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Common and important timings.

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 All
 
 ma70   February 01 2011 08:24. Posts 251
Profile # 
Basically, list the typical timings of researches and techs that are generally important to know, assuming the build order of the person is optimized. I will keep adding to this post as people post. If you disagree with the timings, feel free to correct it. These are not all of my timings, they are various posters, so don't shoot the messenger if it is wrong. Also, if posting timings, try to do it when things complete/spawn, and do not attempt to account for distance/travel time, because that will be different depending on spawns and maps.

Also, to make things even more organized, give me some input on where these builds should be, as to if they are general or match-up specific.

Protoss (General):
4 Warpgate - warpgates + wg research finish ~5:20
Standard 1 Gas 4 Gateway Rush - ~5:45-6:00
2 Base Colossus Timing ~13:00
3 Gate Robo: (6 zealots, 3 stalkers, 2 sentries, 2 immortals): 8:00
3 Gate Blink Stalker - w/ blink finishing at ~6:30
DT rush - 3 DT's out at ~6:45

vs Zerg
1 Gate Stargate - 1st Phoenix out at ~5:55

vs Terran

vs Protoss
3 Gate 1 Gas, 5 zealots and 8 stalkers ~ 6:10-6:30
2 gate (6 zealots needs to be changed because of zealot build time): 4:30

-----------------------------------------------------------------------------------------------------------------------------------------------
Terran (General):
9 Rax Reaper (1 reaper): 3:15
9 Rax Marauder (2 marauders): 3:35
5 Marine 4 Marauder stim tiiming push: 5:00
2 Hellion reactor rush: 5:19
4 Hellion Reactor rush: 5:49
Tank Marine Marauder (1 tank 4 marines 2 marauders): 6:00
Cloaked Banshee - banshee out at ~6:20 cloak finishes at ~7:20
Thor drop (1 thor + medivac): 6:33
2 Port Banshee - 2 banshees out at ~6:35
Blue flames Hellion finish ~7:00
3 Barracks Stim Timing Push ~7:00-7:30
Drop Blue flames Hellion in your base ~8:00
Gas before Barracks Hellions pop at ~4:30
2 Barracks Medivac Stim/Concussive drop/push ~7:45
2 tanks with siege out at ~6:30
Concussive shells finish at 4.45

vs Zerg

vs Terran

vs Protoss
Marine/SCV All-in ~5:00-5:20

-----------------------------------------------------------------------------------------------------------------------------------------------
Zerg (General):
6 Pool (6 lings): 2:09
7 Pool (6 lings): 2:18
8 Pool (6 lings): 2:28
Baneling Rush (6 banelings, 6-8 speedlings): 4:30
11 Pool hydra rush (6 hydras): 6:20
1 base mutalisks (3 mutas): 7:45
2 Base Mutalisk - ~8:00-11:00
Metalopolis Close Air Overlord float ~1:00-1:15
Lost Temple Close Air Overlord float ~1:15

vs Zerg

vs Terran

vs Protoss
3 roach rush + Speedling Follow-up (estimated unit hatching): 4:00-4:30
3 roach rush + Speedling Follow-up (estimated arrival): 5:00
7 Roach Rush ~4:45-5:00
Last edit: 2011-02-12 23:23:45
Old Post

 
 RodYan   United States. February 01 2011 10:41. Posts 122
Profile # 
I'm really just posting to bump because I think this thread could be really awesome. I'll try to add some input and someone PLEASE correct me if I'm wrong.

I believe standard 2 base colossus timing is around 13 min.

5:00-5:30 min is an ideal time to overlord scout a T or P base to discover their tech path.

In general, Zerg timings are hard because they have to react to T and P timings. As an example you might get a 3rd base before getting Lair if you see an early expo from P.

I'd like to see if anyone knows 2 port banshee timings or DT timings, etc...
Last edit: 2011-02-01 10:58:57
Old Post

 
 Mali__Slon   Senegal. February 01 2011 10:45. Posts 159
Profile # 
One thing i was noting is the 2 base muta timing - first set of muta pop around 11:00
Old Post

 
 whatthefat   United States. February 01 2011 10:55. Posts 918
Profile Blog # 

On February 01 2011 10:41 RodYan wrote:
Also 6 min is an ideal time to overlord scout a T or P base to discover their tech path.



5:00-5:30 is better. As the OP notes, 6:00 is already too late to react to a 4gate.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Old Post

 
 RodYan   United States. February 01 2011 10:58. Posts 122
Profile # 

On February 01 2011 10:55 whatthefat wrote:

Show nested quote +



5:00-5:30 is better. As the OP notes, 6:00 is already too late to react to a 4gate.

Oop, That's a VERY good point. I'm going to edit my post just so that people don't read that.
Old Post

 
 ilion   United States. February 01 2011 11:00. Posts 63
Profile Blog # 
I think a 3 rax stim timing push with +1 moves out around 7-7:30. Definitely need to double check that though.
Old Post

 
 aXGillar   United States. February 01 2011 11:03. Posts 10
Profile # 
2 port banshee with cloack first set pop around 630
Old Post

 
 wo1fwood   United States. February 01 2011 11:05. Posts 2248
Profile Blog # 
Edit: many of the timings I had in this post have been found to be inaccurate and have been deleted.
Last edit: 2011-03-17 06:38:55
Old Post

 
 ChoiBoi   United States. February 01 2011 11:07. Posts 130
Profile # 
If the opponent does a 15 nexus build (ZvP), the timing for scouting anything really big is around 7:30-8:00
Old Post

 
 RodYan   United States. February 01 2011 11:41. Posts 122
Profile # 

On February 01 2011 10:45 Mali__Slon wrote:
One thing i was noting is the 2 base muta timing - first set of muta pop around 11:00

Actually, I'd say 2 base mutas can even come as early as around 8 minutes.

For what it's worth, I'm 2500 diamond and am very comfortable with a baneling muta build vs T. I'm looking at my last game, and my first 5 mutas popped at 8 minutes. This is considering that my opponent didn't force me to make any banes or roaches until then (just zerglings).
Last edit: 2011-02-01 11:41:59
Old Post

 
 ma70   February 01 2011 12:11. Posts 251
Profile # 
Okay, I'll continuously update the first post. Feel free to post more stuff.
Old Post

 
 Moriarity   United States. February 01 2011 12:37. Posts 91
Profile # 
Didn't see it in the OP but to my knowledge standard zerg 2 base muta timing is around 8-11 minutes into the game(8 minutes is the earliest but could be as late as 10-11 minutes if delayed due to tech/pressure). You could also add that the common timing for 7rr is to have 7 roaches by 5:00-5:30 and the attack will probably hit by 5:30-6:00.
Old Post

 
 Veritassong   Canada. February 01 2011 12:47. Posts 393
Profile # 
good post . thanks
人族英巴
Old Post

 
 Zariel   Australia. February 01 2011 12:55. Posts 958
Profile Blog # 
The 7 RR should definitely be added. Too many times i've vs'ed a zerg and got caught offguard at the 5:30 mark.
sup
Old Post

 
 Samhax   February 01 2011 13:10. Posts 1054
Profile # 
Edit:

Blue flames Hellion finish with 1 medivac ~7:00
Drop Blue flames Hellion in your base ~7:45-8:00 (depends on the distance between the two basis)
Last edit: 2011-02-01 16:33:04
Old Post

 
 iSTime   February 01 2011 13:22. Posts 1573
Profile # 
In PvZ, if you do a normal 3 gate expand, zerg usually takes their 3rd when you have ~65-70 supply if they are going roach/hydra, a little later if they are going muta first.
www.infinityseven.net
Old Post

 
 Shron   United States. February 01 2011 13:43. Posts 162
Profile # 
I would love to know when the typical Protoss FE -> 6gate +1 timing attack occurs in PvZ.
"I produced a lot of units and was given this award. I didn't know I produced so many units. Next season I will produce more units." - Nestea
Old Post

 
 pirsq   Australia. February 01 2011 14:07. Posts 144
Profile Blog # 
Mothership Rush - 8:00
Old Post

 
 LesPhoques   Canada. February 01 2011 14:12. Posts 776
Profile # 
Fix 7rr please...
Perfectly executed 7rr, which is straight forward, will get 7 roaches in enemy's base by 4:45-4:50...


On February 01 2011 13:43 Shron wrote:
I would love to know when the typical Protoss FE -> 6gate +1 timing attack occurs in PvZ.


It comes around 10:00-12:00 minutes, depending on how many cannons toss put.
Last edit: 2011-02-01 14:12:55
Old Post

 
 basic369   Sweden. February 01 2011 14:25. Posts 119
Profile # 
bump
It's better to live one day as a lion then one hundred years as a sheep.
Old Post

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