zergling rush>>
The infamous zergling rush-dreaded by newbies. This strat can be easy to overcome, though, especially now because a spawning pool costs 200 minerals. Since this counter is for all races, it will be generalized. If you find yourself subject to a 'ling rush, use your workers to attack the zerglings (you may have thought of this already). Be sure to use the attack key instead of right clicking on each individual 'ling. Also, you should have one basic unit (zealot, marine, zergling) almost done, so your workers will merely act as a distraction and obsticle for the 'lings; however, it is possible to kill 6 'lings with your workers.
lurker rush>>
You can tell if someone is using this strategy by an early extractor, a fast lair and hydra den, a lack of zerglings, and a lack of drones. If you are terran or protoss, you will most likely be a target of this strategy.
protoss-
get detection fast (preferably observers) and templars. Reavers are helpful but not necessary. Make sure you have plenty of minerals and at least three gateways, pumping out zealots and dragoons in a 1:2 ratio (if you have three gateways). If you find that there are lurkers at the entrance to your base, don't get excited and start sending every unit you can to kill them (unless you have a lot). Instead, build up and get more units, then attack when you are confident that you can kill the lurkers. Also, be sure to keep observers in/around his base to know what he is up to. Usually, a zerg player will branch to air after containing you (or not) with lurkers.
zerg-
Of course use overlords. Also, if you have lurkers of your own, use them. If not, then use hydras but not 'lings. Just make sure you have a lot of hydras. You may want to get a couple sunkens then jump to air because he may still be in the lurker stage by the time you get mutas. A drop would work nicely to.
terran-
Get detecion (Science vessels if you can ) and tanks. Use the Sci vessels to scout ahead, revealing map for your tanks to blow away lurkers. Tanks work best for terran (other air) against lurkers. Watch your base for drops. A good plan is to tank push to his base to screw up his strategy. He will probably switch to air so kill him fast and watch the map.
early expansion
This can be characterized by your enemy's...uh..early expansion. The best thing to do in this case is, if you have units, go attack his expansion. This will piss him off and slow him down. If you want expand also (this is not recommended for terran and protoss this early in the game), but also get tech fast as an early expansion build is a slow one, tech-wise. So you may have mutas/goons/tanks by the time he has a spawning pool, some sunkens, and a few hatcheries.
air rush>>
You will know if someone is doing this by their massive amount of sunkens, fast gas, lurkers planted as defense, fast hydra den, fast lair, fast spire. Usually, the enemy will go mass zerglings with mass air, in order to slow you down while he gets air, and his base remains "untouchable" with massive ground defense.
protoss-
Your best bet is to find out that he is going air as early as you can, so that you can kill him early, and don't stay with zealots too long as they cannot shoot air units. Get dragoons fast and if you can, corsairs, to shoot down overlords to slow him down. If you want you can get scout, but they are not required unless it is late in the game and they are getting massive mutas/guardians/devouers.
zerg-
Get spore colonies and hydras. Use defilers when defending/attacking. Also, use scourges to an extent.
terran-
Get goliaths with missile upgrade fast and set up turrets throughout throughout your base. Get a containment barricade in front of their base with bunkers, tanks, and many turrets. Keep building towards their base to keep them occupied, don't just let your barriade sit there.
mass zerglings>>
Name speaks for itself. Just get weapons with splash damge (tanks, reavers, guardians I think). Templars work well too. For your main units use zealots/firebats, medics, and marines/zerglings with lurkers and hydras. Get air also because they won't be prepared with only zerglings.
mass hydras>>
You can tell if someone is using this by the massive amount of hydras (here we go again). Really, though, most zerg players go mass hydras.
protoss-
Use templars with zealots and dragoons (more zealots than dragoons). Reavers work well. Also, zerg players tend to forget their overlords when attacking, so DTs are not a bad idea. Even if there are overlords near, DTs can be good for clearing the way fast and work well because in a huge battle, it takes a while to notice your guys are being attacked by DTs.
zerg-
zerglings work well because they can overwhelm hydras. just be sure to upgrade. In the later game use zerglings with hydras and lurkers. Get guardians too.
terran- marines, tanks, and medics to a great job against hydras. Use them as you see fit.