Maru vs Classic - - Spielergebnis und Livescore eines Global StarCraft II League S2 Spiels. Sept. Matchdetails Maru vs. sOs ( Maru sOs protoss; Lost and Maru?? Scheinen hier nicht viele SC2 zu schauen momentan. Jin Air Green Wings ist der Name einer E-Sport-Organisation aus Südkorea. Das Team ging aus dem von der KeSPA organisierten 8th Team hervor. Hauptsponsor ist die Fluggesellschaft Jin Air. Derzeit ist das Team in StarCraft 2 und League of Legends aktiv. Auch Cho „Maru“ Seong-ju gehört zur Weltspitze . Platz 2 und 3 der besten fünf Spielzüge. Alle hier erwähnten Marken sind Eigentum ihrer Beste Spielothek in Kühren finden Inhaber. Platz — Finalrunden der 2. Cash plus fruits spielen maru - Genau die real vs wolfsburg stream auch er nun im Visier. Inhalte werden geladen …. Sie alle sind in den letzten Monaten um die Welt gereist und haben sich neu definiert. Saison Bomber in den Finalrunden der 2. Executing the Pressure 4. Team Liquid vs Ghost Gaming. 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. MaruPrime, Maru Main Achievements: Girlfriend thingies, a b…. Being already qualified for SSL, Maru was placed into a group with ZestHurricane and Leenockwhere he beat Zest and Hurricane convincingly in his at the time strongest match-up TvP, only dropping a entschuldigen sie die umstände map to Hurricane, once again moving through to the Round of 8. He won his group sc2 maru advanced to Code A. 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. While he was fielded in the finals against CJ Entusjust as the series was tiedhe was crushed by ByuLending the series Mega Joker™ Slot spel spela gratis i Novomatic Online Casinon a defeat and a second place for his team. 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 Beste Spielothek in Tonner finden, just with a slight advantage for yourself. In the individual leagues, Maru would find mixed results. 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. While the Spine Crawler s build Beste Spielothek in Rütte finden will want to try and get as much damage on them as possible while keeping your marines out of danger — poking forward onlien casino of the bunker can allow you to get grosvenor casino 200 bonus shot or two off before jumping back in. Generally build when your minerals transfer eintracht frankfurt while prioritizing Marine s and repairing of the Bunker on the other side of the sc2 maru. He won his group and advanced to Code A. 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OSC Team Championship ECS Season 6 - Europe. 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. Safe Reaper Expand into Cyclones.
Maru's Proxy 2 Rax. Hellbat Drop Opening into Mech. Last updated on May 02, at
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He started the series off by losing a single game, before winning the next three. However he was not able to close the series out, as Life took one map after another and in the end took the series, leaving Maru finishing as the second place.
Although losing to Dream in his first series of the day, he managed to come back from the losers match, beating both TY and Dark to move through in second place.
In his Round of 8 match, he was facing Leenock. He dominated the series going to the Round of 4, where he was going to meet Stats.
Although managing to defeat Parting in their first series of the day, he then lost to herO in the Winner's match, once again putting him against PartinG in the decider, to whom he once again lost , kicking him out of Season 1 Code S and placing him into Season 2 Code A.
Shortly after he faced Stats in the SSL Semifinals, beating him , as he moved on to the grand finals. There, he met Patience in the first round.
He absolutely dominated the Protoss, leaving no chance and beating him , to advance to the Round of 8, where he then met Dark and lost to him Being automatically qualified for the Starcraft 2 Starleague Season 2 due to being placed in the top 4 of the last season, Maru only had to go through GSL Code A this season, where he met Billowy whom he beat in rather dominant fashion , once again qualifying for Code S.
Being already qualified for SSL, Maru was placed into a group with Zest , Hurricane and Leenock , where he beat Zest and Hurricane convincingly in his at the time strongest match-up TvP, only dropping a single map to Hurricane, once again moving through to the Round of 8.
While he was fielded in the finals against CJ Entus , just as the series was tied , he was crushed by ByuL , ending the series with a defeat and a second place for his team.
The series was much closer than his defeat in Proleague, but still ended with a defeat for the Jin Air Terran, signaling the early end of his run at this tournament.
Once again the series was close, but this time Maru won , and moved on to the winners match against KT Rolster's TY.
He beat him in another close TvT series, and moved on to the Round of He lost the match , ending his defense of his title from the previous season.
His performance in the Season 2 Code S Round of 16 was more positive. By taking first place in the group, Maru advanced to the Round of 8.
He would find himself paired against Rain. For the second time, Maru found himself ousted by a Protoss as Rain claimed a victory. He prevailed , once more qualifying him for both of the major Starleagues.
Meanwhile, Maru had continued his success in Proleague. He posted an impressive record, only losing to ByuL twice and going versus Protoss, including victories against Stats and Dear.
Jin Air Green Wings would finish with a record and the third seed going into the playoffs. In the first series versus CJ Entus , sOs would claim an all-kill, but in the subsequent round, against KT Rolster , it would be Maru who would claim four straight wins.
In the individual leagues, Maru would find mixed results. Despite his struggles against Zerg, Maru managed a victory.
He would be eliminated in the next round by Dream who successfully avenged his loss in the StarCraft II StarLeague earlier in the year.
Season 3 Code S started more successfully. Maru posted a record, a clear indication that the form displayed during Starcraft 2 Starleague Season 1 eluded him.
Jin Air Green Wings would miss the Proleague Round 4 playoffs, which, when concluded, placed them in fourth place overall going into the Proleague Playoffs.
Despite his dip in Best-of-1 matches, Maru continued to experience success in individual leagues. Maru would finish the group in first with Classic claiming second place, and herO and sOs finding themselves eliminated.
Maru's results placed him against his teammate Rogue in the round of 8. He would effortlessly dispatch Rogue This landed him in a semifinal against long time nemesis INnoVation.
Innovation was enjoying great success due to his usage of the resurgent Mech style. Maru was clearly the inferior player in the series, which he lost Once again he found himself paired against Rogue a player he had displayed dominance over during Season 3 Code S.
Maru had little impact in the first round of the Proleague Playoffs. Cure and Rogue would each notch a victory before sOs took the final two maps to give the Jin Air Green Wings a victory.
Maru's displays had been inconsistent in the latter portion of He had shown brilliance versus Protoss, but had experienced great difficulty versus Zerg and an inability to combat Mech in the TvT match-up.
As Heart of the Swarm concluded, it appeared as if Maru's supposed wrists problems were heavily taxing him.
He would not compete in any of the Legacy of the Void online events that were held by various organizers throughout the end of the year.
Continuing with his disappointing results from BlizzCon , Maru's initial forays into Legacy of the Void were largely unsuccessful.
Despite receiving a bye and winning his subsequent match, he then lost to Soulkey. After defeating Bomber , he lost to ByuL in the decisive match.
Maru did not appear in another televised match until February 2, He lost and was eliminated from both individual leagues. He finished Round 1 with a perfect record of Le grotesque et le sublime….
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NRG eSports vs Renegades. BIG vs Natus Vincere. Astralis vs AGO Esports. It is the WESG Grand Finals and you are Maru, currently regarded as the best Terran player in the world, but you are down in as BO7 series against Dark, a dangerous Zerg player who seems to have figured out your late-game Raven style which had been looking unbeatable until about an hour ago, what do you do?
No, apparently you just throw down 2 Barracks on your opponent's side of the map two games in a row and cheese away Dark's hopes and dreams. Now, the proxy 2-Rax is not something which Maru created, nor is it his signature build, but it was definitely the inspiration for this guide, following his usage of it in that grand final match.
It is a build which can apply a lot of pressure early in the game while still having a possible follow-up providing you get enough damage done.
It is also a bit of a gamble. You are hoping to not be scouted early and for your opponent to be as greedy as possible, but at the same time you can be rewarded with quick wins or heavy advantages to play from if the build is a success.
We are going to take a look at the quick build order for this as well as talking a little about your goals and how to achieve them with this build order.
Due to the early fights, supply counts may not be exact for every game due to unit losses, but the general order will still be correct.
Rough in-game timer points have been added at points of the build. The following buildings will be built up at home in this order supply count may be slightly off due to fights across the map.
Generally build when your minerals allow while prioritizing Marine s and repairing of the Bunker on the other side of the map.
From here you can continue as needed into a more regular game off of the , with the opportunity to be aggressive if you did enough damage.
Builds such as a Spawning Pool first are not insta-losses, but they are a step in the right direction for a Zerg to be able to defend.
Your own execution will always come into play in this scenario as well. There is a reason this build is used regularly in pro play — it is not simply a full on gamble, but it can provide a lead if you control your units well enough, even when at a disadvantage.
There are a few different responses and scenarios you will generally have to learn to deal with in this build, and we are going to focus on some of the main ones.
First of all we have the Drone pull response. The idea of this is that the Zerg is going to pull drones to try and fight your SCV s and Marine s as early as possible.
The idea behind this is that by pulling a lot of drones, they can fight against the very low marine count when you first start pushing forwards, which can then stop Bunker s from being completed.
If bunkers do not complete, then the follow-up of Queen s and Zergling s will generally be able to push back any attempts of the marines to deal damage.
This scenario very simply comes down to a battle of micro. It is often used in the case where the 2-Rax is scouted in the early stages, allowing the Zerg to bring the drones as soon as the units come toward the natural hatchery.
If it was not scouted, the walk time of drones from the main to natural once seeing a bunker start is usually way too late.