· Protoss- When playing a Protoss vs Protoss game do not jump tech; Do a normal double-gateway build instead. What really decides who wins this match is who is tricky enough and willing to go all out in order to win. This means you have to be eleven steps ahead of your enemy, you have to drop, you have to screw with his mineral lines, you have to outsmart him.
· Zerg- When playing Zerg vs Protoss, keep your enemy occupied and defending by sending waves of attacks to various places (make them different and sometimes hit two different places at the same time). This will cause the toss player to have to concentrate his effors in maintaining his defense. While all this is going on, you must expand and be getting tech. So after he thinks he has stopped the last of your attacks, you end up having guardians at the back of his base. Be sure not to let him expand at all.
· Terran- When playing Terran vs Protoss, watch for tech rushes, especially dark templar rushes; so get detection early. Also, if you see him going zealots (if you scout his base and find that he has three gateways up in the first five minutes of the game) then get some firebats. Do not forget medics either. After you have an adequate defense/offense, it is good to get to tanks a.s.a.p. When playing against protoss you want to get tech fast with terran. You must be aggressive so that he does not have a chance. The best idea is to set up a barricade outside his base with tanks, bunkers, turrets, maybe factories and barracks, mines, and whatever elese you can think of. He will be so worried about that that you can freely expand and work out a plan. Be sure he does not drop a probe off somewhere to expand. Because protoss does not get siege units for a while, you will have the upper hand. And if does try to get reavers fast he will have few of them and it would have derailed him from his initial strategy. Take out templar's energy with EMP with the science vessel.


· Protoss- Get detection relatively fast because of lurkers. Do build zealots in the beginning. It is a good idea to use both zealots and dragoons with the zealots in front of the dragoons. Always use Templars
· Zerg- Do not spend too much time in the initial developing stage. Concentrate on getting a nice, steady flow of hydras/zerglings going for your main offense/defense (even if you are going mutalisks). Nydus canals can be effective, especially when combined with drops.
· Terran- Get lots of infantry in the beginning (don't forget medics), but keep bunkers to a minimum unless you are containing or setting up outposts. Firebats work well against lings and marines n' medics will rip apart a pack of hydras. You are in no hurry to get tanks; although, the faster you can get them, the better. Usually, a zerg enemy will go fast lurkers (whether it be a drop or not) or fast air. More on this is below.


· Protoss-Dark Templar rushes work well against unsuspecting terrans, but if they see that you are DT rushing, it is best to find a new plan. Usually, it is best to not let him get control over the map, so don't stay in your base the whole time.
· Zerg-the trick here is to be fast at everything. Expand fast, attack fast, get tech fast. Find out his strategy then go the tech route that you know he will have trouble against.
· Terran-drops work well in this match-up, and getting fast tech is the preferred option.