A more accurate
definition of cheese in Starcraft 2:
A cheese strategy is simply a high risk/high reward tactic which aims to win a
game with little strategic effort, and relies on the failure of the opponent to properly react. A cheese strategy will often leave the cheeser at a significant disadvantage should the cheese fail.
Perhaps the most
popular example is the photon cannon rush, in which photon cannons are built in close proximity to the enemy base so that they can be used offensively. If spotted early, the cannon rush will likely fail and the defending
player will have a significant economic advantage, exemplifying the high risk/high reward nature of cheese.
A cheese strategy does NOT necessarily take advantage of imbalances in the
game, and most cheeses are easily countered if they are spotted early and there is adequate
time to prepare (hence why many cheeses rely on poor scouting).
Cheese is often regarded as "cheap" or "dirty" play, as the
player cheesing does not try to counter their opponent or adjust their strategy. "All-in" strategies are good examples of this.
Below are some more examples of cheeses. Note how each cheese strategy takes advantage of "common" flaws in the defending
player's build/strategy. If the flaw is not present, the cheese will likely be countered and lose:
General:
Worker Rush (Drones, Probes, or SCV only) - Takes advantage of
poor reaction and micro (the defending
player must use their workers)
Early All-in (Zerglings/Drones, Zealots/Probes, Marines/SCVs) - Takes advantage of
poor scouting,
poor early defense, and improper reaction (If the defending
player fails to use their workers, the cheese will be effective)
Proxy Rush (Gateways or Barracks near enemy base) - Takes advantage of
poor scouting and
poor early defense.
Protoss:
Dark Templar Rush - Takes advantage of lack of detection
Void Ray Rush - Takes advantage of lack of anti-air and/or lack of early pressure
Cannon Rush - Takes advantage of
poor scouting
Terran:
Reaper Rush - Takes advantage of poor scouting and early defense
Marine Rush - Takes advantage of poor scouting and early defense
Planetary Fortress Rush - Takes advantage of poor scouting
Zerg:
Zergling Rush (6,
7, or 10 pool are most common) - Takes advantage of poor scouting, improper reaction (Vs. 6/7 pool, you must user workers), and poor early defense
There are others, these are just the most common.