Here is a tutorial on how to stop an early MM attack as Protoss, and while there are no Medivacs involved, most of the strategy still applies.
colossi (with thermal lance) + charge zealots, guardian shield really helps against the marines. zealots just prevent the main army from reaching the colossi, thermal lance lets them hit from a safe distance. stalkers are backup. without charge, the zealots will just be damage sponges and won't be able to reach the ball and deal damage.
Don't forget armor upgrades! A +1 armor upgrade, along with guardian shield will cut a marines damage from 6 to 3... I'd argue against a MM terran, the armor upgrade is way more important, and useful, than the +1 to damage. That's a good video for the early marauder push for sure. There are many options for trying to combat the MM ball, but ultimately it really comes down to luck and a LOT of micro managing your units. Guardian Shield is a must.
I just go pure zealot-sentry. Marauders are good against zealots if they can keep out of their range, but if a sudden force field traps them, they just get slaughtered.
Thanks for the video, helped a lot! However, he also mentioned playing against an MM build in Scrap Station... I can't do that ramp trick in that map. And before I can produce some Colossi, I have to tech up leaving me with only a few stalkers, zealots, and sentries. What do I do then? =\
Maybe you could try building your structure on the ramp as if you were going to wall in, but just leave a small space that you can forcefield to block off. Scrap Station also has such a short air distance between the bases, so if you can get one or two void rays out they can really hurt your opponent.
you have two real options and a third hard option. this first is the collosus, this units destroys marines, backed up with zeals (with charge) and some sentries the marines will go down fast, then the maruders get crushed by charging zlots. makes sure to useforcefeild to cut his concave so that alot of ranged units are in back no doing anything. the second options is to stick with gateway tech, keep up zlot production and add on templars, they must have amulet and storm, this makes a very lean army that is very balenced in terms of cost. the third option is phonexis, this is what i have seen used in some of day(9)'s videos on Nony, this is hard to pull off but if you grab the maruders then your pretty well set to kill marines, this takes alot of micro as the phoneix move rather strngly when compared to the rest of your army, and will end up dying by being there first. i love gate tech with zeals with charge, esspecially against alot of maruders, and the high temps dont cut into zeal production much as they cost so little mins
As mentioned above I recommend the Collosus first, with range upgrade as their beams go through marines like a hit knife through butter. Make sure you have units infront to act as meat shields.
Seems like no one except me builds stalks and voids to counter the MMM. As long as there are not too many medivacs, Stalks and voids works decently as a counter. I build voids rather than colossi so I'm not heavy on gas. I'll admit maybe to through in high templars instead of voids, it's just getting to psionic storm takes up a lot of time and resources.
If you're against a Terran player that just goes with MMM and nothing else, then get charge zealots, sentries, and high templar. IMO Colossi die too fast to Marauders, but high templar can hang out in the back storming the armies while you set up force fields so they can't get away. And even with EMP charge zealots take a lot of hits and do tons of damage against MMM. If you're up against a lot of medivacs you can either storm the troops to waste their energy or just straight up feedback them and kill them off almost instantly
MMM is different than MM. With no medivacs, you are okay with zealot/stalker/sentry. Just make sure you have a mix of all three. Teching to colossus or temp won't help you here because you will be dead before you get them. Once medivacs enter the picture, you need either colossi or temps. I go back and forth with which I like better. Marauders and tanks make short work of the colossi, but psi is so weak that good micro can keep it from being a game-changer. Throw EMP in the mix and relying on temps can be fatal. If I notice that the terran is going heavy marauder, I usually go bots so that I can throw a couple immortals in the mix. If he's going heavy rines, I'll go charge/temps because the rines die to psi easier and the chargelots fare okay against the marauders. Whatever you do, mix stalkers and sentries in there, too.