Day[9] Daily #43 – Upmagic vs Perfectman @ Match Point
–Description
Day[9] takes a look at PvT, where a passive approach after successful harass will help you win in the long term.
Day[9] takes a look at PvT, where a passive approach after successful harass will help you win in the long term.
Day[9] focuses on aggressive Terran play. He explains that harass has to be cost-efficient: if the cost outweighs the damage, it is typically not worth doing. He also looks at a defensive style of Protoss play, with focus on expanding ...
Day[9] examines Protoss harass vs Terran with Dark Templar and Reavers, the transition to High Templar, and the final push while setting up for the late game.
Day[9] takes a look at a PvP between Movie and Best where each decides to employ a different tech. Day [9] focuses on a fast expansion and tech to Templar up against Dragoon/Reavers.
Day[9] takes a look at two games that focus on having long-term play after recovering from early aggression. Part 1
Day[9] focuses on getting to late game PvT by analyzing the build orders of both Protoss and Terran. Day[9] takes a look at Protoss' long-term game plan and expansion/unit placement.
Day[9] examines a series of games he played against Jinro, who experimented with mech versus Protoss in the beta. Day[9] meticulously goes over the early-game, mid- and late- game, and what to do or not do when playing versus mech.
Day[9] presents an old, crazy game between KawaiiRice and TT1 with a long base race on Incineration Zone. He looks at the importance of the early game for PvT and then examines the decisions both players made during the base-trade ...
Day[9] looks at a PvP game where one player has a more mobile army and focuses on early harass. Part 1
Day[9] goes in-depth on map control in TvT battles that are tank-based with some bio mixed in. He examines what signs to look for and what timings to expect when an opponent is doing basically the same thing as the ...
Day[9] looks at an interesting early game where Effort uniquely used Lurkers to side-step Terran map control problems. He looks at the idea of employing ordinary strategies in order to overcome issues, while still transitioning into more normal gameplay.