Reactor Hellion Expand is the standard TvZ build right now. You open with a couple of quick Hellions and use them to harass, deny creep spread, force Zergling production, and gain map control. This allows you to quickly take your natural expansion and transition in whatever direction you'd like. It's not very aggressive but learning all-in builds without ...
There are a few things that you can do to kill a void ray rush, mass stalkers that target fire can counter his void rays. Just shift+right-click his void rays and they will drop like flies.
If you let him get that many void rays then it's your fault he wins, if you scout early that he's going void rays just 4 gate him. He will have a tough time holding ...
The best build in TvZ in my opinion is a build used by Polt. The goal is to be very aggressive once you get your medivacs and stim. Then you can expand once more and add tanks and ghosts to your army.
The build :
Open reactor hellion expand and add two more barracks
Research stim and combat shields while producing marauders off one rax and marines one ...
You should generally try to learn a variety of builds. While what you're doing is smart, it's also pretty easy to counter if scouted and as you go higher in the ranks you'll run into better scouting. You don't want to rely on one build for all of your wins because then when you stop doing that build you'll be completely outclassed.
Marines will beat your ...
To get an ultra-gas heavy composition like this, you're going to want to start with a macro build order like Idra's 14 pool, 15 hatch:
14 Spawning Pool
No need for an early extractor, because this will get 4 extractors going quickly, and you've got a lot of teching time ahead of you. As you ...
No it is not.
He would have a huge economical advantage, as you send out your probe so early and You invest in 2 gas without using them. But a good opponent would immediate take his second gas once he sees the gas steal to prevent this.
This way you are stuck with a really bad economy, he still can tech to Stalkers, add 1-2 gates and push you with his ...
To start this off, there a billions of timings against each race that you need to learn and become aware of in SCII. Being at a "near diamond" level, you should be aware of the timings in the following list: Here on teamliquid
If there is no expand at 5-6 minutes, according to the current meta game, it means you're being cheesed or all-in'ed. Possibilities ...
Game 1: Live game (no production tab), I'll do the best I can.
18 4 lings
34 Drone transfer (Nothing else was going on)
43 Macro Hatchery
48 3 Extractors
49 2 Overlords
59 8 Lings
60 Evolution Chamber
61 Metabolic Boost
76 Roach Warren
At this point he ...
I say this because, at least in the matches I have played and watched no one gets a geyser by the two minute mark. All races are typically pumping workers.
+1 mech weapon/armor
This is not fool proof, but it should work and it is quite easy to pull of.
Once you see he invests in static defenses (especially when taking an expension). You keep unit production and static defenses to a bare minimum, this means one or two gate constant production. And chrono boost your probe production.
You take two expansions very fast, so you have ...
I put this idea like this: resource sharing can balance some "unbalanced" builds and make them viable:
"unbalanced production". i.e. one player muscle production to get max capability @ 5 min mark and then use resources of teammate to create pretty big army and surprise opponents. Check my post on teamliquid for one example of this
"unbalanced tech". I.e. ...
You can also go 2 Rax pressure. Build your Rax at 11 and 13 supply and push when your second Marine pops out with 3 SCVs and 2 Marines.
If they are expanding you build two bunkers so at least one survives.
Once your bunker is full with 3-4 Marines stop reinforcing and expand. Sometimes you are able to kill the expansion other times you are overrun by 10 ...
You're looking for standard openings. Obviously by now with SC being out for years, there is an established meta with each patch changing it slightly.
This is subjective, as the things that separates builds from being successful are micro, player skill, opponent's decisions, maps and tons of other variables.
There have been hundreds of unit combinations ...
Starcraft is a game about timing
Having the right structures/army at the right time is what starcraft builds are all about. Time is the most sacred resource in Starcraft. Builds are basically "time-tabled" guides to give you an advantage over your enemy at the right time, while avoiding your enemies timings. Avoiding in this context means stuff you can get ...
There is no build High Capacity Fuel Tanks is an essential part of. It is indeed almost never researched, because Tech Lab time is much better put to other upgrades.
Players who specialize in heavy drop play, like TY, do sometimes get Fuel Tanks in late game, but then again, it is hard to judge whether Fuel Tanks are good, but simply least good and hence ...
The key here is not to follow builds, there are some builds which you can do almost no matter what your opponent does, but these are usually cheesy or all in.
The better thing to do would be to have a general idea of what you want to do, but only do so if it is safe or appropriate to do so.
The way you tell if it is safe is to scout. Look at what they're ...
The units that you mention are a very popular composition in a Zerg vs. Protoss match.
But can work against a Terran Mech player aswell. Though I would cut down on the Vipers versus a bio playing Terran.
One of the best fights I can think of, where these units gets the work done, is between Stephano and BabyKnight. Follow this link, and find game number 2!
It's not used because Protoss's gas timing is so standard regardless of build and you'll have to cut probes and scout extremely early to get there in time, in most cases. I imagine the standard counter is just to drop another Gateway instantly and chrono out Zealots that will do huge economic damage. The only way I see this working is if you manage to do it ...
Avoid mass void rays by scouting sooner and consider phoenixes as part of a void-ray counter.
For scouting options consider either:
Researching hallucinations after warp gates to make hallucinated Phoenix
Robotics for observers, which can help prevent with DarkTemplar rushes.
If you see few warp gates, little-to-no units, and 2 star gates ...
Extending on the answer of Meta to go into specifics:
There are several strategies that rely on moneydumping, though most of them boil down to "chose 1 unit, get lots of money, build lots of that unit and a-move". Good options for that are marines/marauders, ling/blings/roaches or Stalkers. Basically everything that takes advantage in only 1 player having ...
Start with an infantry and a Peewee, then get a Tempest as soon as you can. Next upgrade the Tempest to a Leviathan as soon as you get the money. After, build a cyborg as soon as possible, then you can start to produce more scvs. Upgrade the cyborg to Krogoth, and start getting Neotanks and upgrading them to Doomsday machines. All the while steadily get scvs....