Now, regardless of which side is true (if there is one right answer at all), I figured, one way or another, there ought to be something we can learn from the Korean community in terms of strategies and what not.
So, that's why I decided to translate some articles (ones I see as outstanding) from the strategy section on PlayXP (a Korean SC2 community website) to share with every non-Koreans on TeamLiquid.
Hence [TFPXP] = Translation from PlayXP
So without further introduction, here's my first installment
IMO, this article is a great/must read for newly starting Protoss players. If you are gosu, then you might not care for it much
Article: Proper Protoss Mind-Set by ChiTahPrime
+ Show Spoiler +
"♬ChiTaPrime ☆Each Race's Mind
Zerg
★ Zerg is a defensive race ★ You need a lot of practices on your ability to find out about Terran and Protoss opponent's strategies. Figure out the opponent's strategy and drone efficiently at the right and needed time.
Terran
★ Terran is an offensive race. You need to put pressure on during early and mid game, and deal some damage★
Use a specific units effectiveness to find a hole in the opponent's defense and deal damage. If you don't put any pressure on and just go to the late game, you'll lose.
Protoss
★ Against Zerg, have the Terran mind, and put early and mid game pressure to deal some damage.
Against Terran, have the Zerg mind, and build strong economy and defend effectively and aim for the late game.★
Zerg can have a defensive mind, Terran can have a offensive mind and fight.
But for Protoss, it depends on the opponent; against Zerg be offensive, and against Terran be defensive.
[ A ]
Mind-set for expansions.
Terran : Because the units are so cost-effective as long as you are catching up in number of expansions, it's fine and you can win.
Zerg : You need to be one base up.
Protoss : Against Terran, just like Zerg you need to be one base up.
Against Zerg, Protoss is effective enough, so you just need to catch up with the number of bases and you'll be fine.
[He goes on about how much time he spent thinking about what to write for this, and this is just a basic summary of what could've been a 3 page long article]
When thinking about strategies, Protoss needs to have different mind-sets depending on the opponent's race.
[[ Terran ]]
PvT: Terran is offensive and Protoss is defensive.
For Terran you need to use new/unique strategies or one-step better controls to pressure Protoss during the early and mid stage of the game. (If you don't do anything and go to the late game, Terran will lose)
Apart from a few early game strategies (7:30min Fast Banshee / 8:00min Marine-Tank push), once it is over 9min mark, then have a complete Defence Mode mind-set. Terrans will throw bunch of different strategies at you between 9-11 min mark, including but not limited to Medivac drop pressure, Two-pronged attack, Three-pronged attack, 2 Medivac drops and etc. No matter what kind of attacks they throw at you, have "bring it on, whatever comes I'll stop them all" kind of thought, and defend them. Once you defend them fantastically, you can take one more expansion than the Terran, and then aim for 200/200 battle.
Now, when that two-pronged attack comes and you get destroyed, don't come to PlayXP (or in our case it could be TL ) QQ'ing "Maurader Imba". Just think "Woah, that Terran penetrated through my invincible shield, I definitely won't lose to the same strategy next time." and with that though watch your replay.
The best way to improve vT matchup is watching and studying your own replays. Once you have an understanding of all different combination of attacks Terrans can throw at you, then you'll simply say "PvT is ezpz"
Also, another important thing against Terran is 200/200 battle. Terran is strong offensively, but they are also very strong with defence as well ^^;;. Even if Protoss stops Terrans attacks once or twice effectively, that is not to say Protoss can just easily counter attack.
So change your mind set here, from "I'm ahead, so I can go attack now" to "I will just make sure, so Terran will HAVE to come attack me again." Just go ahead and take a Gold-expansion and a normal expansion fearlessly. Important thing to note, if you have about 70-80 probes, then even if you take more expansions, don't make any more probes.
Try to prepare for one BIG attack by Terran. (If Terran doesn't come, then you'll just get so ahead economically, and if they do come, then you need more units and less probes to prepare for that battle)
From Terran perspective, they HAVE to come out with that attack if Protoss takes not only one but two expansions (especially one Gold). Sometimes there will be a few Terran players who like to turtle very much. This kind will try to catch up with expansion numbers, but when they try to do this, you'll see holes in their defense as it'll take a long time to prepare defence for those QUICK additional expansions. So you can exploit that. Or, you can just sit back and go for your Mothership and HighTemplar tech.
Now, even when Protoss is well ahead, they can still get toasted in 200/200 battle by Terran with many Ghosts. Now, when this happens, once again, don't come to PlayXP saying "EMP f-ing imba!" To be good agaisnt Terran, you also need to study and master different ways to enter the 200/200 battle. Normally speaking, as long as the unit compositions are good then Protoss is in the advantage + there's this thing called Warp-gate ^_^
So, when you are expecting 200/200 battle, then don't be tempted to run into Terran's trap, but set-up a defensive stance and think "C'mon Terran, come at me bro"
Use Blink-Stalkers to blink to where the vikings and and focus fire them.
If you have a lot of zealots then put down forcefields to stop Terran ground units from kiting.
If you don't have many zealots, then put down forcefields before the ground units and pull Collossi back, and when the vikings come after the Collossi, use the blink stalkers to knock the down.
200/200 battle comes down to the mind game with the Ghosts and the control battle of focus-firing against Vikings.
Don't just put all units in 1 control group.
In my case I use 4 - for all the units, 2 - for Stalkers, 3 - for Collossi, 5 - for High Templars.
Something to just note: Click 4 - use forcefields, Click 2 - blink to kill Vikings, Click 3 - pull-back Collossi, Click 5 - dodge EMP and use High Templars in the back to storm. (This sequence easier said than done, so lots of practice is requried ^^
[[ Zerg ]]
Against Zerg, Protoss is on the offence and Zerg is defending.
For Zerg, the key is to scout and find out what strategy Protoss is going, and then be able to drone at the right times!!
For Protoss, it's necessary to ensure that Zerg cannot just sit back and drone by coming up with new/unique/unexpected strategies or meta-gaming/new-macro styles, along with one-step higher control. You need to constantly study and develop these.
----
For an example
+ Show Spoiler +
Just to show the difference in the mind-set when dealing with Zerg compared to Terran, I used an expample of the GSL May final.
----
Coming back to the main article.
In PvZ, Protoss needs to constantly study and develop new strategies and contorls to pressure and to deal damage early and mid-game.
Why? If Zerg completely figured out the Protoss strategy and set-up proper defence and droned at the right time, and still lose. Then Blizzard made a mistake (Imbalance). Now, there are times Zerg can still lose when droned at the right time, and that's when the Protoss displays higher level of micro (unit control)
For Zerg they just need to obtain the same level of micro and should be able to win.
To use an example of development of strategies and control...
Just about 2 months ago, in ZvP, if Toss got the "Collossi death ball", then Zerg just could not win.
Then, as a solution to that Zerg developed Baneling drops - Defence
Then, in response Protoss made a new combination of Collossi + Blink Stalkers - New Style of Attack
Then, in response to THAT Zerg added in Infestors and fungals as a new solution - Defence.
Then, Protoss added extra micro skills to the unit composition to deal with that (Using forcefields to stopped all Zerg ground army from approaching, then using blink micro to take care of Overlords/Banelings while pulling back Collossi)
Just like this the strategy and control battle between Protoss and Zerg is constantly developing.
Now to sum up!
Yes, of course the typically "defensive" race can use specific tactics to be offensive as well.
For instance, Protoss can to fake 4gate or expand-then-to-6gate timing rush and etc.
Or Zerg can do Roach-Ling rush against Protoss.
But despite this, in order to send out the key points I used the categories of "Offensive" and "Deffensive".
PvT: Have "Come at me bro, I'll stop you" mind-set and carefully study replays where you lost~
PvZ: Try to stay ahead of the metagame and constantly explore, study and develop new strategies~"
Zerg
★ Zerg is a defensive race ★ You need a lot of practices on your ability to find out about Terran and Protoss opponent's strategies. Figure out the opponent's strategy and drone efficiently at the right and needed time.
Terran
★ Terran is an offensive race. You need to put pressure on during early and mid game, and deal some damage★
Use a specific units effectiveness to find a hole in the opponent's defense and deal damage. If you don't put any pressure on and just go to the late game, you'll lose.
Protoss
★ Against Zerg, have the Terran mind, and put early and mid game pressure to deal some damage.
Against Terran, have the Zerg mind, and build strong economy and defend effectively and aim for the late game.★
Zerg can have a defensive mind, Terran can have a offensive mind and fight.
But for Protoss, it depends on the opponent; against Zerg be offensive, and against Terran be defensive.
[ A ]
Mind-set for expansions.
Terran : Because the units are so cost-effective as long as you are catching up in number of expansions, it's fine and you can win.
Zerg : You need to be one base up.
Protoss : Against Terran, just like Zerg you need to be one base up.
Against Zerg, Protoss is effective enough, so you just need to catch up with the number of bases and you'll be fine.
[He goes on about how much time he spent thinking about what to write for this, and this is just a basic summary of what could've been a 3 page long article]
When thinking about strategies, Protoss needs to have different mind-sets depending on the opponent's race.
[[ Terran ]]
PvT: Terran is offensive and Protoss is defensive.
For Terran you need to use new/unique strategies or one-step better controls to pressure Protoss during the early and mid stage of the game. (If you don't do anything and go to the late game, Terran will lose)
Apart from a few early game strategies (7:30min Fast Banshee / 8:00min Marine-Tank push), once it is over 9min mark, then have a complete Defence Mode mind-set. Terrans will throw bunch of different strategies at you between 9-11 min mark, including but not limited to Medivac drop pressure, Two-pronged attack, Three-pronged attack, 2 Medivac drops and etc. No matter what kind of attacks they throw at you, have "bring it on, whatever comes I'll stop them all" kind of thought, and defend them. Once you defend them fantastically, you can take one more expansion than the Terran, and then aim for 200/200 battle.
Now, when that two-pronged attack comes and you get destroyed, don't come to PlayXP (or in our case it could be TL ) QQ'ing "Maurader Imba". Just think "Woah, that Terran penetrated through my invincible shield, I definitely won't lose to the same strategy next time." and with that though watch your replay.
The best way to improve vT matchup is watching and studying your own replays. Once you have an understanding of all different combination of attacks Terrans can throw at you, then you'll simply say "PvT is ezpz"
Also, another important thing against Terran is 200/200 battle. Terran is strong offensively, but they are also very strong with defence as well ^^;;. Even if Protoss stops Terrans attacks once or twice effectively, that is not to say Protoss can just easily counter attack.
So change your mind set here, from "I'm ahead, so I can go attack now" to "I will just make sure, so Terran will HAVE to come attack me again." Just go ahead and take a Gold-expansion and a normal expansion fearlessly. Important thing to note, if you have about 70-80 probes, then even if you take more expansions, don't make any more probes.
Try to prepare for one BIG attack by Terran. (If Terran doesn't come, then you'll just get so ahead economically, and if they do come, then you need more units and less probes to prepare for that battle)
From Terran perspective, they HAVE to come out with that attack if Protoss takes not only one but two expansions (especially one Gold). Sometimes there will be a few Terran players who like to turtle very much. This kind will try to catch up with expansion numbers, but when they try to do this, you'll see holes in their defense as it'll take a long time to prepare defence for those QUICK additional expansions. So you can exploit that. Or, you can just sit back and go for your Mothership and HighTemplar tech.
Now, even when Protoss is well ahead, they can still get toasted in 200/200 battle by Terran with many Ghosts. Now, when this happens, once again, don't come to PlayXP saying "EMP f-ing imba!" To be good agaisnt Terran, you also need to study and master different ways to enter the 200/200 battle. Normally speaking, as long as the unit compositions are good then Protoss is in the advantage + there's this thing called Warp-gate ^_^
So, when you are expecting 200/200 battle, then don't be tempted to run into Terran's trap, but set-up a defensive stance and think "C'mon Terran, come at me bro"
Use Blink-Stalkers to blink to where the vikings and and focus fire them.
If you have a lot of zealots then put down forcefields to stop Terran ground units from kiting.
If you don't have many zealots, then put down forcefields before the ground units and pull Collossi back, and when the vikings come after the Collossi, use the blink stalkers to knock the down.
200/200 battle comes down to the mind game with the Ghosts and the control battle of focus-firing against Vikings.
Don't just put all units in 1 control group.
In my case I use 4 - for all the units, 2 - for Stalkers, 3 - for Collossi, 5 - for High Templars.
Something to just note: Click 4 - use forcefields, Click 2 - blink to kill Vikings, Click 3 - pull-back Collossi, Click 5 - dodge EMP and use High Templars in the back to storm. (This sequence easier said than done, so lots of practice is requried ^^
[[ Zerg ]]
Against Zerg, Protoss is on the offence and Zerg is defending.
For Zerg, the key is to scout and find out what strategy Protoss is going, and then be able to drone at the right times!!
For Protoss, it's necessary to ensure that Zerg cannot just sit back and drone by coming up with new/unique/unexpected strategies or meta-gaming/new-macro styles, along with one-step higher control. You need to constantly study and develop these.
----
For an example
+ Show Spoiler +
Recently a player I really like was in the Finals of GSL - oGsInCa
But... utter defeat
As for the game qualities? 3/10
What... Why???
The build oGsInca brought was 3-gate expand with fast Dark Templar.
If this was a strategy that was never shown before, and if the Zerg could not notice small difference in timings and unit composition, then it would've been a different story. BUT, it was already a well-known strategy amongst many high-level Masters player. (even about a month before the match)
The advantage of 3-gate expand with fast DTs is that if Zerg just thinks of it as a regular 3-gate expand, then it's gg with the DTs hitting them, since Zerg does not have early detections. Also for the same reason, you can relatively easily defend roach-ling rushes as well. Also, if Zerg sees the DTs, then until they have Overseers they'll turtle in, so you can delay them from getting the third expansion as well.
But, if the Zerg has encountered this build many times.... Well, there was no way in hell IMNestea had not faced a build that came out a month in advance. You see just 1 zealot, 1 Stalker and 1 Sentry, and notice that the expansion is slightly later than the regular 3-gate expand. Then Zerg will think "Ahhh Protoss is saving up the gas, and the expansion is a bit slow, so he must be doing some sort of tech build." So, from Zerg's perspective it's only natural to prepare for either Voidrays or DTs, so they safely put down Sporecrawlers. So what IMNestea did was exactly that and he just safely droned and geared for a counter.
But... utter defeat
As for the game qualities? 3/10
What... Why???
The build oGsInca brought was 3-gate expand with fast Dark Templar.
If this was a strategy that was never shown before, and if the Zerg could not notice small difference in timings and unit composition, then it would've been a different story. BUT, it was already a well-known strategy amongst many high-level Masters player. (even about a month before the match)
The advantage of 3-gate expand with fast DTs is that if Zerg just thinks of it as a regular 3-gate expand, then it's gg with the DTs hitting them, since Zerg does not have early detections. Also for the same reason, you can relatively easily defend roach-ling rushes as well. Also, if Zerg sees the DTs, then until they have Overseers they'll turtle in, so you can delay them from getting the third expansion as well.
But, if the Zerg has encountered this build many times.... Well, there was no way in hell IMNestea had not faced a build that came out a month in advance. You see just 1 zealot, 1 Stalker and 1 Sentry, and notice that the expansion is slightly later than the regular 3-gate expand. Then Zerg will think "Ahhh Protoss is saving up the gas, and the expansion is a bit slow, so he must be doing some sort of tech build." So, from Zerg's perspective it's only natural to prepare for either Voidrays or DTs, so they safely put down Sporecrawlers. So what IMNestea did was exactly that and he just safely droned and geared for a counter.
Just to show the difference in the mind-set when dealing with Zerg compared to Terran, I used an expample of the GSL May final.
----
Coming back to the main article.
In PvZ, Protoss needs to constantly study and develop new strategies and contorls to pressure and to deal damage early and mid-game.
Why? If Zerg completely figured out the Protoss strategy and set-up proper defence and droned at the right time, and still lose. Then Blizzard made a mistake (Imbalance). Now, there are times Zerg can still lose when droned at the right time, and that's when the Protoss displays higher level of micro (unit control)
For Zerg they just need to obtain the same level of micro and should be able to win.
To use an example of development of strategies and control...
Just about 2 months ago, in ZvP, if Toss got the "Collossi death ball", then Zerg just could not win.
Then, as a solution to that Zerg developed Baneling drops - Defence
Then, in response Protoss made a new combination of Collossi + Blink Stalkers - New Style of Attack
Then, in response to THAT Zerg added in Infestors and fungals as a new solution - Defence.
Then, Protoss added extra micro skills to the unit composition to deal with that (Using forcefields to stopped all Zerg ground army from approaching, then using blink micro to take care of Overlords/Banelings while pulling back Collossi)
Just like this the strategy and control battle between Protoss and Zerg is constantly developing.
Now to sum up!
Yes, of course the typically "defensive" race can use specific tactics to be offensive as well.
For instance, Protoss can to fake 4gate or expand-then-to-6gate timing rush and etc.
Or Zerg can do Roach-Ling rush against Protoss.
But despite this, in order to send out the key points I used the categories of "Offensive" and "Deffensive".
PvT: Have "Come at me bro, I'll stop you" mind-set and carefully study replays where you lost~
PvZ: Try to stay ahead of the metagame and constantly explore, study and develop new strategies~"
Thanks for reading, and my next post will definitely be about a specific strategy
Link to the original article: http://www.playxp.com/sc2/strategy/view.php?article_id=2834306