Starcraft – the correct method for the Marine Stutter Step

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A common method of Marine Micro is the "stutter step". How is this Marine Stutter step done and when should it be used?

For example is the Stutter step effective against Banelings, etc.

Best Answer

There are 4 methods to stutter step, but the concept is always the same.

Marine shoots, the "animation" is canceled by a move command, move command is stopped by some action and marine shoots again. Because the action to stop moving varies there are basically 4 different ways to stutter step and each has advantages and disadvantages.

shoot, move, Stop, shoot ...

This is the easiest to execute, as it involves only pressing 1 button. The problem with this is that while it works for the "front" Marines, the Marines in the back also stop moving, thus preventing them from forming a proper concave as they are too far away to shoot anyway. But in this version Marines can wander "a bit" off to some unwanted location, especially the Marines in the back might walk away from your destination, because of some enemy units.

shoot, move, Hold Position, shoot ...

This is also very easy to execute. It has similar problems as Stop, but you retain your formation. This is good for stutter stepping in a "Magic Box" to prevent splash damage. I would argue Hold Position is better than Stop.

shoot, move, Attack Move, shoot ...

This is the way to go. It is harder to execute as you have to press A and right click. But your Marines in the back still walk towards the front thus building a better concave. They still might wander off, but in most cases this is still better than Hold Position and Stop. Another bonus is that you can focus fire an enemy unit while stutter stepping.

shoot, move, Patrol, shoot ...

Very simmilar to Attack Move but you cannot focus fire an enemy unit.

As already pointed out in an other question the different methods different APM counts. Basically Hold and Stop require 170 to 240 and Attack Move and Patrol require 255 to 360 APM.

Usage

You should always stutter step if you can afford the APM and you get a benefit from moving towards or away from your opponent.

Examples:

  • With stim stutter step away from banelings off creep, otherwise split.
  • Stutter step towards walls / buildings while facing zerglings or zealots.
  • With stim kite Zealots and Stalkers. Even though Stalkers have more range, if they do not stutter step themselves they important attacks this way.
  • Stutter step towards smaller groups of units, as you benefit from this and your opponent does not. And if they run away you get another shot at them.
  • Stutter step towards air units. They generally do not have as much of a problem clumping as your Marines, thus they usually all shoot, while your marines do not.