are a lot shorter which is typically good for those that have low attention spans. I would just like to share my feedback and say that I do like the shorter versions in some cases, although I don't think you should stop doing long (1 hour etc) videos completely. When you are going over a complex subject or something that a lot of people struggle with it is really beneficial to go through several examples (with some pausing/rewinding) to really solidify the knowledge you are sharing. Maybe like 1 in 5 videos could be long length version?
Also just some other ideas to keep your series interesting and fun, you could do different types of videos. I'd like to see videos of you laddering and talking through your game as it happens (that could be really cool).
Thanks again EJK for your contributions to the community!
Hey Vies, I probably won't be making any indepth videos for the forseeable future at least until sometime in july! It generally takes 2-3 hours for me to make a long video and o nly about 1 to make a shorter one and my practice for WCS qualifiers coming up.
hmm the ladder videos I might do if there aren't any videos for a strategy that I want to go over but there aren't any great sources on
Your training is no.1 for sure. Best of luck in WCS mate!
Just had a thought! What would be really cool is some videos about preperation for a tournament, how you approach it (practically and mentally). I think a lot could benefit from that!
i sitll dont know if my preperation has paid off yet! haha
Yo EJK, we played on ladder once or twice :p Just want to tell you this is awesome stuff and really should help all master players to catch up to gm level. its a bit too deep for lower levels off play i think, but who cares. Theres enough stuff for them to check out. I really love what you're doing here and hope to see more in future I would like to see some more TvT Vod's, especially with late-lategames, what compositions they go for, and how they finish off their opponent. It's hard to fins good TvT's that go this long, i know but thats part of the reason why i sometimes struggle in super late-game stages in TvT. Thank you very much for the VODs You've done so far
Nice video on Taeja vs Zest. Taejas slightly off-beat build orders catch his opponents off guard and are definitely really nice. Thing is I feel that versus ladder players who don't react in the optimal way to what they see, the metagame element of using these builds can be lost (players who go for risky plays regardless of scouting the gas first etc). The CC first build that he used in particular (CC first into 15 rax 16 gas), is so greedy.. CC first into 16 gas and 2 rax->medivacs? So risky (in TvP).
On July 20 2014 13:08 Bulugulu wrote: Nice video on Taeja vs Zest. Taejas slightly off-beat build orders catch his opponents off guard and are definitely really nice. Thing is I feel that versus ladder players who don't react in the optimal way to what they see, the metagame element of using these builds can be lost (players who go for risky plays regardless of scouting the gas first etc). The CC first build that he used in particular (CC first into 15 rax 16 gas), is so greedy.. CC first into 16 gas and 2 rax->medivacs? So risky (in TvP).
That build is risky. But you have to factor in the difference between playing a ladder game and playing vs a very macro protoss (zest). The risk goes down a lot when you are playing a specific player and you can recognize his style
On July 20 2014 12:23 ElFatal wrote: Yo EJK, we played on ladder once or twice :p Just want to tell you this is awesome stuff and really should help all master players to catch up to gm level. its a bit too deep for lower levels off play i think, but who cares. Theres enough stuff for them to check out. I really love what you're doing here and hope to see more in future I would like to see some more TvT Vod's, especially with late-lategames, what compositions they go for, and how they finish off their opponent. It's hard to fins good TvT's that go this long, i know but thats part of the reason why i sometimes struggle in super late-game stages in TvT. Thank you very much for the VODs You've done so far
I am looking for a tvt video to explain late game, most likey it will be a mech v mech game
This is a bit weird for me but I can deal with 2 base blink stalker, but I seem to have a bit of trouble dealing with 1 base blink.
So I looked at your tutorial, and I have some a question.
NOTE: I watched the first game, didn't get a chance to watch the other game if there was another.
1. I do the 12/12 reaper expand as well, but I send a 13th SCV as scout. With this scout, I do the following: A. Check to see if he is doing a proxy gate somewhere else if I didn't scout it in my natural. B. Playing Standard (1gas), or fast tech/aggression (2 gas)
In regards to statement A, I instantly make a bunker and another depot at the ramp to make a completely wall off. In regards to statement B, if Toss is playing standard, I like to patrol my SCV around the natural so it can block the probe from expanding.
If the Toss has 2 gases: - If there was a probe scout, and left but never went back home (noticed I have the SCV patrolling the natural), I send the reaper to scout for proxy and instantly make an engineering bay. - if there was no probe scout at all, I do the above statement.
If I scout no proxy, I run my reaper in the main of the Toss (and natural just in case) around the 6:00 minute mark and suicide him for crucial scouting information (or he may live to scout another day)
Now with that in mind, also note that in case of double gas, I make an engineering bay, so this could be the reason why I could be losing to 1 base blink? I'm not entirely sure.
On July 31 2014 12:26 Boomerang wrote: Hey EJK! Back again!
This is a bit weird for me but I can deal with 2 base blink stalker, but I seem to have a bit of trouble dealing with 1 base blink.
So I looked at your tutorial, and I have some a question.
NOTE: I watched the first game, didn't get a chance to watch the other game if there was another.
1. I do the 12/12 reaper expand as well, but I send a 13th SCV as scout. With this scout, I do the following: A. Check to see if he is doing a proxy gate somewhere else if I didn't scout it in my natural. B. Playing Standard (1gas), or fast tech/aggression (2 gas)
In regards to statement A, I instantly make a bunker and another depot at the ramp to make a completely wall off. In regards to statement B, if Toss is playing standard, I like to patrol my SCV around the natural so it can block the probe from expanding.
If the Toss has 2 gases: - If there was a probe scout, and left but never went back home (noticed I have the SCV patrolling the natural), I send the reaper to scout for proxy and instantly make an engineering bay. - if there was no probe scout at all, I do the above statement.
If I scout no proxy, I run my reaper in the main of the Toss (and natural just in case) around the 6:00 minute mark and suicide him for crucial scouting information (or he may live to scout another day)
Now with that in mind, also note that in case of double gas, I make an engineering bay, so this could be the reason why I could be losing to 1 base blink? I'm not entirely sure.
I normally just look at replays through coaching, but I zipped through this but right away I see that you only scouted 1 gas of the protoss and you are already checking for proxies. You should only check for proxies if you don't see 3 pylons.
Also you shouldn't let that ebay finish ever, big waste of money. and your building turrets is a complete waste of minerals, nothing that you s couted or didn't scout indicates that oracles or dt's are on the way. Winning is all about doing small things and they all add up. You didn't scout your opponent until it was too late (that scan was good for 2bases but toss was only on 1), didn't make a 3rd rax when you saw that he's on 1 base still ( need to prioritze army over getting starport out to survive against allins) and your build in general was ust slowd down by building the ebay + 2 extra turrets which did absolutely nothing for you (400 minerals) slowing down your unit production and raxes
I appreciate the reply EJK, again I have some questions for your reply.
So if I do scout double gas, should I wait till I do get a good read on what he is doing (DT/Oracle)? 1. How do you feel about my scouting? (13 SCV scout, followed by reaper) 2. Is there something I should change in regards to scouting and getting a read on what tech path he/she is going for?
I also seem to react into "safe mode" if something seems way off than standard
On August 01 2014 04:09 Boomerang wrote: I appreciate the reply EJK, again I have some questions for your reply.
So if I do scout double gas, should I wait till I do get a good read on what he is doing (DT/Oracle)? 1. How do you feel about my scouting? (13 SCV scout, followed by reaper) 2. Is there something I should change in regards to scouting and getting a read on what tech path he/she is going for?
I also seem to react into "safe mode" if something seems way off than standard
the scv scout is only to determine if there is a proxy gateway or not
the other question is really vague and I can't give a good answer to that without writing up a 10 page guide on tvp scouting T_T
On August 01 2014 04:09 Boomerang wrote: I appreciate the reply EJK, again I have some questions for your reply.
So if I do scout double gas, should I wait till I do get a good read on what he is doing (DT/Oracle)? 1. How do you feel about my scouting? (13 SCV scout, followed by reaper) 2. Is there something I should change in regards to scouting and getting a read on what tech path he/she is going for?
I also seem to react into "safe mode" if something seems way off than standard
I am no where near as qualified to help/answer you as EJK, but here are my thoughts, if you wish.
1. I would delay it to 14 scout, I feel 13 is a bit too early, some send SCV after barracks too, it's basically just how much reaction time you want to have if you see an early zealot walking across the map. The SCV scout also tells your reaper if you should be checking for proxy pylons/tech, 2 pylons, 2 gas with 3 in each is a big tell as I'm sure you'll know, or if you need to check his main later. Around 6min + is when the main tech gets thrown down, if you see no expansion at 5min +, you need to see what he is up to asap.
2. Your first scout is with the SCV, this checks for 10 gate Zealot, Gas timings, pylon count, and chrono spending. Your reaper is used to check proxy locations if you see something fishy, or to get a read on what he is doing at a later time. Expansion -> yes/no, mid-game tech of choice -> twilight/robo/stargate.
I saw you're up against Polt in the IEM Toronto qualifier. Good luck, you'll need it. Although I think it'll be a 2-0 lol, no offence. It is Captain America after all.
How's it feel to play him? I know he's been the subject of several of your VODs, reputation only succeeded by that of Flash on your channel. I'd be having kittens.
I saw you're up against Polt in the IEM Toronto qualifier. Good luck, you'll need it. Although I think it'll be a 2-0 lol, no offence. It is Captain America after all.
How's it feel to play him? I know he's been the subject of several of your VODs, reputation only succeeded by that of Flash on your channel. I'd be having kittens.
Well, I had prepared as much as possible and didn't take it lightly. I was planning on going mech against polt and had a very solid build prepared that I would use on overgrowth, nimbus, and deadwing.
So the vetoes go around and....polt vetoes nimbus and deadwing. GG. So On overgrowth i made a silly mistake and lost to 3 marines in 5 minutes, and the 2nd game I h ad to play on catallena, doing a strategy that I had never done before, and well all my preperation was basically unusable ha
needless to say very unsatisfactory with how the games went and frusturated because I did not show very good games that I know im capable of
On August 01 2014 04:09 Boomerang wrote: I appreciate the reply EJK, again I have some questions for your reply.
So if I do scout double gas, should I wait till I do get a good read on what he is doing (DT/Oracle)? 1. How do you feel about my scouting? (13 SCV scout, followed by reaper) 2. Is there something I should change in regards to scouting and getting a read on what tech path he/she is going for?
I also seem to react into "safe mode" if something seems way off than standard
I am no where near as qualified to help/answer you as EJK, but here are my thoughts, if you wish.
1. I would delay it to 14 scout, I feel 13 is a bit too early, some send SCV after barracks too, it's basically just how much reaction time you want to have if you see an early zealot walking across the map. The SCV scout also tells your reaper if you should be checking for proxy pylons/tech, 2 pylons, 2 gas with 3 in each is a big tell as I'm sure you'll know, or if you need to check his main later. Around 6min + is when the main tech gets thrown down, if you see no expansion at 5min +, you need to see what he is up to asap.
2. Your first scout is with the SCV, this checks for 10 gate Zealot, Gas timings, pylon count, and chrono spending. Your reaper is used to check proxy locations if you see something fishy, or to get a read on what he is doing at a later time. Expansion -> yes/no, mid-game tech of choice -> twilight/robo/stargate.
I'll have to try the SCV after rax then thank you so much to you and EJK!
EJK, if I have any more questions, I'll be sure to come back here and ask them away
here is a big video, very very indepth about different styles of Roach hydra and their respective timings and the base defence you should have in order to defend vs them.
On August 04 2014 12:21 EJK wrote: Well, I had prepared as much as possible and didn't take it lightly. I was planning on going mech against polt and had a very solid build prepared that I would use on overgrowth, nimbus, and deadwing.
So the vetoes go around and....polt vetoes nimbus and deadwing. GG. So On overgrowth i made a silly mistake and lost to 3 marines in 5 minutes, and the 2nd game I h ad to play on catallena, doing a strategy that I had never done before, and well all my preperation was basically unusable ha
needless to say very unsatisfactory with how the games went and frusturated because I did not show very good games that I know im capable of
Sorry to hear man, I was pretty bummed that they didn't show your games on stream but maybe that was for the best. Better terrans than you have lost to Polt early though...heck MVP just got completely wasted in 8 min. Knowing his marauder-tank playstyle vs mech I would've expected him to veto those maps though - so now you know for next time. The 3rd base is just really difficult to push against on those maps and very difficult to play biotank vs pure mech. Good luck next time.
Thanks for the roach hydra vid by the way, if you can't tell in the Help Me thread it's driving me and other terrans bonkers, so good timing with it.
On August 09 2014 04:33 mau5mat wrote: Requesting analysis of GSL: Maru vs Hush, Game 3 on Catallena. (TvP)
Very interesting to see what you think, considering Maru went for tanks.
hmm I have been purposefully not using gsl vods simply because you have to pay money for it and me doing it for free just seems to cross way too many lines but I could possibly learn the build myself and use it in a ladder game and then record that
Hey, currently in TvP I open 14 CC into quick 3 rax. Its good against most openers I find (plat level) however I lose consistently against some common cheeses. I was wondering if you could point me to a good build that allows me to pressure during the midgame and defend against most early cheeses.
On August 10 2014 11:21 Leon1das1 wrote: Hey, currently in TvP I open 14 CC into quick 3 rax. Its good against most openers I find (plat level) however I lose consistently against some common cheeses. I was wondering if you could point me to a good build that allows me to pressure during the midgame and defend against most early cheeses.
I think reaper expand into 3rax (polt style) is a build that is safe (3 raxse) and lets you apply pressure during the mid game as well (the defense of the units can also be used aggressively).
Cc first into quick 3rax is going to be defensive up until the mid game when you get your first 2 medvacs out is when it will start to kick in, but you really hve to know your timings well to pull it off i think (oracle comes at 6:50-7:10) (blink comes at ~8:00) (dts around 7:30)
On August 10 2014 11:21 Leon1das1 wrote: Hey, currently in TvP I open 14 CC into quick 3 rax. Its good against most openers I find (plat level) however I lose consistently against some common cheeses. I was wondering if you could point me to a good build that allows me to pressure during the midgame and defend against most early cheeses.
I think reaper expand into 3rax (polt style) is a build that is safe (3 raxse) and lets you apply pressure during the mid game as well (the defense of the units can also be used aggressively).
Cc first into quick 3rax is going to be defensive up until the mid game when you get your first 2 medvacs out is when it will start to kick in, but you really hve to know your timings well to pull it off i think (oracle comes at 6:50-7:10) (blink comes at ~8:00) (dts around 7:30)
Ok, are there any good replays of polt that you would recommend for that style?
On August 10 2014 11:21 Leon1das1 wrote: Hey, currently in TvP I open 14 CC into quick 3 rax. Its good against most openers I find (plat level) however I lose consistently against some common cheeses. I was wondering if you could point me to a good build that allows me to pressure during the midgame and defend against most early cheeses.
I think reaper expand into 3rax (polt style) is a build that is safe (3 raxse) and lets you apply pressure during the mid game as well (the defense of the units can also be used aggressively).
Cc first into quick 3rax is going to be defensive up until the mid game when you get your first 2 medvacs out is when it will start to kick in, but you really hve to know your timings well to pull it off i think (oracle comes at 6:50-7:10) (blink comes at ~8:00) (dts around 7:30)
Ok, are there any good replays of polt that you would recommend for that style?
uh not off the top of my head, but just look at almost any of polt's last 10 tvp games, or the last couple games that flash played i n tvp
Newest video is a TvZ and its between Reality vs Rogue on Nimbus.
Reality shows us a cool variation in the standard 3CC build that denies scouting information with a viking and hits a powerful mid game push with a 3medvac army at the 11 minute mark
Another video is up! It's a analysis between Flash and SoO played on Merry go round I think a couple days ago. Very refreshing to see Flash use a hellbat thor style instead of widow mines and being successful with it
On August 18 2014 23:41 Gaskal wrote: Thanks loads Evan, just watched Flash rip through effOrt & Soulkey with this hellbat/thor style using godmode splits last night on Kespa qualifiers.
I noticed you got Jaedong in the 1st round. Man you seem to hit the monsters early and often in qualifiers. How'd those games go?
haha I was in it for the learning expxerience, so those games were very helpful to see the difference b etween how a m onster like jeadong plays and how a NA gm chump plays xD
btw why do you think biomech vs zerg has fallen out of style? You did great videos on it and it really looked promising. Wouldnt it be great against roach/hydra as you get loads of tanks and can open banshee with it?
On August 19 2014 00:47 Helikptrfisk wrote: btw why do you think biomech vs zerg has fallen out of style? You did great videos on it and it really looked promising. Wouldnt it be great against roach/hydra as you get loads of tanks and can open banshee with it?
just like every other strategy in existence in this game, zergs know how to deal with it. The push, although a lot stronger, comes out way too late and there aren't any good options to counter zerg creep spread and limit the economy and secure a 4th base so it becomes pretty allin on 3 bases
EJK, I was wondering what you think of FlaSh's decision to opt for a massive medivac count (up to 15+) over getting tanks (He only made 1 Tank total to hold the initial 1-1 Roach timing) vs Dark's Roach/Hydra force? (2nd Game of FlaSh vs Dark, Overgrowth.)
For the hailed King of standard play, why do something so odd?
EJK have you done any videos that specifically focus on TvZ engagements? I'm intrigued by how so many players play them so differently, i.e. flash makes a massive concave with pre-split groups and doesn't do in-battle splitting all that much, taeja keeps his army in a clump and splits away in all directions while keeping all marines firing, while Bomber makes a massive concave and barely splits traditionally at all. Are these strategies linked to their compositions or preference or what?
On August 21 2014 23:29 mau5mat wrote: EJK, I was wondering what you think of FlaSh's decision to opt for a massive medivac count (up to 15+) over getting tanks (He only made 1 Tank total to hold the initial 1-1 Roach timing) vs Dark's Roach/Hydra force? (2nd Game of FlaSh vs Dark, Overgrowth.)
For the hailed King of standard play, why do something so odd?
love it. The one tank is to secure a 3rd base. The design of this reaction is to quickly pump out 5 mauraders/6 marines at a time from 8 raxes (5 tech labs 3 reactors). Mass bio being maurader heavy SHREDS roaches and leaves hydras all by themselves, its ridiculous how powerful it is if you aren't playing from behind
On August 22 2014 03:53 PinheadXXXXXX wrote: EJK have you done any videos that specifically focus on TvZ engagements? I'm intrigued by how so many players play them so differently, i.e. flash makes a massive concave with pre-split groups and doesn't do in-battle splitting all that much, taeja keeps his army in a clump and splits away in all directions while keeping all marines firing, while Bomber makes a massive concave and barely splits traditionally at all. Are these strategies linked to their compositions or preference or what?
I did one about Flash vs SOo
I explain the basics of hellbat thor micro, but in general each player has different methods of splitting.
Important things though is to have a good concave, and k nowing when to split (splitting too fast is just as bad as not splitting at all) so to answer your question it would be mostly to their personal preference for how to split. I personally don't like how taeja splits his units FYI compared to other terans
On September 04 2014 03:30 MSN wrote: EJK: could you cover TvT gas first raven + 2 medivacs drop ? it was widely talked about during IEM by QXC and Bunny !
THX !
I started school fulltime and there are a bunch of Flash games from IEM. I will be cutting back on making videos because it simply takes too much time. If you want though, go to the destiny invitational tourney and look at the games between Innovation and Apocalypse, Innovation does it to apoc I think twice so that's some solid replays you can go over
On September 04 2014 03:30 MSN wrote: EJK: could you cover TvT gas first raven + 2 medivacs drop ? it was widely talked about during IEM by QXC and Bunny !
THX !
srry I didn't quite answer your question directly, I cover it briefly in the newest video I did though between Flash and Taeja on Merry go round
On September 28 2014 19:33 Gwavajuice wrote: Thx for keeping the good job done /bow
welcome!
This video goes over some important mistakes that were made by innovation. Intentional or unintentional, the farther you get behind with mech, the more timings open up for the bio tank player to take advantage of
Is that build ladder viable at all? It seems very match-up/map/game specific. How do you reckon it would hold up with the intent before the game had even loaded to 'go for a 2 base mech all in' ?
On September 30 2014 23:27 mau5mat wrote: Is that build ladder viable at all? It seems very match-up/map/game specific. How do you reckon it would hold up with the intent before the game had even loaded to 'go for a 2 base mech all in' ?
It is only for TvT fist of all, but I don't think it would be map specific.
You basically go into the game with the mindset of "I need to take good engagements to win the game" instead of "I am going to win the game by staying ahead economically our o ut teching my opponent"
On September 30 2014 23:27 mau5mat wrote: Is that build ladder viable at all? It seems very match-up/map/game specific. How do you reckon it would hold up with the intent before the game had even loaded to 'go for a 2 base mech all in' ?
It is only for TvT fist of all, but I don't think it would be map specific.
You basically go into the game with the mindset of "I need to take good engagements to win the game" instead of "I am going to win the game by staying ahead economically our o ut teching my opponent"
Sorry match-up was poor choice of words, I meant the fact he was matched up to play vs Cure in advance.
Have you tried 2 basing as mech in TvT often? How do you think it fares vs the "I am going to win the game by staying ahead in econ/tech" mindset?
On September 30 2014 23:27 mau5mat wrote: Is that build ladder viable at all? It seems very match-up/map/game specific. How do you reckon it would hold up with the intent before the game had even loaded to 'go for a 2 base mech all in' ?
It is only for TvT fist of all, but I don't think it would be map specific.
You basically go into the game with the mindset of "I need to take good engagements to win the game" instead of "I am going to win the game by staying ahead economically our o ut teching my opponent"
Sorry match-up was poor choice of words, I meant the fact he was matched up to play vs Cure in advance.
Have you tried 2 basing as mech in TvT often? How do you think it fares vs the "I am going to win the game by staying ahead in econ/tech" mindset?
ah as for a ladder build to use every game, it's not the best build to use as a standard build.
I have used 2base mech builds in tvt before and from experience, it works well if your opponent doesn't know what you are doing. If you play that same opponent twice, and you do the same build 2 times, the 2nd time it becomes a lot easier for him to counter it and not take any damage/cut corners to have enough units to hold
On October 06 2014 05:23 EJK wrote: WIll finish the TvT mech vs bio tank series shortly, for now here's a video on a nifty proxy rax tvp cheese for yall
On October 06 2014 05:23 EJK wrote: WIll finish the TvT mech vs bio tank series shortly, for now here's a video on a nifty proxy rax tvp cheese for yall
These are amazing, if you made nothing but these I would still be happy.
Have you ever thought about analyzing a lower level players FPVOD in terms of mechanics, just how you are doing with FlaSh?
I feel it would serve very well as a tool to point out common mistakes/errors in attention and basics that people may overlook. And by comparing it to a pro for instance, you could offer the viewers the insight on what to work on to execute builds/anything really as mechanically sound as the top players do.
On October 27 2014 23:15 mau5mat wrote: These are amazing, if you made nothing but these I would still be happy.
Have you ever thought about analyzing a lower level players FPVOD in terms of mechanics, just how you are doing with FlaSh?
I feel it would serve very well as a tool to point out common mistakes/errors in attention and basics that people may overlook. And by comparing it to a pro for instance, you could offer the viewers the insight on what to work on to execute builds/anything really as mechanically sound as the top players do.
I don't like to analyze lower level players FPVOD to create a video with simply because mechanical skill is not measured in sc2 through ladder and each different player's fpvod view will differ. The best way to go about with lower level player FPVOD's is through coaching sessions where I can help them out on a more personal level because what might work for one viewer won't nesecarily work for another. I want my videos to be as generic as possible so that they are relevant to as many people as possible.
I will be starting to stream this week on a more consistent basis I think, and I am pretty comfortable in my mechanical play as a terran player and will probably use some VOD's from my own gameplay where I point out similarities that I do that top pro players do which I think will benefit a wider array of watchers
I just watched your video analyzing Flash and the one about not losing drones to helion harass. I main Zerg, but this is very innovative stuff. The only person I know who pauses as much as you is Day 9 and that's a compliment Keep it up!
On October 28 2014 17:26 TRaFFiC wrote: I just watched your video analyzing Flash and the one about not losing drones to helion harass. I main Zerg, but this is very innovative stuff. The only person I know who pauses as much as you is Day 9 and that's a compliment Keep it up!
I can't take credit for making this stuff up, just for explaining it in a way other people can understand!
EJK do you think you can do one or two effective cheese builds? Preferably TvT match-up but if there's any magnificent one for other matchups that would also be great. Thanks.
On November 16 2014 13:46 LOcDowN wrote: EJK do you think you can do one or two effective cheese builds? Preferably TvT match-up but if there's any magnificent one for other matchups that would also be great. Thanks.
There really aren't any cheese builds that you can do as terran, especially in TvT :s but ok ill keep that in mind
Hey I just saw Homestory, I answered my own question haha. Flash vs Taeja series first game. Even though it's scouted and he wasn't able to go through with the build Flash mentioned in the post-game interview it was 100% win if unscouted. Sick!
EJK, the 2 rax into techlab and reactor I've seen MMA do the same in his match vs Classic in the semifinal of WCS Global Final that just finished. He doesn't go into fast marauder like MKP though (but the opening is similar). Just in case you haven't seen these games.
On November 17 2014 06:53 LOcDowN wrote: Hey I just saw Homestory, I answered my own question haha. Flash vs Taeja series first game. Even though it's scouted and he wasn't able to go through with the build Flash mentioned in the post-game interview it was 100% win if unscouted. Sick!
Check out 2base TvZ bio hellbat allin vid i just made
EJK I have a problem with supply block due to the heat of the battle or when I'm multitasking something more important. Do you know if there is a some kind of reference as to when to make 2 supply depots at a time, 3 supply depots at a time, etc etc. How do you keep the rhythm of constant supply depot construction? Just curious if this is something that has a standard rule for (like 16+6 worker per mineral line)
By the way, thanks for the new vods. I've been following all of your recent ones. Do you think you can make another control video for ghost use vs protoss (standard rule for engaging vs templar when we have ghost's emp etc etc)?
On November 23 2014 04:39 LOcDowN wrote: EJK I have a problem with supply block due to the heat of the battle or when I'm multitasking something more important. Do you know if there is a some kind of reference as to when to make 2 supply depots at a time, 3 supply depots at a time, etc etc. How do you keep the rhythm of constant supply depot construction? Just curious if this is something that has a standard rule for (like 16+6 worker per mineral line)
By the way, thanks for the new vods. I've been following all of your recent ones. Do you think you can make another control video for ghost use vs protoss (standard rule for engaging vs templar when we have ghost's emp etc etc)?
PS. How do you have Homestory Cup X replays O_o?
Keep 1 scv constantly building a supply depot from like 20-50 supply then 2-3 scvs constant from 50-200.
Does anyone know if it's always necessary to do bunker immediately when opening 14CC (TvP matchup) and it's a two player map (or diagonal-only on metalopolis)? I just lost to a frustrating fast zealot & stalker pressure that killed a lot of my scv's. I'm thinking just opening bunker immediately since you can't really tell if the zealot is coming that early.
On November 23 2014 13:34 LOcDowN wrote: Does anyone know if it's always necessary to do bunker immediately when opening 14CC (TvP matchup) and it's a two player map (or diagonal-only on metalopolis)? I just lost to a frustrating fast zealot & stalker pressure that killed a lot of my scv's. I'm thinking just opening bunker immediately since you can't really tell if the zealot is coming that early.
scv scout should determine if you need a bunker or not. I was able to help someone tonight in coaching to find the optimal response to when you should need a bunker or not early on in TvP, but it really depends from person to person because of the difference in skill levels peopel are at
Damn EJK you are awesome ! I really enjoy watching your videos Especially now that I switched to Terran.Do you stream regulary,or only from time to time ?
PS:Thanks for the analysis of Marus 8 Rax cheese >.< That really brightend my day.
On December 05 2014 21:59 ThorPool wrote: Damn EJK you are awesome ! I really enjoy watching your videos Especially now that I switched to Terran.Do you stream regulary,or only from time to time ?
PS:Thanks for the analysis of Marus 8 Rax cheese >.< That really brightend my day.
uh i stream like 1-2 times a week, not that much though i need to practice!
Any chance of an analysis on the recent Proleague match between sOs and INnoVation? I know it started sort of weird, but after the proxy and tank shenanigans I thought INnoVation played pretty straightforward and definitely helped show the common ladderer what to do against heavy Colossi play.
I dunno recently I've been playing the heavy drop strategy with a lot of widow mines and while it is fun and definitely helping my micro and aggressive play I believe I had more TvP success playing the standard way of getting 4-6 medivacs then pumping out Vikings and eventually going up to two Starports.
On December 20 2014 15:35 Helikptrfisk wrote: A new map pool that needs analyzing =))
ack my bad, i didnt see this until now!
On December 31 2014 06:38 Grizvok wrote: Any chance of an analysis on the recent Proleague match between sOs and INnoVation? I know it started sort of weird, but after the proxy and tank shenanigans I thought INnoVation played pretty straightforward and definitely helped show the common ladderer what to do against heavy Colossi play.
I dunno recently I've been playing the heavy drop strategy with a lot of widow mines and while it is fun and definitely helping my micro and aggressive play I believe I had more TvP success playing the standard way of getting 4-6 medivacs then pumping out Vikings and eventually going up to two Starports.
On December 31 2014 06:38 Grizvok wrote: Any chance of an analysis on the recent Proleague match between sOs and INnoVation? I know it started sort of weird, but after the proxy and tank shenanigans I thought INnoVation played pretty straightforward and definitely helped show the common ladderer what to do against heavy Colossi play.
I dunno recently I've been playing the heavy drop strategy with a lot of widow mines and while it is fun and definitely helping my micro and aggressive play I believe I had more TvP success playing the standard way of getting 4-6 medivacs then pumping out Vikings and eventually going up to two Starports.
On December 31 2014 06:38 Grizvok wrote: Any chance of an analysis on the recent Proleague match between sOs and INnoVation? I know it started sort of weird, but after the proxy and tank shenanigans I thought INnoVation played pretty straightforward and definitely helped show the common ladderer what to do against heavy Colossi play.
I dunno recently I've been playing the heavy drop strategy with a lot of widow mines and while it is fun and definitely helping my micro and aggressive play I believe I had more TvP success playing the standard way of getting 4-6 medivacs then pumping out Vikings and eventually going up to two Starports.
On December 31 2014 06:38 Grizvok wrote: Any chance of an analysis on the recent Proleague match between sOs and INnoVation? I know it started sort of weird, but after the proxy and tank shenanigans I thought INnoVation played pretty straightforward and definitely helped show the common ladderer what to do against heavy Colossi play.
I dunno recently I've been playing the heavy drop strategy with a lot of widow mines and while it is fun and definitely helping my micro and aggressive play I believe I had more TvP success playing the standard way of getting 4-6 medivacs then pumping out Vikings and eventually going up to two Starports.
On January 06 2015 12:34 BroskiDerpman wrote: I enjoyed watching some of the progamer fpvod analysis', do you upload fpvods of yourself?
I currently don't, I will be streaming on a more consistent basis after WCS though every monday or tuesday, haven't decided which day works better for me yet, I haven't decided if I want to upload fpvods of myself though, don't know if anyone would care to watch
Ohh, these VODS look nice! I am a gold (or something like that) zerg player, but I am starting to play a bit terran as well, because it is more fun with all the drops etc.
Where should I start? What are good starting build orders? I also play quite a lot of team games (2on2 to 4on4) with friends, so builds that work decently in team games as well would be a bonus. :o)
Otherwise I just start looking through the VODS. thanks anyway!
On January 06 2015 15:52 Cascade wrote: Where should I start? What are good starting build orders? I also play quite a lot of team games (2on2 to 4on4) with friends, so builds that work decently in team games as well would be a bonus. :o)
Probably a good solid build/opener to learn is a reaper expand as it can be used in all the match ups though lately it is fallen a little out of fashion (from the pro games that I watch).
I don't play 1s very much anymore (currently unranked for the last few seasons) but I do play a lot of team games (team "masters" level (which usually are against diamond+ 1v1 players) so I can talk a bit more about that.
For multiplayer games I find that reaper expo, 1-1-1 (hellion or mine drop), blue flame hellion, and 3 rax builds are very strong in that they can complement all the strategies that your team mates may be doing. Builds are very dependant on the strategy that your team as a whole wants to go for... team games are all about momentum as snowball effects are much stronger so go for builds which work with your team composition well.
Example: Opening reaper defends and gives you map control vs all before speed pool timings allowing your teammates to open a bit more greedy, and allows you to scout what to transition to.
In 3v3 or 4v4, when your other teammates are doing a timing at the front, a hellion drop or mine drop against 1 or 2 of the other players (if its shared base you can hit 2 players with hellions) usually destroys their econ so badly that your follow up attack will end the game as long as you don't mess up your macro while you're microing your drop.
BFH is especially strong when there are 2 or more zergs on the other team. It denies map control from when you have 4-6 hellions until the late midgame because the zerg players are usually what maintain that for a team using lings. If they go roaches or the protoss player plays heavy stalkers (blink, etc) the presence of BFH poking in and out allow your teammates to be more greedy econ or tech wise. This is an especially strong build if you're looking to play more of a macro game and you also have a good zerg player on your team who can help you maintain that map control using their own speedlings. Usually I transition this into mech with the support of teammates (you'll be weaker once things like mutas are out and their army reaches a "critcal mass" size vs your mid game units). Oracles are common protoss openings so remember to cover for that either with ebay or your first few marines in a bunker by mineral line.
And 3 rax simply when your whole team wants to commit to some 6ish minute all in (example: 4 gate 4 gate speedling roach etc.).
Remember to make a good sim city around your mineral lines as it will help against a lot of the pressure/harass builds like speeding reaper or early lings and hellion drops. If your sim city nullifies one players ability to do critical dmg (say its 2v1 ling reaper) you've a much better chance to survive and come back
On January 06 2015 15:52 Cascade wrote: Ohh, these VODS look nice! I am a gold (or something like that) zerg player, but I am starting to play a bit terran as well, because it is more fun with all the drops etc.
Where should I start? What are good starting build orders? I also play quite a lot of team games (2on2 to 4on4) with friends, so builds that work decently in team games as well would be a bonus. :o)
Otherwise I just start looking through the VODS. thanks anyway!
Hmmmm Most of my vods deal with general in game concepts, with not so much of an importance on build orders, but what you do AFTER you have the build order.
I think I will try to incorporate some build orders (written down and explained) to accompany my vods, but it won't be until after WCS quals
Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams?
If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better.
On January 07 2015 07:40 Cascade wrote: Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams?
If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better.
I'll try to dig some up when I get home from work.
I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games.
On January 07 2015 07:40 Cascade wrote: Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams?
If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better.
I'll try to dig some up when I get home from work.
I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games.
haha you aren't derailing it at all, i wouldn't mind hearing your thoughts on team games !
On January 07 2015 07:40 Cascade wrote: Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams?
If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better.
I'll try to dig some up when I get home from work.
I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games.
haha you aren't derailing it at all, i wouldn't mind hearing your thoughts on team games !
Long post below sorry hahaha
Cascade, hopefully this helps you in some way.. take with a grain of salt as my friends and I usually lose to ranked teams of all 1v1 master leaguers and up. I tried to organize it into sections.
I only play set teams with friends on skype so the strats may not be so good with people you don't know/don't work well with. Also my friends are all around the same level as me (former diamond 1s) so we don't need to 'compensate' for each other or anything in terms of skill.
Terran play/build orders in team games: Opening reaper - 8/8/8 (very "all-in"/hard to transition) + Show Spoiler +
Use this if you want to back up your allies doing some time of very early game heavy pressure/all-in attack. Good for maps with large ramps into a shared base or split bases where enemies can easily be "focused off" one at a time. Timing hits very early. Micro reapers, focus down workers, don't lose reapers no matter what to maintain that snowball.
Example: two zerg allies doing 6-10 pool attack. Your reaper can actually be across the map with them in similar timing rather than lagging behind (compared to a 12 rax 12 gas build). Back up the lings to focus down marines, take attention away from zealots, etc. The strength of fast reapers with lings is that it nullifies worker stack on minerals (a common response to dealing with ling harass in the mineral line),
Early reapers (and lings) are also good at distracting an enemy while an your ally does a cannon rush on low ground, keep your reaper alive to give cannons vision after.
Use this if you only want to maintain map control in the early game against lings (reaper will be out in time to defend against early pool timings... you'll need to micro scvs a little bit if the pools are very early (like 6/7/8 pool)). More of a harass/scouting build.
**You can also accompany an ally doing an early pool (reaper will be slightly late) but you don't take an econ hit which is the best part **
Example: protoss ally wants to gateway expo but expos on the map are very exposed. Ramp is large and difficult to wall. This build will keep you and your allies safe against non-speed lings with good micro. Or ally wants to 10 pool and do some pressure/slight damage against unprepared opponents with first 6-10 lings.
I find it difficult against: gas first hellions from enemy terrans, early speed builds (like 10 pool speedling), fast stalker/msc pressure.
Transitions: The default transition of this build in 1v1 is to expo (you can skip the second supply to get 2nd CC faster). This is possible in teams but usually I add the second supply to wall off single base ramps. This build is also flexible because if you need to, the minerals for the CC can be used to add a second and third rax instead, setting you up for defending against a scouted all-in (say 4 gate or roach rush).
Expo into more rax to play safe. Expo into factory for tech greed.
Two different build orders: Rax first or gas first. Perhaps EJK can correct my build orders as they may not be optimized 100%
Rax first: -10 supply, 12 rax, 13 gas, 15 OC, 16 supply, @100gas, start factory (usually right when your 2nd supply depot finishes), starport right when factory finishes.
Gas first: - 10 supply, 11 gas, 13 rax, 16 OC, @100 gas, start factory, 17 or 18 supply depot, starport the moment factory finishes
Rax first is safer but hits slower.
Following the above build orders, I produce constant marines from my rax, hellions from factory once fact is finished, starport immediately after factory completion and 1 medivac upon starport completion. You'll hit with 3 hellions in your medivac. Just drop in corner of base, run into their mineral lines and focus fire. High level players are usually able to split their workers, but even vs diamond opponents, people just tend to grab all their workers and run, which clumps them up for easy kills.
Replace hellions with mines to be more annoying (but against lower level (dia and under) players, hellions do much more damage due to their inability to run and split workers). In a shared base, you can also run to multiple mineral lines. Boost and retreat when needed so you can repeat the harass over and over.
Expo shortly after your hellions are in your medivac.
You produce constant marines from rax so that you're safe against oracle or banshee play. You can get a viking or ebay out after your medivac if necessary. I've noticed that banshees have fallen really off the radar in team games, but oracles are very common.
I don't find this build particularly useful due to the squishyness of bio before medivacs and upgrades and the lack of tech and the lack of and expo. Nonetheless its good to have in your back pocket when you're not sure what to do, or if your whole team wants to all-in on one base.
Do this build with one other terran player. Micro hard and don't lose your reapers.
10 supply 12 rax 12 gas 15 OC reactor on rax @50gas @150minerals add second rax @75 minerals add second reactor @100 minerals add second supply depot
On completion of first reactor, nonstop 2x reaper production from this rax On completion of second rax add reactor, make 2x reapers at a time from this rax as well.
This is a very specific build that sucks when you do it by itself, but if you have 2 terran players doing this build (in 2v2, 3v3, or 4v4), things can quickly snowball out of control for the enemies.
With so many reapers (8) by the second wave, simply not having an ally nearby or having their army out of position from their mineral line can spell disaster for the enemy team. With good micro you can also engage 1 players entire army and kill it with out losing anything. Avoid hellions unless your micro is very good (split reapers).
Scout for oracles (transition to marines or add ebay due to your excess minerals). Add expo when minerals start floating. Do lots of damage (not too difficult with 2 people playing this build) because your tech is very behind.
Momentum in team games: This is what I find is the most important thing to grasp in team games. Because with so many players/units, the game can swing heavily into one sides favor quickly. Because of this concept, builds and strategies that complement each other are much stronger than builds and compositions that leave everyone kinda doing their own thing. Try to have multiple people hit at the same timing when you're going for an attack etc.
Also, use the lack of information and the difficulty to scouting 4 different players to your advantage.
Example 1: three players double 10 pool + reaper attack an enemy protoss. If the protoss walled off, their units will not be by their mineral line to defend the reaper. If they don't, the lings have full access into their base. The player will also never have enough units out to deal with the number of lings and the reaper by themselves. So this player is pretty much dead unless their allies come to reinforce and defend them in time. The moment 1 player is eliminated, the momentum swings heavily toward the opposing team.
Example 2: in 4v4, three players do a timing attack and 1 player fast expos. The enemy team scouts the pressure (they see 3 rax, roach warren on one base, etc). Their 4 players defend. Your attack does no damage but you retreat without over committing. Your team is already ahead because all 4 of their players played "safe" and you have 1 player that is now very well set up for the midgame.
Example 3: 4v4, two players take early expos, other team scouts the expos and 2 or more of their players also decide to play econ focused in response. Your other 2 players do some type of harass build (hellion drop), oracle, hellion+speedling flood etc. that does critical damage because no one single player was prepared to defend two harass builds hitting at the same time.
Lastly, team game maps tend to be "chokey" because theres not enough room on the map for 8 full armies in the mid-late game. Thus, space controlling compositions and AOE become even stronger than in 1v1. So on compositions:
Stuff like phonenix+gateway units/swarmhost/tank is much harder to deal with than roach/hydra+MMM. This is because the compositions cover each other's weaknesses. The caveat is that while 3-4 tanks or 2-3 colossus may hold a chokepoint no problem in 1v1, the sheer number of units that might bum-rush your army (if it's by itself) can catch one off guard.
GLHF, sorry for the wall of text, and hope this helps
On January 07 2015 02:41 EJK wrote: I think I will try to incorporate some build orders (written down and explained) to accompany my vods, but it won't be until after WCS quals
I'm gonna assume you're competing in the WCS qual? Good luck!
On January 07 2015 07:40 Cascade wrote: Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams?
If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better.
I'll try to dig some up when I get home from work.
I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games.
haha you aren't derailing it at all, i wouldn't mind hearing your thoughts on team games !
Long post below sorry hahaha
Cascade, hopefully this helps you in some way.. take with a grain of salt as my friends and I usually lose to ranked teams of all 1v1 master leaguers and up. I tried to organize it into sections.
I only play set teams with friends on skype so the strats may not be so good with people you don't know/don't work well with. Also my friends are all around the same level as me (former diamond 1s) so we don't need to 'compensate' for each other or anything in terms of skill.
Terran play/build orders in team games: Opening reaper - 8/8/8 (very "all-in"/hard to transition) + Show Spoiler +
Use this if you want to back up your allies doing some time of very early game heavy pressure/all-in attack. Good for maps with large ramps into a shared base or split bases where enemies can easily be "focused off" one at a time. Timing hits very early. Micro reapers, focus down workers, don't lose reapers no matter what to maintain that snowball.
Example: two zerg allies doing 6-10 pool attack. Your reaper can actually be across the map with them in similar timing rather than lagging behind (compared to a 12 rax 12 gas build). Back up the lings to focus down marines, take attention away from zealots, etc. The strength of fast reapers with lings is that it nullifies worker stack on minerals (a common response to dealing with ling harass in the mineral line),
Early reapers (and lings) are also good at distracting an enemy while an your ally does a cannon rush on low ground, keep your reaper alive to give cannons vision after.
Use this if you only want to maintain map control in the early game against lings (reaper will be out in time to defend against early pool timings... you'll need to micro scvs a little bit if the pools are very early (like 6/7/8 pool)). More of a harass/scouting build.
**You can also accompany an ally doing an early pool (reaper will be slightly late) but you don't take an econ hit which is the best part **
Example: protoss ally wants to gateway expo but expos on the map are very exposed. Ramp is large and difficult to wall. This build will keep you and your allies safe against non-speed lings with good micro. Or ally wants to 10 pool and do some pressure/slight damage against unprepared opponents with first 6-10 lings.
I find it difficult against: gas first hellions from enemy terrans, early speed builds (like 10 pool speedling), fast stalker/msc pressure.
Transitions: The default transition of this build in 1v1 is to expo (you can skip the second supply to get 2nd CC faster). This is possible in teams but usually I add the second supply to wall off single base ramps. This build is also flexible because if you need to, the minerals for the CC can be used to add a second and third rax instead, setting you up for defending against a scouted all-in (say 4 gate or roach rush).
Expo into more rax to play safe. Expo into factory for tech greed.
Two different build orders: Rax first or gas first. Perhaps EJK can correct my build orders as they may not be optimized 100%
Rax first: -10 supply, 12 rax, 13 gas, 15 OC, 16 supply, @100gas, start factory (usually right when your 2nd supply depot finishes), starport right when factory finishes.
Gas first: - 10 supply, 11 gas, 13 rax, 16 OC, @100 gas, start factory, 17 or 18 supply depot, starport the moment factory finishes
Rax first is safer but hits slower.
Following the above build orders, I produce constant marines from my rax, hellions from factory once fact is finished, starport immediately after factory completion and 1 medivac upon starport completion. You'll hit with 3 hellions in your medivac. Just drop in corner of base, run into their mineral lines and focus fire. High level players are usually able to split their workers, but even vs diamond opponents, people just tend to grab all their workers and run, which clumps them up for easy kills.
Replace hellions with mines to be more annoying (but against lower level (dia and under) players, hellions do much more damage due to their inability to run and split workers). In a shared base, you can also run to multiple mineral lines. Boost and retreat when needed so you can repeat the harass over and over.
Expo shortly after your hellions are in your medivac.
You produce constant marines from rax so that you're safe against oracle or banshee play. You can get a viking or ebay out after your medivac if necessary. I've noticed that banshees have fallen really off the radar in team games, but oracles are very common.
I don't find this build particularly useful due to the squishyness of bio before medivacs and upgrades and the lack of tech and the lack of and expo. Nonetheless its good to have in your back pocket when you're not sure what to do, or if your whole team wants to all-in on one base.
Do this build with one other terran player. Micro hard and don't lose your reapers.
10 supply 12 rax 12 gas 15 OC reactor on rax @50gas @150minerals add second rax @75 minerals add second reactor @100 minerals add second supply depot
On completion of first reactor, nonstop 2x reaper production from this rax On completion of second rax add reactor, make 2x reapers at a time from this rax as well.
This is a very specific build that sucks when you do it by itself, but if you have 2 terran players doing this build (in 2v2, 3v3, or 4v4), things can quickly snowball out of control for the enemies.
With so many reapers (8) by the second wave, simply not having an ally nearby or having their army out of position from their mineral line can spell disaster for the enemy team. With good micro you can also engage 1 players entire army and kill it with out losing anything. Avoid hellions unless your micro is very good (split reapers).
Scout for oracles (transition to marines or add ebay due to your excess minerals). Add expo when minerals start floating. Do lots of damage (not too difficult with 2 people playing this build) because your tech is very behind.
Momentum in team games: This is what I find is the most important thing to grasp in team games. Because with so many players/units, the game can swing heavily into one sides favor quickly. Because of this concept, builds and strategies that complement each other are much stronger than builds and compositions that leave everyone kinda doing their own thing. Try to have multiple people hit at the same timing when you're going for an attack etc.
Also, use the lack of information and the difficulty to scouting 4 different players to your advantage.
Example 1: three players double 10 pool + reaper attack an enemy protoss. If the protoss walled off, their units will not be by their mineral line to defend the reaper. If they don't, the lings have full access into their base. The player will also never have enough units out to deal with the number of lings and the reaper by themselves. So this player is pretty much dead unless their allies come to reinforce and defend them in time. The moment 1 player is eliminated, the momentum swings heavily toward the opposing team.
Example 2: in 4v4, three players do a timing attack and 1 player fast expos. The enemy team scouts the pressure (they see 3 rax, roach warren on one base, etc). Their 4 players defend. Your attack does no damage but you retreat without over committing. Your team is already ahead because all 4 of their players played "safe" and you have 1 player that is now very well set up for the midgame.
Example 3: 4v4, two players take early expos, other team scouts the expos and 2 or more of their players also decide to play econ focused in response. Your other 2 players do some type of harass build (hellion drop), oracle, hellion+speedling flood etc. that does critical damage because no one single player was prepared to defend two harass builds hitting at the same time.
Lastly, team game maps tend to be "chokey" because theres not enough room on the map for 8 full armies in the mid-late game. Thus, space controlling compositions and AOE become even stronger than in 1v1. So on compositions:
Stuff like phonenix+gateway units/swarmhost/tank is much harder to deal with than roach/hydra+MMM. This is because the compositions cover each other's weaknesses. The caveat is that while 3-4 tanks or 2-3 colossus may hold a chokepoint no problem in 1v1, the sheer number of units that might bum-rush your army (if it's by itself) can catch one off guard.
GLHF, sorry for the wall of text, and hope this helps
That's a bookmark right there, thanks heaps! Great to have several options! I also (almost) only play with friends on skype, so that is great. I know you are not GM KR 70% winrate, but that is fine. I think I get a bit more realistic replays like this, as opposed to replays with people doing things that I (or my opponents) will never pull off.
Now I need some time to go through this material and try out the builds a bit. I'll probably be back with questions though. :o)
thx for the GL guys, srry to disappoint didn't make it this season.
Anyways, bringing a new video with build order included! Video is more to explain the decision making + timings you want to hit and what you do in early mid late game 15cc build order notes
On January 17 2015 12:44 EJK wrote: thx for the GL guys, srry to disappoint didn't make it this season.
Anyways, bringing a new video with build order included! Video is more to explain the decision making + timings you want to hit and what you do in early mid late game 15cc build order notes
edit: oh yes I plan on streaming Monday for 2 hours from 7-9PM EST!
Hey, sorry if its a bit of an outdated question, given that I haven't watched/played much starcraft the past few months, but do 3base 13ish minute SCV pulls against protoss still work/are a viable strategy nowadays? If so, would it possible to transition into that using the Fantasy 15CC build rather than ghost/viking? It seems like it would be good, given that the opening gives you a nice economy, lots of units and a good stretch of time to soften the Protoss up with multipronged drops. Only issue I see really is that you wont have 2/2 finished, i dont believe, in time for it.
On January 17 2015 12:44 EJK wrote: thx for the GL guys, srry to disappoint didn't make it this season.
Anyways, bringing a new video with build order included! Video is more to explain the decision making + timings you want to hit and what you do in early mid late game 15cc build order notes
edit: oh yes I plan on streaming Monday for 2 hours from 7-9PM EST!
Hey, sorry if its a bit of an outdated question, given that I haven't watched/played much starcraft the past few months, but do 3base 13ish minute SCV pulls against protoss still work/are a viable strategy nowadays? If so, would it possible to transition into that using the Fantasy 15CC build rather than ghost/viking? It seems like it would be good, given that the opening gives you a nice economy, lots of units and a good stretch of time to soften the Protoss up with multipronged drops. Only issue I see really is that you wont have 2/2 finished, i dont believe, in time for it.
yes you can do that, but hit at 1-1 dont make armory and 2nd ebay and make 2nd starport faster or ghost academy
EJK please help me make sense of Maru's build vs PartinG today on GSL on Deadwing LE, really curious why he opened why he did on that map instead of going 12/12 reaper, or even 14CC.
Of course 4 player maps give you a bit more leeway in terms of hiding builds due to scout patterns, but even with that considered, I still don't 100% get why he chose it.
On January 22 2015 02:36 mau5mat wrote: EJK please help me make sense of Maru's build vs PartinG today on GSL on Deadwing LE, really curious why he opened why he did on that map instead of going 12/12 reaper, or even 14CC.
Of course 4 player maps give you a bit more leeway in terms of hiding builds due to scout patterns, but even with that considered, I still don't 100% get why he chose it.
Thanks
Havent taken a look at latest GSL games, but will keep that in the back of my head
Edit: watched the game, so basically that buld is an aggressive gas first build which is seen occasionally on 2+ player maps. Maru used the reaper variation to obtain a scout on parting (similar to the tvt gas first reaper scout build).
Maru probably hadn't polished taht build very well though, his widow mines were very out of place and he showed uncharacteristicly sloppy multitasking, and didn't build a siege tank either so I believe this build was done somewhat spontaneously as part of the psychological battle between the players
TvP game between Innovation and Hurricane, analyzes the steps that Innovation takes in order to come back vs his early game deficit against Hurricane on Deadwing
안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 ㅋㅋㅋ fighting EJK!!~
On January 28 2015 23:02 topeong wrote: 안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 ㅋㅋㅋ fighting EJK!!~
On January 28 2015 23:02 topeong wrote: 안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 (ㅋㅋㅋ fighting EJK!!~
hmm could you translate that to english?
You don't know korean?? ; Hi EJK personally im interested about you that korean player (not professional player) go to europe final qualifier The tl rule said I must say english but my english skill You know, awful; so I write korean too 1.what's your sc2 ladder id? barcode? 2.why you leave korea and stay europe? 3.why you interested in starcraft? 4. What are you planning to do? ( in sc2 join team or ameture ...etc) 5 . actually im a protoss user so can you tell me some tips about vs t (ex. How to know cheese rush etc... i don't know 승승장구 in english Fighting EJK korean fighting said 화이팅
On January 28 2015 23:02 topeong wrote: 안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 (ㅋㅋㅋ fighting EJK!!~
hmm could you translate that to english?
You don't know korean?? ; Hi EJK personally im interested about you that korean player (not professional player) go to europe final qualifier The tl rule said I must say english but my english skill You know, awful; so I write korean too 1.what's your sc2 ladder id? barcode? 2.why you leave korea and stay europe? 3.why you interested in starcraft? 4. What are you planning to do? ( in sc2 join team or ameture ...etc) 5 . actually im a protoss user so can you tell me some tips about vs t (ex. How to know cheese rush etc... i don't know 승승장구 in english Fighting EJK korean fighting said 화이팅
parents dont teach me korean I am sorry
I went to North America final qualifier, 1) sc2 ladder id is Boreal EJK 2) I am in America, born in america, parents come from korea 3) starcraft is fun! 4) i plan to qualify for wcs 5) i only play terran!
On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however
yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now
On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however
yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now
Would love to watch a mech analysis, especially regarding how they open into it safely, again I can't think of any recent games that illustrate it well, maybe in the future
On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however
yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now
Would love to watch a mech analysis, especially regarding how they open into it safely, again I can't think of any recent games that illustrate it well, maybe in the future
On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however
yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now
Would love to watch a mech analysis, especially regarding how they open into it safely, again I can't think of any recent games that illustrate it well, maybe in the future
Whatever is done by ForGG, that should do it
hmm i dont agree with some of what he does, but if he plays any tvts recently like for wcs i think sure why not
For maps that are less favorable for CC first on the low-ground, would you suggest using it to wall with your barracks, similarly to how people CC first-ed at the start of HotS TvZ?
For maps that are less favorable for CC first on the low-ground, would you suggest using it to wall with your barracks, similarly to how people CC first-ed at the start of HotS TvZ?
no, if you scv scout you can generally see a 15 pool on 2 player maps and make a bunker in time, otherwise just pull a couple scvs and you shouldn't lose one.
Not really any benefits of walling off with cc that you don't have by putting it on the low ground, it is a very adaptable build similar to zerg's hatch first it can be done almost every game without fail except against like 10 pools
For maps that are less favorable for CC first on the low-ground, would you suggest using it to wall with your barracks, similarly to how people CC first-ed at the start of HotS TvZ?
no, if you scv scout you can generally see a 15 pool on 2 player maps and make a bunker in time, otherwise just pull a couple scvs and you shouldn't lose one.
Not really any benefits of walling off with cc that you don't have by putting it on the low ground, it is a very adaptable build similar to zerg's hatch first it can be done almost every game without fail except against like 10 pools
Awesome, also I take he is cutting x2 more hellions to get his infrastructure up at a better time, but is this not pretty dangerous? Was it a map based thing or from what he scouted?
For maps that are less favorable for CC first on the low-ground, would you suggest using it to wall with your barracks, similarly to how people CC first-ed at the start of HotS TvZ?
no, if you scv scout you can generally see a 15 pool on 2 player maps and make a bunker in time, otherwise just pull a couple scvs and you shouldn't lose one.
Not really any benefits of walling off with cc that you don't have by putting it on the low ground, it is a very adaptable build similar to zerg's hatch first it can be done almost every game without fail except against like 10 pools
Awesome, also I take he is cutting x2 more hellions to get his infrastructure up at a better time, but is this not pretty dangerous? Was it a map based thing or from what he scouted?
not dangerous when you are getting banshees, not map based and don't need to scout anything, first banshee and hellion poke should confirm if its roach bane allin or not (in this game, he saw the crawler), if you sniff something fishy going on just leave the banshees at home
On March 26 2015 22:47 mau5mat wrote: Requesting analysis of Maru's builds he used vs Dream in SSL Grand Finals.
Specifically his game 1 and game 4.
If you want, I have some notes on the builds that you could maybe use or something. Thanks
CRAP i don't know why i didn't see/respond to this I think it might have been because I was in NYC for the week so didn't see it pop out I am so sorry!
but i do have a tvt from flash's stream here for ya with more to come! here
On March 26 2015 22:47 mau5mat wrote: Requesting analysis of Maru's builds he used vs Dream in SSL Grand Finals.
Specifically his game 1 and game 4.
If you want, I have some notes on the builds that you could maybe use or something. Thanks
CRAP i don't know why i didn't see/respond to this I think it might have been because I was in NYC for the week so didn't see it pop out I am so sorry!
but i do have a tvt from flash's stream here for ya with more to come! here
On May 16 2015 00:49 Revotus wrote: Requesting analysis of Bomber vs Panic series in Code S Season 2 spesifically game 1 Here's link to the matches https://www.youtube.com/watch?v=VCZT0nToklI
On May 16 2015 00:49 Revotus wrote: Requesting analysis of Bomber vs Panic series in Code S Season 2 spesifically game 1 Here's link to the matches https://www.youtube.com/watch?v=VCZT0nToklI
Thanks for the videos, I didn't know about these before today but you've put together lots of helpful information.
One of the biggest problems I have (and I'm sure a lot of other Terrans have) is how to deal with DTs in TvP. Say you scout an early twilight but don't know if it's blink or DT, when's the best time to built a turret? If you have an ebay and no turret, what's the best way to respond once DT reach your mineral lines, and if they have a warp prism. Is it worth building a bunker with turret just to be safe in the lategame?
On July 08 2015 04:53 WhenRaxFly wrote: Thanks for the videos, I didn't know about these before today but you've put together lots of helpful information.
One of the biggest problems I have (and I'm sure a lot of other Terrans have) is how to deal with DTs in TvP. Say you scout an early twilight but don't know if it's blink or DT, when's the best time to built a turret? If you have an ebay and no turret, what's the best way to respond once DT reach your mineral lines, and if they have a warp prism. Is it worth building a bunker with turret just to be safe in the lategame?
against dt expand after FE, turret needs to start around 6:50, a little before 7 mins. Vs dt drops, you need a blind turret in your main by about 8:15 i believe is the time, or if its after blink you cand elay it for about 30 seconds i think. If a dt reaches your mineral lines, it depends what you have available. If you have a scan or almost a scan you can box them in and surround them but if you don't have any detection, your jsut fucked
EJK is always helpful. I started taking coaching from him its been crazy helpful even at Top Dia level that I'm currently at now....
I think EJK should make a video about the "Grandmaster Mindset". We talked about it during one of our sessions and I think he could do it by examining the thought and important aspects that you use to approach the game and learning builds for certain maps. just a thought ....
On July 11 2015 03:05 Pirfiktshon wrote: EJK is always helpful. I started taking coaching from him its been crazy helpful even at Top Dia level that I'm currently at now....
I think EJK should make a video about the "Grandmaster Mindset". We talked about it during one of our sessions and I think he could do it by examining the thought and important aspects that you use to approach the game and learning builds for certain maps. just a thought ....
interesting video idea
decided to cast the kespa cup games live, here's what I got before i go to sleep, ill finish the rest from VODS tomorrow. What do you guys think of the live casting?
I watched 2 of the Dream vs True games and the first Flash vs Classic game. I really enjoyed the casting. I thought it was good that you were giving commentary from the Terran point of view as that really suits your strengths and knowledge. Thanks for the VODs and I'll definitely be watching the rest later
On July 14 2015 12:45 joshie0808 wrote: I watched 2 of the Dream vs True games and the first Flash vs Classic game. I really enjoyed the casting. I thought it was good that you were giving commentary from the Terran point of view as that really suits your strengths and knowledge. Thanks for the VODs and I'll definitely be watching the rest later
ahh when you put it that way, i feel almost like a terran tod haha
On July 17 2015 20:33 Alucen-Will- wrote: Flash's Play in Code A today gave me so much passion, so I'm requesting an analysis from game 2 on cactus valley
Hey, I dont like to circumvent paywalls for video suggestions, however as soon as it becomes available here
On July 17 2015 20:33 Alucen-Will- wrote: Flash's Play in Code A today gave me so much passion, so I'm requesting an analysis from game 2 on cactus valley
Also, another video for the suggestion for the game between Maru and Flash played in proleague a little while ago
Thanks for the content, I loved your analysis of the Cactus valley game.
A few things I've been thinking of: In this game flash went up to 3 factories, which his teammate TY also has showcased several times recently in online qualifiers and his match against Snute in Shenzhen. With it I think he went up to even 5 thors at in several games, also with a ton of medivacs (I think flash made 6-8 in that game at certain points).
Since the standard way of playing a macro bio game in the modern korean metagame is typically 2 factories, 3 thors and about 95% marine heavy w/3-4 medivacs, What are the advantages and disadvantages that Flash's/TY have inherently?
I was interested in the midgame how he was cutting marine production, even before Impact had any notion of a hive in favor of a primarily marauder/thor/medivac based army. It seems that he's moving toward a more mobility strong army on maps like Cactus valley as opposed to the standard "parade push" that we see from the standard meta Terrans like Dream. As a small aside on this point, this game reminded me of a game between FanTaSy and Dark from the KeSPA Cup s1 this year where FanTaSy played a fantastic macro game, but almost never taking straight up engagements; He grouped groups of 2 medivacs w/marines and constantly denied expansions/harassed drone lines.
Hm. Flash is a player who even when the metagame gets stale seems to bring something fresh and inspiring.
On July 21 2015 16:09 Alucen-Will- wrote: Thanks for the content, I loved your analysis of the Cactus valley game.
A few things I've been thinking of: In this game flash went up to 3 factories, which his teammate TY also has showcased several times recently in online qualifiers and his match against Snute in Shenzhen. With it I think he went up to even 5 thors at in several games, also with a ton of medivacs (I think flash made 6-8 in that game at certain points).
Since the standard way of playing a macro bio game in the modern korean metagame is typically 2 factories, 3 thors and about 95% marine heavy w/3-4 medivacs, What are the advantages and disadvantages that Flash's/TY have inherently?
I was interested in the midgame how he was cutting marine production, even before Impact had any notion of a hive in favor of a primarily marauder/thor/medivac based army.
Hm. Flash is a player who even when the metagame gets stale seems to bring something fresh and inspiring.
Because Flash understands that refining a single strategy can be more powerful then "playing the metagame".
I think Dream showcases the other type of style, 2 factories with heavy bio prodcution in 3 bases, it's just an alternate way of playing.
What triple factory allows you to do is advance into the late game more handily, giving you more versatility against what the zerg late game has to offer on the 4-5 base stage whereas 2 factories tries to hit a timing between the 3-4 base stage of the zerg player.
I guess the only disadvantage of this KT style tvz is that you can't be as aggressive compared to the 2 factory style, but your late game is much more incredibly powerful as a result of sacrificing the mid game
On July 21 2015 16:09 Alucen-Will- wrote: Thanks for the content, I loved your analysis of the Cactus valley game.
A few things I've been thinking of: In this game flash went up to 3 factories, which his teammate TY also has showcased several times recently in online qualifiers and his match against Snute in Shenzhen. With it I think he went up to even 5 thors at in several games, also with a ton of medivacs (I think flash made 6-8 in that game at certain points).
Since the standard way of playing a macro bio game in the modern korean metagame is typically 2 factories, 3 thors and about 95% marine heavy w/3-4 medivacs, What are the advantages and disadvantages that Flash's/TY have inherently?
I was interested in the midgame how he was cutting marine production, even before Impact had any notion of a hive in favor of a primarily marauder/thor/medivac based army.
Hm. Flash is a player who even when the metagame gets stale seems to bring something fresh and inspiring.
Because Flash understands that refining a single strategy can be more powerful then "playing the metagame".
I think Dream showcases the other type of style, 2 factories with heavy bio prodcution in 3 bases, it's just an alternate way of playing.
What triple factory allows you to do is advance into the late game more handily, giving you more versatility against what the zerg late game has to offer on the 4-5 base stage whereas 2 factories tries to hit a timing between the 3-4 base stage of the zerg player.
I guess the only disadvantage of this KT style tvz is that you can't be as aggressive compared to the 2 factory style, but your late game is much more incredibly powerful as a result of sacrificing the mid game
I'm also wondering what you think about my other point about the heavy medivac style, and it's similarity with FanTaSy's style against Dark.
On July 21 2015 16:09 Alucen-Will- wrote: Thanks for the content, I loved your analysis of the Cactus valley game.
A few things I've been thinking of: In this game flash went up to 3 factories, which his teammate TY also has showcased several times recently in online qualifiers and his match against Snute in Shenzhen. With it I think he went up to even 5 thors at in several games, also with a ton of medivacs (I think flash made 6-8 in that game at certain points).
Since the standard way of playing a macro bio game in the modern korean metagame is typically 2 factories, 3 thors and about 95% marine heavy w/3-4 medivacs, What are the advantages and disadvantages that Flash's/TY have inherently?
I was interested in the midgame how he was cutting marine production, even before Impact had any notion of a hive in favor of a primarily marauder/thor/medivac based army.
Hm. Flash is a player who even when the metagame gets stale seems to bring something fresh and inspiring.
Because Flash understands that refining a single strategy can be more powerful then "playing the metagame".
I think Dream showcases the other type of style, 2 factories with heavy bio prodcution in 3 bases, it's just an alternate way of playing.
What triple factory allows you to do is advance into the late game more handily, giving you more versatility against what the zerg late game has to offer on the 4-5 base stage whereas 2 factories tries to hit a timing between the 3-4 base stage of the zerg player.
I guess the only disadvantage of this KT style tvz is that you can't be as aggressive compared to the 2 factory style, but your late game is much more incredibly powerful as a result of sacrificing the mid game
I'm also wondering what you think about my other point about the heavy medivac style, and it's similarity with FanTaSy's style against Dark.
Thanks for the quick response as well
I thkn in general, the proper medvac count to have in fights is 8. 3-4 medvacs isn't enough and more then 10 eats up to your army suply
No surprise to see 3 cc in TvP become very standard in the Korean meta when protoss open oracle/phoenix so commonly on maps like echo. Particularly with the increasing popularity of factory openers w/hellion or mine drops and the new meta of playing macro viking less TvP (beyond maru, that is). Opening 3 cc like that is a hard counter to that kind of play.
Flash was the first player to do it against Trap at IEM Katowice on Vaani.
Not related to your videos but more so your play in TvP, i'd post in the TvP mech thread but it would be easier to get your answer here.
So i've been using the Thor Hellbat Banshee composition that you do occasionally. I do extremely well with it, but i've encountered one problem. How do you hold a 2 base colossus all in when you scout it? Set up turrets and make a few tanks instead of thors?
On August 11 2015 04:19 julyterran wrote: Not related to your videos but more so your play in TvP, i'd post in the TvP mech thread but it would be easier to get your answer here.
So i've been using the Thor Hellbat Banshee composition that you do occasionally. I do extremely well with it, but i've encountered one problem. How do you hold a 2 base colossus all in when you scout it? Set up turrets and make a few tanks instead of thors?
I've steered away from the thor hellbat banshee comp and instead replaced thors with siege tanks. Thors are too bulky, do shitty dps, and are quickly overwhelmed for their cost. So my comp is hellbat tank banshee viking with some widow mines. Against 2 base colsi allin you can just camp and wait at your choke rather then defending a 3rd base. The siege up tanks provide excellent coverage for the vikings to deal damage to the colsi. In this case the vikings are generally better then banshees prioirity wise, But you want to try to balance the count out to about 5-6 vikings and then add in 2-4 banshees, i'm not sure on the exact number because i haven't done mech in weeks in tvp
We take a look at Innovation vs Losira where Innovation does an aggressive variation by adding marines, medvac and armory before 3rd command center that catches losira off guard and allows inno to safely establish a 5 base eco
and a TvP ghost viking macro fpvod game that I played on stream against a top 16 eu protoss, I thought it was a good game and wanted to share it with you guys!
Ah, that ghost viking macro game almost makes me want to play again :D It's really interesting how TvP had become my favorite matchup despite it changing the least in terms of unit composition since 2010, because how you use your units has developed so far beyond the compositions by themselves.
hi all, back with a game from proleague between TY and SoO. The VOD takes a look at two very different unorthodox timing attacks in the player's overall game plans.