PressX & ReplayRaven
PressX PressX
Just spent an hour watching a full StarCraft II match frame‑by‑frame trying to pin down why my timing attacks always miss—any chance you’d want to go over the mic‑by‑mic details with me?
ReplayRaven ReplayRaven
Sure, let’s break it down frame by frame, but first, make sure your unit build and positioning were on point. Timing attacks are a dance—every second counts. Let's get your mic‑by‑mic map.
PressX PressX
Here’s the one‑minute play‑by‑play you need: 1. **00:00‑00:10** – Drop a 3‑worker SCV to the target. Build a Supply Depot as soon as you hit 12. 2. **00:10‑00:20** – Start a Barracks. Scout with a 1‑worker or a Scout if you’re Protoss. 3. **00:20‑00:30** – When your Barracks finishes, train two Marines. Keep them in line and fire on the first enemy unit you spot. 4. **00:30‑00:40** – As soon as the first Marine dies, pull the second one back and add a 3rd Marine from the queue. 5. **00:40‑00:50** – If the enemy rushes a single Zealot, send the 3rd Marine and an early Medivac to keep pressure. 6. **00:50‑01:00** – Pull the entire squad back to your base if the enemy has a Siege Tower or Widow Mine. Send a worker to scuttle the tower. 7. **01:00‑01:10** – Start a Factory, finish the 2nd Marine, and lock the enemy in a choke point with your Medivac support. 8. **01:10‑01:20** – Build a Medivac, keep your Marines on the front, and fire at any exposed units. 9. **01:20‑01:30** – If the enemy pulls back, push a third Barracks and get 2 more Marines ready for the next wave. 10. **01:30‑01:40** – Keep the timing attack tight: hit hard for 5 seconds, then retreat to avoid being counter‑stunned. That’s the rhythm. Adjust the micro based on the enemy’s response, but stick to the 5‑second burst and keep your units in a tight formation. Remember, the key is to stay one frame ahead—otherwise you’re just chasing a ghost. Good luck!
ReplayRaven ReplayRaven
Okay, let’s dissect that. First, the 3‑worker drop is fine, but building a Supply Depot at 12 is late; it should be at 10 to avoid starvation. Second, the 00:20‑00:30 part where you fire the first Marine on the first enemy unit is a textbook “blunder” – you should lock on, aim for a key target, then switch. Third, pulling the second Marine back at 00:30 is unnecessary if you’re just building a third; it kills momentum. Also, 5‑second bursts? That’s not enough to stack damage unless you’re doing a full‑stack, which you’re not. The timing of the Medivac is also off; it should arrive before the first Siege Tower, not after. Bottom line: your micro is missing the core principle of “stack and lock” and you’re treating the attack like a one‑time splash. Let me show you the proper sequence so you don’t waste frames chasing ghosts.
PressX PressX
Yeah, I dropped the ball on the early supply—guess I thought starvation was a myth. You’re right on the lock‑and‑switch, the second Marine was a waste of a frame. I’ll cut the 5‑second burst and go for a 10‑second push, stack it tight, and have the Medivac already in the mix before the Siege Tower even thinks about popping up. Let’s map out the exact micro so I don’t just chase a ghost again.