Nuke main and natural within ~2s for only one audio notification. Prespace your ghosts to arrive in corners of those bases at the same time. Return with trailing ghost to defensive nuke against early aggression (especially tank pushes in TvT). Use snipe, EMP, defensive nukes and autorepair on a bunker with one marine to defend early aggression.
vs Zerg you can get your orbital a bit sooner and only complete the wall when it's almost done. vs P and T you want to complete the wall immediately to try to deny scouting.
Notice that you queue a nuke immediately after launching the initial double nuke. Leave one / both ghosts in their bases if you can, to be able to launch this nuke. Cancel this nuke to add a starport / get a BC / fusion core out faster if your ghosts in their bases don't survive.
If a push is coming, and you don't have any ghosts left alive to send back, queue one to the far side of your main. Queue a nuke after (if you don't already have one). If you get lucky, a defensive nuke might deal with the push.
Ways this replay deviates from ideal form of this build: better to go ghost -> marine-> ghost than marine -> ghost -> ghost, and also better to go yamato before armory -> BC upgrades.
The main weaknesses of this build are to early aggression, particularly roaches, blink stalkers, and proxy void rays. Sometimes early terran aggression can be a problem, but if it's a frontal tank push, that's the ideal time to use defensive nukes (particularly from behind the bunker, so they are afraid to try to kill the ghost, and you can usually at least buy time).
At 3.7k on NA, my current win rates are: 39% TvP 59% TvT 53% TvZ
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