Ah yes, another set of games are upon us! The first two series of the quarterfinals have already delivered in some cases. While the Shuttle vs Rain was an ok series overall, the Mind vs hero series went for a full 5 games and gave us some of the best TvZ games this ASL. The series was quite tense and is highly recommend from this TvZ's fanatic point of view! In the end, both Rain and hero advanced to the semifinals. Ty2 has recapped both series thoroughly so give them a read if you don't have time to watch!
The next two set of the quarterfinals will be extremely exciting to spectate. Mini vs Larva is the first series and was previewed by BLinD-RawR. The second series, previewed by Ty2, might be one of the most anticipated series of the quarterfinals is between Flash and Snow, a bout whose results are rough to predict. Regardless of who advances, these are two series that you don't want to miss!
With the games set to start in , let's get hyped for PvZ and PvT action!
The next two set of the quarterfinals will be extremely exciting to spectate. Mini vs Larva is the first series and was previewed by BLinD-RawR. The second series, previewed by Ty2, might be one of the most anticipated series of the quarterfinals is between Flash and Snow, a bout whose results are rough to predict. Regardless of who advances, these are two series that you don't want to miss!
With the games set to start in , let's get hyped for PvZ and PvT action!
Game 1 on Transistor:
Starting the game, Rain spawns in the 5 o'clock and Shuttle spawns in the 1 o'clock. Both players open with a 1 gate expand into fast robotics facility. Rain quickly deviates from Shuttle, taking a hidden expo at the 9 o'clock main base. The game transitions into the midgame where both players skip reaver, and Shuttle has the faster templar archives.
Shuttle goes on the offensive with an accompanying storm drop, moving downwards into Rain's territory. The storm drop is repelled at the natural, but finds success in Rain's main, killing off nearly a dozen probes.
Rain's hidden expansion more than makes up for the loss however as both supplies remain even. Rain takes a fourth, which to Shuttle looks like a third, and then offensively postures his army at the 11 o'clock. Both sides skirmish with storms on both sides before disengaging. Both armies regroup and take a full engagement near Shuttle's 3rd base (12 o'clock) where both players trade evenly. However, Rain's ninja expansion is now paying dividends in the far greater production, hastening Shuttle's gradual demise.
Taking the initiative of the game into his hands, Rain forces a re-engagement on Shuttle's side of the map. A blanket of storms covers Shuttle's army, but he's held off. The attack is perhaps just a distraction for Rain's large zealot runby up Shuttle's main base ramp. Before long, Rain attacks Shuttle's 12 o'clock and cancelling Shuttle's 10 o'clock fourth with a hit and run zealot group. Stretching Shuttle thinly with his greater production, Rain obligingly throws away army for even the most mediocre trades, resembling the Zerg swarm.
Rain is the first to get tier three tech, making an arbiter. Rain positions his army once more at Shuttle's fourth, casting a powerful stasis that funnels Shuttle's army. Shuttle with few options left painfully forces his army through the meat grinder, and in the attempt loses his army along with his fourth. From start to finish, Shuttle was playing Rain's game, ending in his ultimate defeat.
Game 2 on Third World:
Off to a rocky start for Shuttle, he spawns in the top right while the leading Rain spawns in the bottom left. Both players go for 1 gate cybernetics, but Shuttle's cyber core is slightly faster. He later fakes dragoon range research, cancelling for a faster robotics facility. By the time Shuttle's reaver has started after the shuttle, Rain's robotics facility has only just finished.
Shuttle, prudently denying Rain's inquisitive scout, has pulled a veil over Rain's paranoid eyes. Shuttle then moves across the map, setting his plan into motion. All at once Shuttle pushes in at the ramp as a distraction for an incoming speed shuttle.
Devastation asunder, a total three scarab hits ravage the clumped probe line killing more than a dozen probes.
Rain, now behind 20 supply tries to attack Shuttle to make up for the severe disadvantage. The attempt is futile though in the face of the extremely narrow ramp that leads to several dragoons and reavers atop. Rain frantically pulls his army back and forth, suspicious of a backstab. In the midst of his panic, Rain absentmindedly wanders his shuttle into Shuttle's main base, losing it in a hail of dragoon fire.
Adding insult to injury, Shuttle unloads another reaver on Rain's probe line. Rain's situation looking increasingly worse, he concedes.
Game 3 on Gladiator:
The series now even, Rain spawns in the bottom left while Shuttle spawns in the top right. Shuttle does a cross scout, tripping up Rain who scouts counterclockwise, then across, assuming Shuttle is adjacent to him. Planting the seed of uncertainty in Rain does not deter him from going for fast DTs. Meanwhile, Shuttle has gone for 2 gateways into robotics facility.
Rain moves out of position to take out Shuttle's probe, but in the process of the retreat is cut off by Shuttle's offensive four dragoons. Shuttle's and Rain's dragoons go on a wild goose chase. In the meantime, Shuttle, caught in the splendor of his early advantage makes a reaver before observer.
The move proves perilous, letting Rain's incoming DT kill 18 probes and delaying mining time severely. Shuttle collects his forces for one final push, only to lose his shuttle and the reaver therein before crumbling to Rain's far superior army. Shuttle leaves the game visibly distraught from the underwhelming defeat.
Game 4 on Sparkle:
One game away from winning the series is Rain, spawning in the top left while Shuttle spawns in the bottom left. The players open an ordinary Nexus first into stargate with cannons, wary of fast zealot drops. Rain makes two robotics bays for reaver corsair which Shuttle scouts with a suicidal scouting corsair. Shuttle on the other hand cuts his corsairs in favor of more gateway units. Shuttle is more than prepared for the devastating mobility of Rain's units, making cannons at his natural.
Rain unloads to the bottom right of Shuttle's main, forcing Shuttle to funnel his units. In the tense engagement, neither player loses many units as Rain barely gets away with both shuttles intact.
Rain quickly follows up with a drop that kills Shuttle's cannons at the 6 o'clock, delaying the fourth.
Rain then pokes in with three corsairs, seeing three dark archons.
Spurred into action, Rain unloads his ground force in the very heart of Shuttle's main, attacking before the Dark Archons have energy for mind control. Shuttle hurriedly moves his ground force at his natural into his main. Shuttle's gateways are now being used against him, acting as a funnel. The combination of DTs and reavers kill a significant amount of Shuttle's army.
Rain attacks once more at Shuttle's 6 o'clock, briefly overwhelming the defending cannons and units before Shuttle's reinforcements clean up. Rain, not finished yet, unloads in Shuttle's main. Rain, staying to the very last second, gets money shots on Shuttle's unloading dragoons before retreating once more.
The flow of aggression unable to be stemmed by Shuttle, Rain gains a thirty supply advantage. The one redeeming aspect of the game is Shuttle's DT in the top right delaying Rain's fourth significantly.
Just as the game looks even enough, Rain makes a decisive drop at Shuttle's 6 o'clock base. Despite the similar supplies, Rain's cargo of reavers, archons, DTs, and a few zealots far outstrips the tier 1 army of Shuttle as Rain catapults to a fifty supply advantage. Shuttle, failing to save his base, picks off Rain's fourth at the 9 o'clock.
Shuttle can only hope to defend Rain's next drop which occurs at the bottom right. A multitude of archons and reavers appears to spell a swift doom for Shuttle's last mining base. By the skin of his teeth, Shuttle manages to defend the drop along with the subsequent mini drop.
The defense though offers little respite of the nearly fifty supply deficit. Rain, enacting the finishing blow, throws down the gauntlet at the empty main of Shuttle, now penniless. Rain advances to the ro4!
Game 1 on Third World:
The series begins with Hero spawning in the bottom left and Mind spawning in the top right. Already playing cautiously, Hero scouts for a proxy barracks against Mind who opens a fast factory. In a show of immaculate micro, Hero's first drone kills the SCV that was building the barracks.
Hero off to a promising start opens with his own deceiving 3 hatch play, blocking his ramp from a scout. Hero, hides his third hatch and an ominous hydra den.
Hero then makes an alarming six hydra attack, a feint that Mind pulls several SCVs for to repair a bunker. In the meantime, Hero happily drones and takes a third at his opposite side third.
Mind then loads up two tanks inside of a dropship, dropping on the ledge over Hero's natural. Mind follows up with a second drop of defending marines as the tanks bombard the natural hatchery. Hero, enacting his own countermeasures, has mutalisks, carefully microed to kill the the siege tanks and marines.
Hero moves his mutalisks out onto the field only to be caught unaware by cloaked wraiths. In an attempt to retreat, most of the mutalisks and a few overlords are killed. Mind, not halting the aggression enacts an early siege tank push with stim-less marines, not even having the tech for medics.
The push, however, falls short of its ambition, dying one-sidedly to Hero's overwhelming army. Mind cheekily attempts another siege tank drop only to be thwarted by Hero's now done dark swarm with lurkers. Mind then unloads the two lone siege tanks on the low ground. Mind's small flock of valkyries and wraiths that got plagued earlier all fall to two mutas. Mind, seemingly making a blunder has actually set up a distraction for a drop targeting Hero's third. The marines and medics kill the nydus, Hero only managing to trickle in a single zergling.
The base, good as gone, has its drones evacuated. Hero, pushed to bite back, sends his units across the map. Amidst the chaos, the defilers have made their way to Mind's half of the map, chaining dark swarms up to Mind's natural. The lurkers and zerglings sacrificed manage to buy time for Hero's bottom right and re-established third.
The next major move is from Mind, attempting to breach the opposite side. He establishes a third at the 1 o'clock and two dropships worth of units. Mind quickly goes on the offensive while Hero sends an army around to counterattack Mind's third. Hero, perfectly balancing offense and defense, shuts down Mind's third and protects his own.
The game only continues to spiral out of control with full blown aggression from Mind. A double drop devastates Hero's third, Hero's isolated bottom right base is picked off, and a science vessel eraser kills several drones. Hero returns the favor, shutting down Mind's 1 o'clock, ferrying units into Mind's main base, and picking off several of Mind's science vessels throughout the game. Eventually, the aggression from Mind finally runs out of steam. Starved on just three bases, Hero's encroaching reach devours the rest of the bases and constantly denies Mind's fourth.
Attempts to establish a fourth futile against an unstoppable Hero, Mind surrenders.
Game 2 on Transistor:
Mind spawns in the 9 o'clock while Hero spawns in the top right. Mind opens cc first into +1 5 rax while Hero opens the standard 3 hatch muta. Caught at a slight disadvantage to Mind's opener, Mind then plays on Hero's desire to catch up with an unexpected marine medic push.
Seizing the moment of opportunity, Mind runs by the still morphing sunken colonies. Hero, thinking fast, pulls his drones with a complete surround. Coupled with zerglings spawning in the nick of time, disaster is averted.
Later, Hero manages with his mutas and zerglings to catch an isolated marine group, and quickly moves to establish his third. Lurkers already complete, Mind decides against pressuring the third, instead making a fast dropship. His plan is set into motion, beginning a devastating marine medic elevator. As the first group of marines and medics unloads, Hero hurries to move his out-of-position mutas. Despite the effort, his mutas are too far away to prevent the second group of marines from landing.
The deadly power of marines unleashed on open ground leaves a panicking Hero who loses his mutas and zerglings. Despite cleaning up the drop, Hero's economy is crippled. Not long after, Hero admits defeat, his third and main conquered by Mind's overwhelming numbers.
Game 3 on Sparkle:
The game evened up 1-1, Hero spawns in the bottom right while Mind spawns in the top right. Mind opens 2 starport wraiths while Hero opens 3 hatch into lair with hydras. Hero, despite scouting the 2 port wraith, incurs heavy damage from Mind's wraith harassment.
As Hero's defenses solidify, Mind continues to push the air advantage, making two more starports after expanding. Meanwhile, Hero expands to the bottom left. Mind's hawk-like wraiths, now almost 2 control groups, immediately go to shut the expansion down.
Hero briefly debates whether to counter drop or simply do a rescue drop at the bottom left, eventually picking the latter. The unsuspecting Mind leads his wraiths head first into the rescue muta scourge flock, making a dicey trade. Mind continues to take skirmishes as he expands to the 12 o'clock and top left.
Both players quickly establish bases as Hero techs to defilers. He then makes a proxy drop at the 3 o'clock, threatening the main and 12 o'clock bases of Mind. Mind, in his attempts to harass the hydras gets his wraiths plagued. The dust settling, Hero finally makes a definitive move - a doom drop at the bottom left, escorted by devourers, mutas, and scourge.
Mind, attempting to hold the floodgates closed is pushed back effortlessly by Hero's superior air army. Unloading the precious cargo of hydras, Mind's fate is sealed, conceding the game.
Game 4 on Gladiator:
Now one game away from winning, Hero spawns in the bottom left. Mind, trying to bring the series back, spawns in the top left. Hero gets the fast scout of Mind's cc first, picking away at the building SCV with a drone. He pulls two more drones to harass the barracks wall-in, faking a zergling followup.
The reaction is heavy from Mind, pulling upwards of 4 SCVs with both players trading a worker. The game quickly moves onto the dicey midgame where Mind pressures Hero's third with marine medic.
The fended off Mind quickly moves onto a fast siege tank push, setting itself outside of Hero's natural. In the tense moment, Hero pulls the three lurkers at his third to defend the push.
In a sudden turn of events, Hero mistakenly unburrows the three lurkers, hurrying to burrow while both Mind and Hero engage with their armies.
The siege tank push now put to a stop, the game moves onto the fluid dropship harass phase. Hero is pulled left and right defending a dropship at his third, then his main, before having his front busted by Mind's army. Hero barely defends with dark swarm. A tenuous peace afterwards, Hero scrambles to guess where the next drop will come from.
Mind plays his trump card, unloading four dropships in Hero's main. Hero is swiftly defeated, unable to defend against the subsequent drops.
Game 5 on Third World:
Tensions rise at an all time high in the series deciding game. Mind from the bottom left appears to open factory as he did game 1. Meanwhile, Hero in the top right, blocks his ramp with a drone much like the first game, but opens with two hatch lair. However, Mind's deception proves far deadlier, maneuvering an SCV around overlord vision to make a proxy factory near the bottom right.
The situation looks increasingly dire for Hero as Mind repeatedly blocks a creep colony from building with his SCV. The vulture is already en route to Hero's natural with a creep just barely started. Hero has no choice, but to hold his ramp with zerglings and a few drones.
In the meantime, Mind is following up with 2 starports intending to follow one hair pulling attack with another. Hero in his crisis management continues to tech to spire, pulls drones from his natural, and makes a spore colony at each base. Defensive scourge buy time before Mind's regrouped wraith force picks off wandering overlords and drones. Mind in a commanding position already has a marine medic force against the stunted economy of Hero.
Hero, however, spotting the wraiths are straying too close to the flames, pounces on the opportunity. Mind tries to kite the pursuing mutas, but only ends up taking a decisive loss in favor of Hero. Leaving all, but three red wraiths alive out of a group of nine, Mind barely hangs on with just his marines and medics.
What happens next is an elaborate seven minute dance between Hero's mutas and Mind's defenses. Hero constantly vies to pick off turrets, SCVs and marines on each swoop in while Mind is pressed to defend in range of his turrets. In a tense exchange, Hero, clearly nervous, makes a few micro mistakes, unable to finish the game cleanly. Eventually, Hero's four gas income overwhelms Mind's brittle forces, securing the victory. Hero advances to the ro4 and will play against Rain!
Battle Of The Small
Coming into the Ro8, Mini definitely shocked everyone in his group by advancing first in a group that had the odds stacked almost entirely against him. On the other side, busting out with ZvZ, his historically worst matchup, Larva somehow managed to slip through by beating Jaedong and EffOrt, while losing to Shuttle in the winner’s game. It's clear that both players want to secure that seeded spot into the next season on their road to victory.
By The Numbers:
* as always, numbers mentioned here were at the time of writing and may change
Both Mini and Larva have had a tough month in April when it comes to streaming and the sponmatch scene, with Larva in particular being at an overall just 38.1% win rate across all matchups compared to mini’s 40.5%. Of course, its also worth mentioning that Larva has about almost a hundred games on Mini.
It bears repeating that Mini was never the best in PvZ(in fact, it's his worst matchup), this has more to do with his playstyle, which means he usually tends to play the more aggressive, micro-heavy, early game tactics rather than follow a strategic long term plan in a matchup. Mini hardly ever wins a game that goes past the 15-18 min mark and against a naturally management style zerg like Larva that's a huge problem, which is why the head-to-head for Mini and Larva in April is (1 : 6), in favor of Larva.
The Maps:
Third World(Set 1 & 5)
Mini is going to go for a gateway-first expansion and get some early pressure on Larva, or alternatively, attempt to get a hidden robo on the other side of the mineral wall and attempt to shuttle reaver from topside while he tries to push his ground army toward Larva’s natural. Of course, if Larva were to scout the proxy tech there would be no way for Mini to even protect the tech and could easily set Mini back entirely to lose the game. On the other hand, Larva’s entire gameplan on this map will be to sit back and play defensive and expand, relying on zerg’s lategame on Third World, with nydus literally bypassing the mineral walls.
(it's also probably worth mentioning that if Larva were to take the third base across the mineral wall instead of natural and when Mini does not scout a natural would he immediately cannon up in his main like he did against action in the Ro16?)
Gladiator(Set 2)
The most standard map in the season and also the oldest with both players having a lot of experience playing on it, I expect Larva to take the closer third and go for a 3 hatch hydra bust on Mini who will open with a gateway first expand and try to pressure larva’s natural early on all the while trying to move into Sair+DT play.
Sparkle(Set 3)
Larva’s clear advantage of having that easy 3 gas is really going to shine against Mini, who is most certainly going to go for a corsair reaver play, and just get those scourge hits that he needs to shut down any shuttles that come his way and sprinkle that with some hydras in his base until he builds up his mutalisk armada. After that, he might go with the greater spire for devourer or a queen to ensnare the corsairs later on leaving them less effective to give chase and move around the map while Mini starves on his own main island, unable to expand.
Transistor(Set 4)
The only way I see the game going on Transistor is toward Larva probably with a 3 hatch speedling swarming into both sides of the ramp at Mini’s natural, I don’t expect this game to go for longer than 10 mins.
In fact, I don’t expect this series to go on for long.
Larva <Third World> Mini
Larva <Gladiator> Mini
Larva <Sparkle> Mini
Larva <Third World> Mini
Larva to Advance to Semi-Finals 3-0
First Bisu, then Snow
Snow:
In the previous season there was Bisu, the predecessor to Snow in the line of legendary Protoss. Bisu, the undisputed best of his race and member of the holy quartet, TaekBangLeeSsang. Bisu, the new hope many thought would finally put a stop to Flash's ASL dominance. In the most hyped match of ASL season 4, both players sat down in their booths, a clash of two titans to be told of for the ages. And Flash, without blinking, brushed Bisu off his shoulder like lint. The double shuttle drops failed horribly, the reaver micro neutralized, and the lamentations of Protoss units heard over the flames of scorched Nexi. The fall of Bisu was a dark day for many a Protoss. Snow today stands as an embodiment of the Protoss hopes carried since then. Unlike Bisu, Snow is a better equipped Protoss whose specialty is PvT. If there's any player capable of beating Flash in a bo5, that player is Snow, the very best the Protoss race has to offer.
This month he sits at rank 3 in ELO and four ranks higher than the next best Protoss, Shuttle. Snow's incredible stature as a top Protoss is in big thanks to his PvT prowess. That sounds incredibly bland and uninspiring, considering for many Protoss, PvT is their forte. On the contrary, exactly how Snow differs in the straightforward matchup of PvT is what makes him so distinct.
Compare Snow to the next best PvT'er, the macro dominator, Best, who one can easily say is "great". But to describe Snow, according to a top player, he is "disgustingly good." Snow is not only good, he is tilt-inducingly good, driving terrans mad, poking and prodding at every weakness one can exploit. Both players possess great knowledge of timing attacks and an understanding of the matchup. However, where Snow starts to differentiate himself is his strategical prowess and foresight in decision making. In a series, he understands so well the Terran's perspective that he constantly picks counter builds. He takes a scalpel to Terran's armies dissecting with scarily accurate precision how engagements are going to go.
Another player, known for his micro, is Mini, the coveted Pervert Toss, who is known for his reaver micro, infiltrating the most vulnerable recesses of Terran. Snow in this respect not only matches, but arguably exceeds, making a name for himself as an ultimate tilt master. He has shown himself more than competent at excelling in micro under tournament pressure. There are times when his strategical imagination comes to a head with his stunning micro. The fruition of such daring blossomed in his game vs. Stork on Transistor, exhibiting a disarming double shuttle elevator. In another game versus Mong, after falling behind, his reaver micro alone mounted a comeback on Sparkle.
Snow not only has the imagination to match his micro, but also possesses a world class strategy and mind game. He has both parts macro and micro to realize his strategical and tactical ambitions that outdo other Protosses. For such paradigm shifting maps as Sparkle and Third World, Snow is going to have to outdo himself to keep up with Flash. There's a reason why Snow was spoken of as the next Protoss to usurp Flash's throne in ASL 4. Now he finally has that opportunity.
Flash:
Despite Snow's reputation to cause trouble for Terran, there's one player not foolhardy enough to fall for his silly tricks. He is Flash, the undisputed number one.
He has no sign of running out of steam. The new maps meant to dethrone Flash have only invigorated his competitive spirit all the more. A downtrodden Snow was visibly slumping, his face contorted in a mess of sorrow and angst at the announcement of the Ro8 bracket. That is the breadth of domination and oppression that is carried with the name of Flash, to make even the most excellent of Terran slayers not exactly enthusiastic.
What is most terrifying about Flash, more so than his monstrous mechanics, is his immaculate series preparation. In a Bo5 where the better player most likely wins and preparation is everything, Snow has his work cut out for him.
Flash, well known for spearheading the trend shift of going 1-1-1 in TvZ, is already hard at work cracking the new maps. Sparring with Best and Stork on Third World, Flash has spoken of his confidence in dealing with Carriers on the map. On Sparkle, Flash is so incredibly confident he's reserved to practice on the other maps. On Transistor, however, Flash appears to be having the most trouble, sitting at a 56% winrate the past four months.
Where strategy, decision making, and a knack for thinking inventively, Flash will come to heads with Snow on such creative maps. His ungodly consistency, mental endurance, and momentum of three ASL wins under his belt are all going to drive Flash forward.
Predictions:
Flash <Third World> Snow
I foresee Snow opting to fake proxy buildings to keep Flash constantly guessing. Snow no doubt will go for reaver aggression, which will be more than properly defended by a prepared Flash. Then Snow goes for a fast two stargate carrier which is thwarted by a timing attack by the all too wary Flash. Eventually, Snow gets the better of Flash through the power of the Carrier. The game somehow goes insanely long as Snow occupies the opposite side of the map, his main base razed. They fight tooth and nail for every expansion before an exhausted Snow must tap out at the swarming goliath numbers!
Flash <Sparkle> Snow
Despite the setback, Snow has a map that can showcase his touted reaver micro. Flash goes for a heavy valkyrie and wraith army into goliaths to start the game. Flash carefully expands, then executes well timed drops at Snow's natural and delays Snow's third while taking bases himself. Snow, manages to hang on and equalize the field with his own tenacious drops, as the game comes to a head. Evened up so far, Flash makes one last decisive move that makes Snow's house of cards fall to oblivion.
Flash <Gladiator> Snow
Snow, pushed to the edge, strives to bounce back against the odds with a center gate. Flash uncharacteristically loses a few marines, catapulting Snow into an early lead. Snow in tight fashion cinches the victory against a Flash who's all out of options.
Flash <Transistor> Snow
The map where Protoss reigns, Snow will go for shuttle play albeit predictable. However, just as the shuttle is about to gain a foothold, a watchful wraith subdues the shuttle. Snow carries on with his plan, teching to Carriers despite the setback. Flash's follow up dropship play coupled with his factories only leads to Snow's eventual defeat.
Flash <Third World> Snow
Not needed
Flash wins 3-1 and advances to the semifinals!