Dontkillme Profile Joined November 2011 Korea (South) 806 Posts #1 . Anyways here is my guide to going full bio in T v Z.



Build Order



I always go with a one rax expand and add barracks as I go on, but in this write up I am going to focus mostly on how to engage the frightful ling/infestor/baneling and eventually the Ultralisk army and where to drop, how to step onto creep and expanding and macroing .



At the end of this write up, there will be 4? replays where I overcome my Zerg opponent going full bio,



+ Show Spoiler + Some of these players did weird stuff but you should get the idea where I'm trying to go with this write up.



But if you insist on a build order, it goes something like this....



*CC as soon as Rax is done.

**And add second Rax when you can afford it

***double gas. This is for Upgrades and Medivacs primarily)

****Make the SCV that built the 2nd Rax build the 3rd one and add 4th rax midway.

***** 2 reactors and 2 tech labs.

******double engineering bay

*******Build Factory and build reactor on Factory and then swap it with Starport.

******* Push when stim is done (If you hav

********And 3rd when you can afford it.



MACRO



This is the part where lower tier players tend not to do so well in. Mine is definetly not great but I always seem to have enough units to live. Most players are soooo obsessed with their Marine/Marauder micro that they neglect Macro entirely. Although this write up cannot make your hand move faster I will share with you a tip that I use to Macro up units even when I am engaging.



*HOTKEY YOUR PRODUCTION



Seems Kinda obvious and nearly all players do it, but some people still fail to macro. I always have my production, (Barracks/Starport) to 3 and my Orbitals to 5. Whatever your hotkeys maybe, make sure to hit them often and just hold down A and D every so often. ENGRAVE THIS INTO YOUR BRAIN PLEASE. I know it sounds soooo obvious but people are so scared that their Micro will suck, that they will lose all their units quickly. While Micro is good Macro is arguably more important in the long run.



Micro and stepping onto Creep



Arguably the second most important thing about going full Bio in T v Z is your ability to split and how to step on creep. Firstly I shall discuss stepping onto Creep.







As you can see on this image (I personally fucking love images, figured some people might as well) I send a few units ahead first to kill creep tumors and scout what is ahead



***** THE WORST THING YOU CAN DO WHILE STEPPING ONTO CREEP IS JUST BOXING AND A-MOVING. NEVER DO THAT*****







And this is how you should end up on creep.

Split your units preemptively

(You only want a couple units attacking the hatchery)



**When you are going Bio, you want the zerg army to attack you, kinda just like how when you are going Marine/Tank.**



Drops





Drops, are great when used properly. I am no expert on drops, but Drops should always serve a purpose, its goal shouldn't be just to do damage to the drone line.



When doing drops, try doing multiprong drops,hitting his main and his natural or his third. When you are in his main, go for his spawning pool, infestation pit, baneling nest or evo chambers. Also when you do multi-prong drops, it is harder for the zerg to split up his forces and handle both drops easily.



Also do drops when you are behind and to keep the zerg at bay while you crawl towards where you feel comfortable or towards max .



MICRO



Now for everyone's chance to feel like MarineKing prime. Micro is pretty important in going full bio. What you should be focusing mainly when you are microing is to be as cost efficient as possible. If 4 banelings kill your entire army, you're doing something wrong. ALWAYS lead with a few stimmed units and split constantly while on creep. Scan constantly to get rid of creep tumours too. Also scan constantly infront and around your army and be ready to split your Marine/Marauder army at a moment's notice. Just box a few units and move them towards different locations. No need for fancy patrol micro or anything like that. If you find yourself trapped by zerglings, lift in your medivac and hightail it out of there!! Becareful of fungals however as they will ruin your day.



TLDR: Lead with a few stimmed units and scan to get rid of creep tumours. Then when on creep split your units so fungal growths and banelings can kill your entire army. Do multi prong drops and go for vital structures like the spawning pool and the infestation pit. Make sure to hotkey all your production and hit them often and hold down A and D every so often.



NOTE: This is to help those players of lower leagues. This IS NOT DIRECTED TOWARDS DIAMOND, Masters or GRANDMASTER players Also first long write up so leave some comments for moi <3



Replays



http://drop.sc/203729

http://drop.sc/203730

http://drop.sc/203732

http://drop.sc/203733



I'm BM in some of these replays but meh who doesn't get pissed off once in a while. Hello Fellow TLers, first write up I'm attempting. I am a High Platinum Terran and I am writing this little guide for all you Terran players having a hard time T v Z with Marine/Tank/Medivac. I know there has been already a full bio write up, but it was recommended for high diamond or Masters players. Fear not as I am neither of those as I am a Platinum Terran. Anyways here is my guide to going full bio in T v Z.I always go with a one rax expand and add barracks as I go on, but in this write up I am going to focus mostly on how to engage the frightful ling/infestor/baneling and eventually the Ultralisk army and where to drop, how to step onto creep and expanding and macroingAt the end of this write up, there will be 4? replays where I overcome my Zerg opponent going full bio,But if you insist on a build order, it goes something like this....*CC as soon as Rax is done.**And add second Rax when you can afford it***double gas. This is for Upgrades and Medivacs primarily)****Make the SCV that built the 2nd Rax build the 3rd one and add 4th rax midway.***** 2 reactors and 2 tech labs.******double engineering bay*******Build Factory and build reactor on Factory and then swap it with Starport.******* Push when stim is done (If you hav********And 3rd when you can afford it.This is the part where lower tier players tend not to do so well in. Mine is definetly not great but I always seem to have enough units to live. Most players are soooo obsessed with their Marine/Marauder micro that they neglect Macro entirely. Although this write up cannot make your hand move faster I will share with you a tip that I use to Macro up units even when I am engaging.*HOTKEY YOUR PRODUCTIONSeems Kinda obvious and nearly all players do it, but some people still fail to macro. I always have my production, (Barracks/Starport) to 3 and my Orbitals to 5. Whatever your hotkeys maybe, make sure to hit them often and just hold down A and D every so often. ENGRAVE THIS INTO YOUR BRAIN PLEASE. I know it sounds soooo obvious but people are so scared that their Micro will suck, that they will lose all their units quickly. While Micro is good Macro is arguably more important in the long run.Arguably the second most important thing about going full Bio in T v Z is your ability to split and how to step on creep. Firstly I shall discuss stepping onto Creep.As you can see on this image (I personally fucking love images, figured some people might as well) I send a few units ahead first to kill creep tumors and scout what is ahead***** THE WORST THING YOU CAN DO WHILE STEPPING ONTO CREEP IS JUST BOXING AND A-MOVING. NEVER DO THAT*****And this is how you should end up on creep.Split your units preemptively(You only want a couple units attacking the hatchery)**When you are going Bio, you want the zerg army to attack you, kinda just like how when you are going Marine/Tank.**Drops, are great when used properly. I am no expert on drops, but Drops should always serve a purpose, its goal shouldn't be just to do damage to the drone line.When doing drops, try doing multiprong drops,hitting his main and his natural or his third. When you are in his main, go for his spawning pool, infestation pit, baneling nest or evo chambers. Also when you do multi-prong drops, it is harder for the zerg to split up his forces and handle both drops easily.Also do drops when you are behind and to keep the zerg at bay while you crawl towards where you feel comfortable or towards maxNow for everyone's chance to feel like MarineKing prime. Micro is pretty important in going full bio. What you should be focusing mainly when you are microing is to be as cost efficient as possible. If 4 banelings kill your entire army, you're doing something wrong. ALWAYS lead with a few stimmed units and split constantly while on creep. Scan constantly to get rid of creep tumours too. Also scan constantly infront and around your army and be ready to split your Marine/Marauder army at a moment's notice. Just box a few units and move them towards different locations. No need for fancy patrol micro or anything like that. If you find yourself trapped by zerglings, lift in your medivac and hightail it out of there!! Becareful of fungals however as they will ruin your day.TLDR: Lead with a few stimmed units and scan to get rid of creep tumours. Then when on creep split your units so fungal growths and banelings can kill your entire army. Do multi prong drops and go for vital structures like the spawning pool and the infestation pit. Make sure to hotkey all your production and hit them often and hold down A and D every so often.NOTE: This is to help those players of lower leagues. This IS NOT DIRECTED TOWARDS DIAMOND, Masters or GRANDMASTER playersAlso first long write up so leave some comments for moi <3ReplaysI'm BM in some of these replays but meh who doesn't get pissed off once in a while. Bomber & Jaedong & FlaSh & SNSD <3

dynwar7 Profile Joined May 2011 1955 Posts #2



http://www.teamliquid.net/forum/viewmessage.php?topic_id=344554



And this is what I use too in TvZ Thank you , but there is a guide on this alreadyAnd this is what I use too in TvZ Regarding the imbalance, hilarious to see Zergs defending themselves....

MarTerran Profile Joined June 2012 Germany 8 Posts Last Edited: 2012-06-24 13:00:40 #3 Also doing it in high plat.. I always win :D



It's so great... But my opener is like Taeja's (which means, Bio also works in higher leagues)..



10 SD

12 Rax

15 OC

16 CC

Marine+SCV

17-18 SD

+ 2 Rax (around 300 Mins asap each)

+ 1 Rax asap

asap Double Gas (3 Worker)

2x TL@Rax --> Research Stim & CS



Produce mainly Marines, some Marauders.

~7.00-7.30 Build Ebay + Fact -> Research 1-0; 1-1 asap, then another Ebay + armory (just for further ups)

+ React@Fact; Starport [swap]

Produce MMM

~9.00 CC (3)

+ 2x Rax asap.

________

Constantly produce and upgrade and expand. :D





Dontkillme Profile Joined November 2011 Korea (South) 806 Posts #4 I know there was already a write up on going Bio only, but nobody really covered micro and stepping onto creep well.. Though i will take the liberty in writing how to do that Bomber & Jaedong & FlaSh & SNSD <3

monk Profile Blog Joined May 2009 United States 8468 Posts #5 Tagged this thread. Moderator

Procify Profile Joined December 2011 United States 52 Posts #6 I've been pondering switching to more of a bio style. Would this work?



10 depot

12 rax

17 OC

-bunker on low ground-

Drop 3 more barracks when possible

Constantly produce marines until you drop your third

After third, double gas.

Start teching, make a map presence

Once you have 1/1 and medivacs, start being mega aggressive.



How would this do? Needs more breakable rocks.

MarTerran Profile Joined June 2012 Germany 8 Posts #7 Mh, it's maybe a bit risky..

But read my Taeja-BO.. The start is similar.. 1 Rax FE into 4 Rax.. But Medivacs before 3rd.

That kinda saves you from Roaches etc very well.



During the last days i figured out one big weakness: baneling busts.. Any Ideas?

Procify Profile Joined December 2011 United States 52 Posts #8 On June 26 2012 04:15 MarTerran wrote:

Mh, it's maybe a bit risky..

But read my Taeja-BO.. The start is similar.. 1 Rax FE into 4 Rax.. But Medivacs before 3rd.

That kinda saves you from Roaches etc very well.



During the last days i figured out one big weakness: baneling busts.. Any Ideas?

I'm gonna take a shot in the dark here, being new to this style and just say more marauder and rush to medivacs, maybe even grabbing a few helions to help. I'm gonna take a shot in the dark here, being new to this style and just say more marauder and rush to medivacs, maybe even grabbing a few helions to help. Needs more breakable rocks.

Marathi Profile Joined July 2011 298 Posts #9 I really love drops with this style, drop the expo then snipe some tech in their main with another drop, infestation pit, spire, baneling nest, evo chambers, whatever will make your life easier.

eSports tees designed by me - http://tinyurl.com/bqmexd9

MarTerran Profile Joined June 2012 Germany 8 Posts Last Edited: 2012-06-30 13:10:32 #10 On June 26 2012 04:48 Procify wrote:

Show nested quote +

On June 26 2012 04:15 MarTerran wrote:

Mh, it's maybe a bit risky..

But read my Taeja-BO.. The start is similar.. 1 Rax FE into 4 Rax.. But Medivacs before 3rd.

That kinda saves you from Roaches etc very well.



During the last days i figured out one big weakness: baneling busts.. Any Ideas?

I'm gonna take a shot in the dark here, being new to this style and just say more marauder and rush to medivacs, maybe even grabbing a few helions to help. I'm gonna take a shot in the dark here, being new to this style and just say more marauder and rush to medivacs, maybe even grabbing a few helions to help.



Marauder-heavy Army will delay Medivacs, as well as Hellions will delay the double medivacs :/

Furthermore you would have troubles with the massive Lings after the bust, i think



Marauder-heavy Army will delay Medivacs, as well as Hellions will delay the double medivacs :/Furthermore you would have troubles with the massive Lings after the bust, i think

naggerNZ Profile Joined December 2010 New Zealand 704 Posts #11 This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

Procify Profile Joined December 2011 United States 52 Posts #12 On June 26 2012 17:47 naggerNZ wrote:

This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

I think the point of this style is to never let that happen, or at least make it an even fight by the time they get there.



MKP vs DRG in the Winter Arena is a good example of this. I think the point of this style is to never let that happen, or at least make it an even fight by the time they get there.MKP vs DRG in the Winter Arena is a good example of this. Needs more breakable rocks.

naggerNZ Profile Joined December 2010 New Zealand 704 Posts #13 On June 26 2012 23:27 Procify wrote:

Show nested quote +

On June 26 2012 17:47 naggerNZ wrote:

This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

I think the point of this style is to never let that happen, or at least make it an even fight by the time they get there.



MKP vs DRG in the Winter Arena is a good example of this. I think the point of this style is to never let that happen, or at least make it an even fight by the time they get there.MKP vs DRG in the Winter Arena is a good example of this.



That makes this an all-in, which it shouldn't be. Good players always transition into higher tech to deal with Hive when opening MMM. That makes this an all-in, which it shouldn't be. Good players always transition into higher tech to deal with Hive when opening MMM.

RedMosquito Profile Joined September 2010 United States 280 Posts #14 unless you have marine king micro full bio tvz is awful. the second the zerg realizes your going full bio they can switch into muta bling and your finished. Ret during his qualifier run mentioned this. He was telling haypro on his steam that mutas are good again since terrans are going marine marauder. Sure enough he wrecked kawaii rice with muta bling on daybreak.

Dontkillme Profile Joined November 2011 Korea (South) 806 Posts #15 Note: This style is very dicey, and in the lower leagues, you're win loss ratiowill be about 50%... It is a difficult style so make sure when you try this style, make sure you are inthe zone Bomber & Jaedong & FlaSh & SNSD <3

Plague1503 Profile Joined October 2010 Croatia 433 Posts #16 On June 26 2012 17:47 naggerNZ wrote:

This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground. If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground. "Good luck." "I don't need luck. I have ammo."

HeeroFX Profile Blog Joined November 2010 United States 2619 Posts #17 A note about drops: I feel that drops can be useful just to pull the zerg army back to defend, allowing your main force to push up. From what I have noticed zergs will have all there lings on one button and will send them all back to defend a small drop. If you can keep the drop alive for a long time (if he has no mutas) you could do some serious damage.

naggerNZ Profile Joined December 2010 New Zealand 704 Posts #18 On June 28 2012 20:45 Plague1503 wrote:

Show nested quote +

On June 26 2012 17:47 naggerNZ wrote:

This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground. If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground.



This just isn't true. A decent player won't die to the mass drops, and will get decent engagements with their ling/bane/infestor. In this case you simply wont be able to stop the Zerg from getting maxed and counter-attacking with 3/3 ling/bane/infestor with potentially a few Ultralisks in there. If you don't have tanks you will simply die. Look at any good pro-player opening with MMM vs this style and you will see that they transition into siege tanks.



If you're relying on killing the Zerg off 2/3base it's an all-in. That is what an all-in is. This just isn't true. A decent player won't die to the mass drops, and will get decent engagements with their ling/bane/infestor. In this case you simply wont be able to stop the Zerg from getting maxed and counter-attacking with 3/3 ling/bane/infestor with potentially a few Ultralisks in there. If you don't have tanks you will simply die. Look at any good pro-player opening with MMM vs this style and you will see that they transition into siege tanks.If you're relying on killing the Zerg off 2/3base it's an all-in. That is what an all-in is.

bourne117 Profile Joined May 2010 United States 678 Posts #19 On June 29 2012 11:34 naggerNZ wrote:

Show nested quote +

On June 28 2012 20:45 Plague1503 wrote:

On June 26 2012 17:47 naggerNZ wrote:

This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground. If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground.



This just isn't true. A decent player won't die to the mass drops, and will get decent engagements with their ling/bane/infestor. In this case you simply wont be able to stop the Zerg from getting maxed and counter-attacking with 3/3 ling/bane/infestor with potentially a few Ultralisks in there. If you don't have tanks you will simply die. Look at any good pro-player opening with MMM vs this style and you will see that they transition into siege tanks.



If you're relying on killing the Zerg off 2/3base it's an all-in. That is what an all-in is. This just isn't true. A decent player won't die to the mass drops, and will get decent engagements with their ling/bane/infestor. In this case you simply wont be able to stop the Zerg from getting maxed and counter-attacking with 3/3 ling/bane/infestor with potentially a few Ultralisks in there. If you don't have tanks you will simply die. Look at any good pro-player opening with MMM vs this style and you will see that they transition into siege tanks.If you're relying on killing the Zerg off 2/3base it's an all-in. That is what an all-in is.

First off how is a 3 base play all in at all? And I don't see how tanks would be needed against hive tech. You can go for vikings/ravens for Brood Lords and you already have marauders to deal with ultras. I don't see where tanks are ever needed in that situation. If you really think that tanks are needed go watch the bomber vs Ostojiy game at the Red Bull Battleground. Aside from it being an epic game it really shows how tanks are not needed in TvZ. First off how is a 3 base play all in at all? And I don't see how tanks would be needed against hive tech. You can go for vikings/ravens for Brood Lords and you already have marauders to deal with ultras. I don't see where tanks are ever needed in that situation. If you really think that tanks are needed go watch the bomber vs Ostojiy game at the Red Bull Battleground. Aside from it being an epic game it really shows how tanks are not needed in TvZ. QO Feasting

naggerNZ Profile Joined December 2010 New Zealand 704 Posts #20 On June 29 2012 11:51 bourne117 wrote:

Show nested quote +

On June 29 2012 11:34 naggerNZ wrote:

On June 28 2012 20:45 Plague1503 wrote:

On June 26 2012 17:47 naggerNZ wrote:

This guide needs transitions. If your opponent ever gets near max with Hive tech then pure MMM will just get crushed and you will immediately die. If you don't kill or seriously cripple your opponent before they get full 3base saturation you need to transition into tanks or you'll never hold Zerg's counter attacks.

If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground. If you play Bio properly (aggressively, constantly trading/putting on pressure) Z is basically stuck on midgame units and has to throw money in units just to survive, and even if he does manage to tech to Hive, he should be crippled enough/have a small number of units for your 3/3 Marines with Medi support to hold their ground.



This just isn't true. A decent player won't die to the mass drops, and will get decent engagements with their ling/bane/infestor. In this case you simply wont be able to stop the Zerg from getting maxed and counter-attacking with 3/3 ling/bane/infestor with potentially a few Ultralisks in there. If you don't have tanks you will simply die. Look at any good pro-player opening with MMM vs this style and you will see that they transition into siege tanks.



If you're relying on killing the Zerg off 2/3base it's an all-in. That is what an all-in is. This just isn't true. A decent player won't die to the mass drops, and will get decent engagements with their ling/bane/infestor. In this case you simply wont be able to stop the Zerg from getting maxed and counter-attacking with 3/3 ling/bane/infestor with potentially a few Ultralisks in there. If you don't have tanks you will simply die. Look at any good pro-player opening with MMM vs this style and you will see that they transition into siege tanks.If you're relying on killing the Zerg off 2/3base it's an all-in. That is what an all-in is.

First off how is a 3 base play all in at all? And I don't see how tanks would be needed against hive tech. You can go for vikings/ravens for Brood Lords and you already have marauders to deal with ultras. I don't see where tanks are ever needed in that situation. If you really think that tanks are needed go watch the bomber vs Ostojiy game at the Red Bull Battleground. Aside from it being an epic game it really shows how tanks are not needed in TvZ. First off how is a 3 base play all in at all? And I don't see how tanks would be needed against hive tech. You can go for vikings/ravens for Brood Lords and you already have marauders to deal with ultras. I don't see where tanks are ever needed in that situation. If you really think that tanks are needed go watch the bomber vs Ostojiy game at the Red Bull Battleground. Aside from it being an epic game it really shows how tanks are not needed in TvZ.



*sigh* It's all-in because pure bio with no transition will never let you take a fourth which means you either kill your opponent off 3base or you lose the game. That means you are all-in off of your 3bases.



Marauders only work against Ultralisks if you can kite them. With infestors out on the field, that essentially shuts any kind of kiting or micro down with fungal growth. That is why you need tanks. Not only do tanks do a lot of damage against Ultralisks, they also allow you to target fire Infestors, keeping the Zergs infestor count low and to stop them from just all running in and throwing up a dozen fungals out of range of the bio.



Referencing one game in which tanks did not happen to be required does not discount the dozens and dozens of games at GSL level where we see the MMM opening transition into tank. Not to mention almost every other instance of this style being used in other tournaments. *sigh* It's all-in because pure bio with no transition will never let you take a fourth which means you either kill your opponent off 3base or you lose the game. That means you are all-in off of your 3bases.Marauders only work against Ultralisks if you can kite them. With infestors out on the field, that essentially shuts any kind of kiting or micro down with fungal growth. That is why you need tanks. Not only do tanks do a lot of damage against Ultralisks, they also allow you to target fire Infestors, keeping the Zergs infestor count low and to stop them from just all running in and throwing up a dozen fungals out of range of the bio.Referencing one game in which tanks did not happen to be required does not discount the dozens and dozens of games at GSL level where we see the MMM opening transition into tank. Not to mention almost every other instance of this style being used in other tournaments.

1 2 Next All