StarCraft 2 Guide: How to Defend CANNON RUSHES with printf
HTML-код
- Опубликовано: 3 окт 2024
- We ask the Cannon Rush expert, printf, how to defend against them. Follow printf: / quasarprintf | / @quasargamers
Document with notes: docs.google.co...
LINK to our entire super technical and detailed discussion on cannon rushes from my stream: / 1726559230
--
🐷 Main Channel: / pigstarcraft
🐷 Third Channel for Daily Pro Casts: / pigcasts
--
🐷 Coaching: www.pigstarcra...
🐷 Watch live at / x5_pig
🐷 Support PiG: / pigsc2
🐷 PiG’s Discord: / discord
🐷 PiG’s Website: www.pigstarcra...
-- GENERAL LEARNING --
Welcome to StarCraft Playlist:
• WELCOME TO STARCRAFT
Live Coaching Playlist:
• Coaching 2020
-- ZERG --
Zerg B2GM Playlist:
• PiG's Zerg B2GM | STAR...
Zerg Dailies Playlist:
• Zerg Dailies
-- TERRAN --
Terran B2GM Playlist:
• PiG's Terran Bronze to...
Terran Dailies Playlist:
www.youtube.co...
-- PROTOSS --
Protoss B2GM Playlist:
• PiG's Protoss Bronze t...
Protoss Dailies Playlist:
• Protoss Dailies
--
#Starcraft2 #PiGStarcraft #coaching #terran #protoss #zerg
I appreciate that printf is forthcoming with advice for how people can counter his entire repertoire.
I didn't know who printf was and I got really confused how you could win a game by using a function call.
Damn really solid breakdown of the reaction steps. What’s good is the breakdown allows us to go into practice games and drill them. “Kk i see a probe. Select worker, attack it, box next 5 workers and hotkey them. Repeat until I instinctually do it”. Thanks so much for this!
Also super excited about bronze to GM. Hope I get a chance to get my ass beat again 😬
Woohoo more coaching content, I live for this stuff, I've watched every single B2GM and coaching video all the way through, love it.
Honestly at lower levels (I’m plat/low diamond) pulling the boys and overreacting is not bad. Most often your opponent will have weak/no follow up, so shutting down the cannon rush with everything will ensure you never die to it. Your opponent’s brain will turn off
Yeah, I'm same level and in general I would agree, but faking a canon rush can throw zerg off big time on this level at very minor cost vor toss. I do it almost every game.
That sounds like a mentality that stays in plat/low diamond in perpetuity. But also its kind of true.
Love this teaching lessons... I will also love one for when you find the pylon late (for example if its a bit outside or if you are P...)
I’m stoked for another round of Zerg B2GM! Awesome job commentating at Katowice, PiG! That was such an entertaining tournament to watch.
As a Zerg player, I’d love your take on Reynor’s losses in the Oliveira series. After going up 2-0, it seemed like Reynor did not know how to counter Oliveira’s Tank / Ghost / Marine army. What should Reynor have done differently to close out that series?
Congrats to Oliveira on the W. Beautiful play.
I'd love to see this but for PvP!
the lord's work man
@pig, you just gave me a huge "aha" moment! My ZVT has been brutal lately and I couldn't figure out why. But I realize now i've been playing without any offensive plan. Just focusing on eco and scouting and reacting, but not having an offensive plan.
Making plans mid game is such a mind blowing epiphany for me. Bane bust mostly successful? Saturate the 3rd and follow up with +1+1 Bane speed timing. I get ahead in the early game vs toss? 200/200 roach timing follow up. Like it seems silly I didn't realize before, but I feel like I'm kicking ass all of a sudden. Thanks Pig!!!
As a Zerg experience, I could say that there is a better way to defend and counter attack the Cannon Rush.
1 : after discover that. Build ASAP the SwimmigPool (Leave gas, we dont need gas anymore put all drones as much a possible getting minerals)
2: Send 1 worker to expand something else. (Best way is to expand close to the opponent, but in the third is better)(Dont forget to get overlords)
2+: Send 2 Workers to attack the probe and 3 to attack the pylon. "The main idea is not to destroy the cannon, is just to lag their advances", the rival will put confident in to continue with the cannon. If the cannon is almost to finish recover your probes an put them back to work.
2++: Send 1 Overlord close to the enemy base (Hidden, this overlord is to sacrifice after min 5).
3: Normally the cannon can not beat zerg because the distance, so if they did the cannon on the Natural expansion, You have to CANCEL that expansion in 98% (This natural was only a distraction, then you have 250 mineral extra).
5: ASAP the swimming was done, For Sure make 1 Spine close to your entry.
6: ASAP the swimming was done, make zerling, full zerling.
7: The queen comes after the zerlings (Dont make Queen Injection, the energy is needed to heal the Spines).
Stadistics:
Protoss = No minerals, no buildings, No expansions.
Zerg = 1 hidden expansion + full drones + high incomings + zerling army.
After the 6 zerlings go directly to attack the Main base and the game starts recently. With a good timing is Win 100%. An intermedian players could close their entries with and Access + Cannon behind, but no worries because Protoss without expansion is just lagging their dead.
If their entry is close with a cannon just stand outside and send a pair of zerlings looking for protoss expansions on the map (Patrol)
Always. After recovery with 2 queens + 2 Spines go down and try to attack the cannon "Spines are so strong, so meanwhile they are burying themselves, the quees has to healing them.
Until this is not more than 6 minutes of the match.
Tip: Put always a Spore on the mineral, because a Protoss rat always makes rat stuff.
Tip: Send and sacrifice 1 overlord on the base of your enemy to check their technology after 5 min (When is cannon rush)
After all this is just your skills. GL HF
I know your post is outdated. But as zerg I've found simply building a couple spine crawlers (and also sneaking a drone or two out for expansion) is an instant winfor me once they realize they can't go past my spines.
Both of these are horrible defences against a cannon rush. Multiple spines costs too much minerals and drones. Against a cannon rush where the toss plans to expand building even 3 spines means you’ll be behind economically
As for the hidden expansion. Once again this is not good. You don’t want to hide your expo you either get your 3rd or you proxy close to the main.
@noobzerg1990 one spine is plenty if you already have a drone out to expand somewhere else. While the cheeser worries about their cannon rush and killing your spine, if your expanding and teching up elsewhere it doesn't matter that they are wasting resources cannon rushing your main
Dude your camera quality is so clean!!
Important note, after scouting a pylon your overlord must immediately go to the entrance of your natural, because protoss can have another pylon there.
That is an awesome news that you are restarting B2GM!!! What do I have to do to be a lucky player who you will play with? :)
It was great to meet you at Katowice :)
Good luck, mate, I hope you do well in the world championship!
I'm still in the middle of old Terran B2GM but I can't wait for new one! :D
if you dont build a spawning pool. you will get owned by the berserker that will come up as a follow up of the cannon rush to deny proxy expansions. Also the standard cannon rush is to block of the choke with 3 pylons. Then the counter is completly different then what you have shown us.
Just pull all your drones and break the pylons walling the ramp, they won't have enough money to wall off the cannon on the lowground after the highground walloff. If you struggle with reaction time, I advise all players below masters to just always pull a worker to attack a probe whenever it's in your base, makes it way easier
Cool, but how do I execute a cannon rush?
How to defend Cannon rushes with C/C++?
If you understand me, probably you have some bugs to solve...
I like 13:55 out of context
You know what’s the best way to respond to cannon rush as a zerg?
Switch to Protoss and start cannon rushing yourself. True story bro
Printf is super chad.
I never understood why cannons can shoot ground and air.....and why Zerg have two separate buildings for that.
Cannon rushes would be more manageable if Protoss had two different sort of cannons.
That would not affect cannon rush as you will not have air attackers in time.
Protoss cannons cost most but yeah, are way better than zerg or terran counterparts.
I would say make cannons cost 200min or increase build time +10s would make this horrible strategy not that effective.
Most people who think canon rushing is overpowered it's mostly due to them not reacting.
Pig and printf show that all you need to do stop a GM canon rusher is pull your workers... The decision making is pretty simple as pig shows here, but too many people are too lazy to learn this simple trick of stopping all canon rushes
That's great, but this is solely and only for Zerg. There is already a plethora of info and examples for how to defend cannons for P and Z spread over so many channels. Conversely, there is a distinct lack of content specifically for Terran. I'm hanging for Anyone, one day, to do any - current - concise decision guide/tips for T v Cannons. Perhaps put 'ZvP' or 'as Zerg' in your title.
Terrans rarely get cannon’d
Unless it is 2v2 then 1 terran can still get cannon’d
@@jkkim6928 why would this video not help tvp? In tvp you should be attacking a probe coming in no matter what, as even if they aren't canon rushing you don't want them blocking your cc or harassing your scvs building, then a pylon goes down on the low ground pull scvs...
Uthermal goes over canon rush defense in a few of his videos. No need to overcomplicate it
Send a reaper across the map, then win.
uThermal's How To Beat Protoss Cheese video has a guide on how to defend Cannon Rush, many of the same concepts here.
100% commitment
Some of the rules are dependent on race and it depends how they are building their photon pylon network.
If zerg, you have many options like, lairing/queen to make spores asap, to stop current buildings na ddeny future buildings.
If terran, planetary fortress if you can is a good alterantive management, I think terran has the hardest tiem with protoss cannon rush.
Protoss can copy.. and go forge, or also put down a shield battery. but yeah, killing with proves is essential.
ANother alterantive tactic is
during 100% commitment = expand while defending, at a tertiary base around theres or far away, you cna still lose if they do some really go walling and proble isolation to expand.. or crawling.
you lose drones and they lose very little money.. so canceling doesn't cost too much... but expanding is real. and terran can just check out... so terran has an interesting choice... which is expand like normal.. protect your future translocation, depends if they are on ramp or not... or in your base directly..., but you can literally get a few marines... off to teh side during moving your scvs and mining, if you fail t odefend or you can wait for their nonsense ot be built, and save your marines. you just move to a place on the map where they haven't built as close as possible and kill their probes.. and then build your base there and clear the other place out, and beahead, with barracks and workers.
Terran buildings fly... zerg has creep... Lair allows over lords to spew out creep.. to give vision. If zerg needs ot inject and hasn't conencted its base with creep, and has lair it should be using an overlord to fill its holes around its base. and keep its tumours heading outward actively.
Mineral walking can be used in some cases to exploit, walk and attack, in larger numbers... Advanced tactic. for drones.
ANother the shift move to A, on teh ground can be shift move to A on probe so it has to intercept, or choose another path. this way it ignores a building drop... but meh thats my two cents...
However, in most cases as a terran its easier to just get a few marines and fly away adn move out and build there and be way ahead. Zerg creep... keeps your pretty safe, so a queen is useful... to impedeing building placements. as we can see he didn't get a spawning pool, so we have choices, lol. Typically a pylon forge, is the same time for barracks, and 2/3 spawning pool... depending on what your doing... and the order of the build... alterantiely I like spawning pool at 16... reason is because I get larva starved for overlords and production and sc1 I would be mostly getting another hatchery for larva... I think its like well population is what I go buy.. and when your at one hatchery/1 default overlord, and one overlord... you population is 21 or somethign man I don't know why i can't remember... but queen is two supply... and you get zerglings... pretty helpful... but this was quick expand for zerg.. hmm... queen first into larva, gives you 7 larva so techncially you end up with an extra larva over time, and can easy then have another hatchery coming up, and do a tumour right away. I think I said spore somewhere but I meant tumour... Early queen to me is like always get orbital if you can right away, its worth it... even if you build in your base, unless you need to split your drones at home, because its over saturated, jsut make the orbital immediately.. its.. just so good mule wise, and it saves supply somewhat. lol
IDK Tom Cruise plays sc :D
All zvp
he look like adam sandler hahahaha