Here are some of my personal notes that I used as an outline for the video
1st Timing - Maru's stim timing with lib and x2 wm drop. Stats messes up splitting his army and overcommits to cleaning up the wm drop. This costs him about 10 probe loss and 3 pylons unnecessary damage.
2nd timing - 4med Combat shield/+1 atk timing. Maru trades his army for Stat's army. This resets the army count of both players, which prevents stats from being able to safely take a 4th base (Stats has to delay, until he has a couple more rounds of gateway units and some disruptors
3rd timing - 2-2 lib range timing. 3 medivac feint to pull Stat's army out of position
4th timing - 200/200 food timing. Maru wants to trade against stat's army because Maru has superior econ at this point in game
5th timing(Counterattack) - 5med counter attack, trades 2 bases for 2 bases. Stats does not want to basetrade with a tempest/disruptor army. Gold base is 'dummy' base
Video of the rest of the Analysis can be found here!
I really like this build from Maru and the way he uses the 2 early mines from the factory first as a flexible defense against oracle or warp prism openings and later when the threat is over the mines are used offensively as part of a push. I like how this push opens up the possibility of aggression as a result of the early stim, but also makes u able to defend almost anything the protoss can throw at you. In this way it is similar to his TvZ build which also utilizes the fast 2nd rax and gets 2 medivacs with marines on 2 base.
What I really admire in Maru's play compared to TY is that Maru bases his play on timings, choosing a few spots as targets, than testing the waters, where the protoss army is, in order to rush in on an other target to deal dmg to the protoss, mostly economical and than trading armies, knowing that he can reproduce faster in order to overwhelm his oppponent with stronger and stronger timings.
Cool analysis by the way EJK, I would love to see more of them!