Maru vs soO - - Spielergebnis und Livescore eines GSL vs The World Spiels. Sept. Matchdetails Maru vs. sOs ( Maru sOs protoss; Lost and Maru?? Scheinen hier nicht viele SC2 zu schauen momentan. Maru vs Classic - - Spielergebnis und Livescore eines Global StarCraft II League S2 Spiels. Only a few days later, he attended the GSL Season 1 Qualifierwhere he got byes for the first two rounds, before dropping to the lower bracket due to a loss to TY. It also gives you a good chance for practicing the multitasking of microing while macroing behind it, albeit on a smaller scale. Being already qualified for Season 3Maru got placed into the same group as RealityTrap and Hushwhere he took first place taking down the two Protoss players. Heroic vs Space Soldiers. It was in this match against Nerchioa player who hsv will grigg reportedly labeled Maru as "overrated" in an interview prior to the Group being played, casino machine tips Maru would claim a Beste Spielothek in Fischeln finden. He would be eliminated in the next round by Dream who successfully avenged his loss in the StarCraft II All jackpots casino erfahrung earlier in the year. There, he met Classic and lost in a back-and-forth series, to finish in another semifinal and watch Classic ultimately winning the championship. This sort of micro can be very complex and can take a lot of practice to get right. Quick update for you guys. Maru would finish the group in first with Classic claiming second place, and sc2 maru and sOs finding themselves eliminated. He now faces Creator in the Ro24 of Code A.
maru sc2 -Bei den Global Finals könnt ihr euch schon auf seine kreativen Phönix-Einsätze freuen. Saison in Fahrt gekommen war, gelangen ihm nacheinander vernichtende Siege gegen einige der besten Spieler der Welt und seine Meisterschaftsserie schloss er mit einem 4—0 gegen Jaedong ab. Erst China, jetzt Korea: Doch natürlich bekommen alle Rassen neue Einheiten spendiert. Seine Partie gegen Dear in den Finalrunden der 3. Was dieser Erfolg nun nach all den Jahren für ihn und auch seine ganze Familie bedeutet, sahen die Zuschauer an den Reaktionen der im AfreecaTV-Studio anwesenden Angehörigen, die während seines Sieger-Interviews einige Tränen vergossen. Sc2 maru - Genau die habe auch er nun im Visier.
SC race and politics survey YouTube Thread. Immortal thing is really funny. I hate being right. Random Rant About Bliz…. Girlfriend thingies, a b….
Le grotesque et le sublime…. Quick update for you guys. FaZe Clan vs Team Liquid. Brood War 20th Annivers…. KingSc vs Light Bringers.
HellRaisers vs Windigo Gaming. Heroic vs Space Soldiers. Windigo Gaming vs Ninjas in Pyjamas. Cloud9 vs Ghost Gaming. Team Liquid vs compLexity Gaming.
NRG eSports vs Renegades. BIG vs Natus Vincere. Astralis vs AGO Esports. Fnatic vs Space Soldiers. A few hits from an SCV can actually make a difference as to how much you can kill.
Every second the drones are off the mineral line is damage dealt through lost mining time to the Zerg player and can be capitalized on at a later point — remember that the idea of this build is to pressure and not to be completely all-in.
If your opponent loses drones, that is often enough damage to set them behind in the build. The next scenario is one where the Zerg will look to hold with Spine Crawler s until Metabolic Boost completes and they can flood the bunkers with everything possible.
This scenario often leads to the Zerg losing the natural hatchery and pushing with the broodlings that spawn from it to tank some of the damage. You should be able to add an extra bunker in this case, because the Zerg will be sitting back and giving you time as they wait for their upgrade and units to be ready.
The extra bunker will help you to trade well enough to allow you to continue in the game. The more Queens and Zerglings you kill, the less the Zerg has to defend a follow-up attack which means they will not only be weaker to your follow-up, but they will also straight up be afraid of what might come next, meaning they will have to re-build units for safety, which means less drones in production, keeping the worker count manageable until you have your own natural command center finished.
While the Spine Crawler s build you will want to try and get as much damage on them as possible while keeping your marines out of danger — poking forward out of the bunker can allow you to get a shot or two off before jumping back in.
This sort of micro can be very complex and can take a lot of practice to get right. The general idea is that the more you kill before the Zerg tries to break out of the bunkers, the less they will have to break out with.
If you can pick off enough before they make their burst, sometimes you will be able to hold on at the front and get to a game where you will just win from the snowballing effect of the zerg having lost too many units to recover.
Remember that just because you kill the hatchery, you do not win. It is a good step to being in a great position, but if the zerg can instantly expand once more, the game will still be playable for them, just with a slight advantage for yourself.
Roach Warren Counter The final situation is when the Zerg will build a Roach Warren as soon as the attack starts, with the idea of giving up the natural hatchery and eventually breaking back out with Roach es and Ravager s.
In this case, the Zerg will care a lot less about holding the natural hatchery because their goal is to have a stronger standing army once they have broken through the bunkers.
With the help of Corrosive Biles, they can trade very efficiently while breaking out of the bunkers. I personally feel that in this scenario it is best to back away as quickly as possible once the hatchery has been killed.
Leaving a single bunker with marines will still slow the Zerg slightly, but the last thing you want is to be without units at home when the counterattack arrives, something which a Zerg will have open to them as a choice with this response compared to the previously discussed strategies.
Prioritize your Banshee as soon as possible and consider making Cyclone s from the Factory to help deal with the Roaches. In general, the choice of unit from your Factory is determined by the choice of response from the Zerg player: Another strong point of play for the Zerg after this response is that they already have a standing army, so they can focus on rebuilding their economy because they will already feel safe from not having given up units in the earlier defense.
My best advice for this build is to look at VODs, watch other players play and to practice it yourself time and time again. It is one of those pressure plays in which so much can change in an instant in the very early stages and the unit control from both yourself and your opponent will have a major influence on the outcome.
This build really is more than just knowing the order in which you should build things — every time you execute it, you should learn something more about how it works and what you can do better in certain scenarios.
Each Zerg will have their own small differences in how they execute their defense and the sooner you can identify these different responses the more you can do yourself to carve a strong position from the build.
We have covered the basic build order and a suggested follow-up as used by Maru, but there really are countless ways this one can turn out.
Hopefully with some practice you will be able to find a consistency in your ability to deal early damage and to come out of the early game with an advantage.
In general, this is a great build to mix into a longer series, but it is always a good one to play with because it will always be relevant in TvZ.
It has been for the last 6 years or more already! It also gives you a good chance for practicing the multitasking of microing while macroing behind it, albeit on a smaller scale.
Sign In Remember me Not recommended on shared computers. Proxy 2-Rax Reaper into Bio. Safe Cyclones into Bio Play.