You should just scout at 9 min with illusion, then tech will be 100% revealed.
3rd base + double evo, infestor pit - ling infestors into hive (broodlords or ultras), will grab 4th at 13:00, and will have 200/200 by 18:00. Will likely push at 16:00 to kill your third and fourth.
2 bases, double evo - roach ling push at 9:30 (weak, and you will see the army), or big 140-ish food at 11:00. You just need lots of sentries to fight this.
Hydra den - 10:30 hydra push, or 13:00 roach+hydra push. Colossi + sentries and good forcefields.
Spire and all gas up, but just slings on the map - mutas at 9:45. If there is hydra den + spire already, it means he put up emergency spire in case you build lots of colossi.
Look at your army comp and time, and figure out what's best to get. Sometimes it is better to just cannon up, if you have time - grab an expo and spam colossus and sentry, or switch tech. Most of the time, if you are not ready for a particular tech zerg has, it means you got scared and built too much army when he didn't attack. Don't overreact, and 90% of the time you will have enough production capacity and econ to overpower even a direct counter push.
There is also another way. Attack. As QXC said: "if you are not attacking - you are probably losing". Prepare a timing push of your own, like 4(5) gate, or 1gate expo into 6 gate, or forge FE into double robo and 4x colossus timing. Protoss timings, if executed correctly, come 30-45 seconds before zerg, and you have a decent timing window to do stupid damage.
Btw, I play air protoss is PvZ (forge FE with cannons into mothership and triple stargate). Counters most zerg compositions by brute force. You get those 45+ min macro game though, but it's fine with me
You should just scout at 9 min with illusion, then tech will be 100% revealed.
3rd base + double evo, infestor pit - ling infestors into hive (broodlords or ultras), will grab 4th at 13:00, and will have 200/200 by 18:00. Will likely push at 16:00 to kill your third and fourth.
2 bases, double evo - roach ling push at 9:30 (weak, and you will see the army), or big 140-ish food at 11:00. You just need lots of sentries to fight this.
Hydra den - 10:30 hydra push, or 13:00 roach+hydra push. Colossi + sentries and good forcefields.
Spire and all gas up, but just slings on the map - mutas at 9:45. If there is hydra den + spire already, it means he put up emergency spire in case you build lots of colossi.
Look at your army comp and time, and figure out what's best to get. Sometimes it is better to just cannon up, if you have time - grab an expo and spam colossus and sentry, or switch tech. Most of the time, if you are not ready for a particular tech zerg has, it means you got scared and built too much army when he didn't attack. Don't overreact, and 90% of the time you will have enough production capacity and econ to overpower even a direct counter push.
There is also another way. Attack. As QXC said: "if you are not attacking - you are probably losing". Prepare a timing push of your own, like 4(5) gate, or 1gate expo into 6 gate, or forge FE into double robo and 4x colossus timing. Protoss timings, if executed correctly, come 30-45 seconds before zerg, and you have a decent timing window to do stupid damage.
Btw, I play air protoss is PvZ (forge FE with cannons into mothership and triple stargate). Counters most zerg compositions by brute force. You get those 45+ min macro game though, but it's fine with me
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