From personal experience I've found hydra is okay at defending immortal sentry all in, but not as good as muta. It's actually really good against immortal into 3rd base though, but if toss scouts hydra and stays on 2base til colossus tech I seem to be screwed from there.
I assume you mean that muta is better at winning you the game via counter attacks, not actually defending the all in... though if you've got enough spines already you can hold but that really depends on the time of the attack which can vary due to skill.
I assume you mean that muta is better at winning you the game via counter attacks, not actually defending the all in... though if you've got enough spines already you can hold but that really depends on the time of the attack which can vary due to skill.
I guess it's map dependent. Sometimes with hydra spine I'll lose because protoss has enough forcefields to kill all the spines separately and then segment my army once or twice until they have overwhelming numbers that hydras don't cut it any more. However I find with mutas you can run in front of the spines with lings and mutas, then when ff'd you can back the mutas up, stockpiling your muta count while constantly adding more lings to buffer the spines. And yes, defending with mutas means basically an instant gg instead of a more drawn out game.
But then again I still don't have a clear definitive answer to immo/sentry all in atm, I usually bounce around between different styles.
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