
By advancing this far, our semifinalists have secured their spot for next season, but their focus remains on this season.
Best and
Light finally catch each other in the bracket stage with
Best always having the upper hand in groups will
Light finally be able to beat him where it matters most? On the other side we have
Snow and
Soulkey facing off against each other and once again in the Ro4, will
Snow make up for the humiliation of last season or will
Soulkey stop him down with both feet again.
Ro8 Recaps by Simplistik.
Liquipedia








Ro8 Recaps by Simplistik.
Liquipedia



Ro8, Match 2,


Set 1 on

As far as entertainment was concerned, Match 2 started very well. Light spawns in the bottom right and opens with an 11-rax wall. Jaedong starts in the top left and gets a decent opening with 12-hatch. The first overlord gently floats in the correct direction, and is spotted by an SVC, so both players know what they're up against.
The scouting SCV sees the 2-hatch spire timing and the Terran commander responds by continuing with his 2-rax academy rush. Everyone knows that Light likes putting pressure on the fresh Zerg third, but Jaedong decides to take 2 o'clock anyway, perhaps hoping that Light won't find it that quickly.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_02120_hide_and_seek.jpeg)
Hide and seek.
Seven marines and a medic march across the map, getting shadowed by four zerglings. There is only one sunken colony, but mutalisks are close to hatching. The infantry platoon turns back. The Jaedong supporters in the audience audibly appreciate it when the zerglings ambush the lead marine on one of the big central ramps.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_02227_gotcha.jpeg)
Gotcha
So far so good for Zerg. Mutalisks have taken to the skies, third base is finished and hardly any drones were wasted on defence. Both players take a fairly conservative approach to the next few minutes. The infantry stays close to home, threatening a counter if the flappers dive in too far. The mutalisks in turn stay near the edge of the Terran main, picking off a few turrets, marines and SCV's relatively safely without ever heading in deep.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_02508_conservatism_in_ac.jpeg)
Conservatism in action
Behind the air pressure Zerg is teching, with the hydra den and queen's nest at the third base. Just when I start wondering if Light knows where the third is, the observer shows us scans at 1 and 2 o'clock. Two more barracks get built and and an armoury is on the way. And with the first two valkyries on the way, the Terran ground forces start venturing a bit further out.
Again though, everything is looking textbook for Jaedong. Enough lurkers are out at both locations and scourge catch one of the first two valkyries.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_02715_the_tallest_blades.jpeg)
"The early valkyrie gets scourged." - Collection of Medieval Saying
When there isn't any opening for a ground attack, the shield-maidens thoughtfully escort some overlords to Valhalla, before another one of them falls to scourge. With nothing else to do, Light starts his third base, letting Jaedong choose the next move.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_02815_your_move.jpeg)
Your move.
Mutalisks swoop in and pick off another valkyrie, preventing Light from building up a critical mass. The first defiler has hatched, and there are neither tanks nor science vessels. This should be good for Zerg right? But Terran has had almost no economic disruption so upgrades and macro flow along nicely. There are also spotters at all the likely Zerg fourth bases. Somehow Light has a healthy marine count, and he is under no pressure on even bases. Perfect time for...
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_02920_switcheroo.jpeg)
Switcheroo
A mech switch. As the factories finish, Zerg takes a fourth base and we're in for a longer game. Plague is finished. Jaedong must've been wondering why Light has been so passive. There was no tank push. He's seen no vessels. A flock of scourge have been waiting in vain for dropships. A single scourge sniffs out the reasons for this passivity.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03047_shortsighted.jpeg)
Short-sighted, but not blind.
After making at least three rounds of valkyries, and suspending air production to get the factories going, the first irradiate goes down at 14:30. Light is finally ready to apply some pressure.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03120_tech_war.jpeg)
Biological weapons vs radiation warfare.
There is a very close fight over the Zerg fourth base. The defiler gets irradiated, along with three lurkers. There is a dark swarm, but no lurkers under it. Infantry start pushing up the ramp on the right side while vultures come up the other ramp and start laying mines. Hydralisks slither over from the natural to help.
![[image loading]](https://media.giphy.com/media/6mfuGvVEQXWEFDAvHY/giphy.gif)
What a mess.
There's a hilarious moment when a spider mine, invincible under dark swarm, takes out a bunch of hydras. The hatchery goes down, but most of the infantry gets wiped out, putting Zerg on even supplies. Jaedong's macro is holding up well at this point. He's mainly making hydralisks now to start clearing mines. Meanwhile, Light is expanding across the entire South of the map, taking first his mineral only and then both 6 and 5 o'clock at the same time.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03251_metal_expands.jpeg)
"When heated, Mech expands in all directions." - The Law of Thermal Expansion
At this point the game hits boiling point and we are treated to pretty much constant fighting on multiple fronts for the next 20 min. If you thought this was exhausting to watch, spare a thought for the players. While hydralisks are sweeping mines on the right side, a hydra-lurker-defiler contingent attacks 9 o'clock.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03343_attack.jpeg)
Attack!
A few lurkers get up the ramp and under dark swarm, but two well positioned tanks do a lot of work. And the attack ultimately fails. Now on four bases, Jaedong's macro appears to be slipping a little as he floats over 1.4k minerals and 1k gas. There are still three valkyries, so a muta switch is probably not on the cards. A gob of hydras slide, unopposed, into 6 o'clock and turn back some SCV's at the door, because they forgot their ID cards.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03427_what_are_you.jpeg)
Why are all these hydras wearing cat ears?!
The CC tries to get out, but the hydras shoot it down. Eight queens have hatched, so maybe this is what the banked resources were for. The next flash point of the game is over the remaining main and natural on the right side. If Jaedong can't secure that, he will run dry first. The first tank column takes control of the 4 o'clock high-ground.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03529_denial.jpeg)
Denial of service push.
But, strangely, Light pulls back most of the tanks, which gives Jaedong an opening to become King of the Hill. One clumsy defiler steps on a mine, but there's more where that came from. A vulture, hiding in the corner, gets rewarded for its cowardice by catching the first drone coming down to secure the base.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03613_Kafka.jpeg)
"A vulture was hacking at my feet." - Franz Kafka
But another drone follows quickly. And Zerg also makes progress on the other side of the map. A couple of control groups of hydras with dark swarm clear out the 9 o'clock pizza wedge, so that Jaedong can safely take his mineral only.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03654_pineapples.jpeg)
"The only thing worse than pineapples on pizza are siege tanks." - Italo Zerglini
In many ways this is a rather unusual game. At just over 20 min, Terran is running a full-on six-base economy, is almost maxed out and has started to mix in goliaths. It's not clear if Light knows that queens are just around the corner when he orders the heavies to advance North, for his first real attack in a little while.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03813_heavy_metal.jpeg)
Heavy metal on the move.
Engaging a large tank army in the centre of the map isn't easy, so the Terran army slowly makes progress towards Jaedong's mineral only. But keeping all the siege tanks together isn't trivial either. And keeping them safe from queen's almost impossible.
![[image loading]](https://media.giphy.com/media/99lZicqGvnVf44KGNS/giphy.gif)
Kneel before your Queen. Or die. Horribly.
Four queens glide into the frame. Four tanks explode. Then the queens depart unscathed. Solid value. Without a critical mass of tanks, the royalists encircle the republican army and wipe it out.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03853_royalists.jpeg)
That's enough of that.
But despite this nice engagement, Light is still 20 supply up. Zerg still is not mining from either of the bases on the right. Jaedong has been economically behind for some time. To make matters worse, Terran is on 3-2 upgrades already. The queens are actually keeping Zerg in the game for now. Some hydras get past the tanks and start causing trouble at 5 o'clock.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_03946_trouble.jpeg)
A minor skirmish.
But of course the artillery rolls up the hill and levels the battlefield. As Zerg forces are clearing some Terran installations out of the centre, Light notices that 4 o'clock is completely exposed and pushes onto the prime real estate on top of the ramp. But there aren't actually any Zerg buildings to destroy, so the Terran army falls back again. Heading down the ramp would probably not go well, and is also unnecessary.
A few scientists have been granted an audience with the, by now rather large, royal family. But it's fair to say that their boorish behaviour will mean there won't be any future invitations, except perhaps to the gallows.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04039_audience.jpeg)
How rude!
This would've been an amazing moment to throw some EMP's around, but Light doesn't have the upgrade. Not because he doesn't have the resources, but because he wants to earn some style points instead.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04117_pure_style.jpeg)
Pure style.
Four cloaked wraiths dart in looking to bag some royal scalps. Definitely a cool move. And they do shoot down a couple of queens. But ultimately there are plenty of speed overlords and hydralisks. Has Light momentarily forgotten that he's actually playing late game TvZ? Maybe. I suppose the wraiths also provide some measure of protection from a potential muta-switch. After some manouvering, tanks get in range of the Zerg mineral only. And it looks like they will easily pulverize the base.
![[image loading]](https://media.giphy.com/media/F7FuBkiQk65XqE5ULl/giphy.gif)
Bloody commoners, with their revolting manners.
And then nine broodlings rain down and put a stop to the peasant uprising. The wraiths were there, but protecting the wrong flank. And, once again, the queens skedaddle. But, again, Light is still ahead by 15 supply. Honestly, I don't know how he's doing it. At 280 apm, he's macroing his six base economy, moving his army and microing ten wraiths to one-shot overlords.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04316_why_not.jpeg)
Why the hell not.
Around 27 min into the game, both players hit near max supply. The swarm barrels forward to try to clear Terran out of the entrance to 4 o'clock. What I want to know is this: when did Light have time to build turrets there?
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04349_Forward.jpeg)
Only one way: Forward!
The initial attack fails, when a large contingent of Terran reinforcements arrives. But the swarm also surges up the ramp and two lurkers get in position under dark swarm. Somewhere else all eleven wraiths get plagued.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04431_red.jpeg)
Ketchup stains are the worst.
Jaedong is doing his best to try to overload Light with small attacks on multiple fronts. This buys enough space for a hatchery to finally start up at the right side natural, at 29 min. There are still tanks nearby, but swarms push them a little further away. And then the queens come again, behind overlords providing vision and soaking up hits.
![[image loading]](https://media.giphy.com/media/YA05kpw39BwxCpMzFQ/giphy.gif)
Quick draw queens
What a great clone. The Ring Wraiths try to go after Arwen, but they get washed away by a flood of hydra spit. You've seen the film. Light is down to mining from three bases now, while Jaedong is on two and a half until he can get 4 o'clock running properly.
Queens keep on blowing up isolated tanks in the centre, but Jaedong is less careful with pulling them back, so quite a few get irradiated or shot down. I guess it's simply too difficult to chain a move command, back home, on to the end of each broodling. As the resources start to dry up we are approaching the climax. Jaedong needs to hold at 4 o'clock and keep on inflicting damage to the Terran army. Light has to break 4 o'clock before he runs out of gas, metaphorically speaking.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04819_battles_lines_are_.jpeg)
"There's battle lines being drawn." - Rhynadon Springfield
Light has pulled together most of his tank force to set up a massive arc around the entrance. Vultures, mines and goliaths are in front to buffer. And, thoughtfully, a fresh command center has also arrived to provide some vision. Some hydras attack 6 o'clock, but fully upgraded vultures are actually able to deal with that.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_04931_tables.jpeg)
The tables have turned.
Meanwhile on the Eastern front, it's still raining broodlings while a small number of lurkers huddle under dark warm in fear of the constant shelling. While the siege continues, another mech army moves North towards the Zerg mineral only. Drones evacuate and a hydras-ling brood surges forward to repel the attackers.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_05148_get_back.jpeg)
Get back!
Hydralisks push the unsieged tanks South, but two tanks in siege mode on the high-ground swing the fight. Zerg supplies have dropped to 110. Jaedong is definitely suffering from a mineral deficiency now. Light, too, is slowly mining out, with only 6 o'clock still looking healthy. The difference between the players' positions is that Light has more map control. Jaedong can't get out of the 4 o'clock natural, and in the North he has been pushed back almost to his natural. Tanks destroy the Zerg mineral only and, at the same time, secure access to 10 o'clock. This move is a two-base swing in favour of Light.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_05220_new_ground.jpeg)
Double whammy
Dominator has twelve gas bases and three mineral-onlys. With 10 o'clock, Light has secured his 6th gas location. He has also mined out his mineral only. Jaedong also controls six gas bases, but he has lost control of his mineral only. And the last unmined base near 9 o'clock is protected by a large siege tank line. Despite the queens getting good value, the Terran army appears to have been more efficient. Zerg doesn't have the tools anymore to fight through long siege tank lines. Terran doesn't have much air defences, but there aren't enough resources for a muta switch.
![[image loading]](/staff/Simplistik/ASL19/Ro8_2/21_05225_the_end.jpeg)
The end.
And so Jaedong is forced to tap out.
This was a great a game, and surely everyone was hoping that the match would continue like this. Alas, it wasn't to be, as Light mostly dominated the rest of the series. Mechanically, Jaedong seemed fine, but some of this decision-making was a bit off. Some comments afterwards suggested that maybe he was overthinking a bit, following a rigid game plan (mapped out with Flash!) instead of playing what's on front of him. Perhaps with his usual aggression JD could've taken another couple of games, but I'm not sure it would've changed the outcome. Nevertheless, I think ASL19 was a good showing for the Tyrant. There was probably just enough on show for fans to keep looking forward to next seasons. Not that true fans ever stop hoping...
Hats off to Light though! He looked supremely at ease with (almost) everything that was coming his way. This is probably heresy for a Protoss fan, but I quite fancy a Soulkey vs Light rematch.

Once More
Just a step away from the finals,


Over the last five seasons of ASL competition,














For








The season ends in the next 7 maps for one of these players while the other goes on to battle against the winner of



Terran leads on Deja Vu SE with a 56.5% win rate. Being a map pick for Light and having strong Terran favorability. Light is likely to be well prepared for this map as he opens with a win.
Prediction:


Protoss holds a 57.9% win rate on Death Valley. The map was Best’s first pick and has historically favored Protoss. If Best can stay mentally strong, he will get his first win here.
Prediction:


Protoss holds a slight 50.7% win rate on Pole Star. The map was Light’s second pick.
Prediction:



Protoss has a 49.9% win rate on Eclipse. Best chose this as his second map.
Prediction:


Protoss has a 50.8% win rate on Dominator SE. Light selected this as his final map. Best will find a way to build momentum and take the lead.
Prediction:



Protoss has a 49.3% win rate on Radeon. Best’s final pick to close out the series turns out to be a great pick sending him to his first finals!
Prediction:



Third Times a Charm?
In this current era of Brood War, it’s almost like we always expect to see







Snow likely has nightmares of this matchup at this point, but as the saying goes, if you want to be the man, you have to beat the man. And if Snow wants to finally win his maiden ASL title, he’s going to have to beat Soulkey at some point. But Snow has likely been preparing for this moment with this matchup specifically in mind, playing




Based on Soulkey’s preparation the entire tournament thus far, I don’t anticipate that he will deviate from his safe and macro-oriented style of play. As seen in his match against

Maps:
Game 1:

This was the map that Mini pulled off a sair/reaver style against hero in the Ro16, and I’m sure Snow is looking at that game to see if there’s a way to utilize his supreme reaver control to find an advantage against Soulkey. But certainly with the large mains and harass friendly layout of the map, Snow can attempt to utilize his shuttle play to his advantage. However, Soulkey’s iron defense and his knack for deterring drop play will be difficult to penetrate.
Game 2:

There have been some exciting ZvPs on this map, with Best vs BTS being one of the games of the tournament so far. With the way that the bases are layed out, I wouldn’t be surprised if Soulkey were to mix in an early 9734 strategy into his repertoire, though I also predict him to still play relatively safe in this series. This map has also been a Zerg favorite to mix in mutalisks for templar sniping, utilizing several of the cliffs as good staging points for mutas to wreak havoc on the Protoss army, and is something that I would anticipate Soulkey using.
Game 3:

This is a tough map for Protoss with eloboard showing a 55.7% ZP winrate. The bases are hard to defend, the natural is small so there isn’t a lot of building area for cannons, and the ridges make pushing into hydra lurker very difficult. If there’s one saving grace for Snow’s style, it’s the fact that the mains are so large and encourage shuttle harassment, either through DTs or reavers. But overall, I expect Soulkey to cleanly take this map.
Game 4:

Soulkey has once again picked Death Valley, showing that he is not afraid of the experimental map, and even picking it second rather than saving it as his 3rd map selection. The map is, at a glance, very Zerg favored in this matchup, with a small sample size of 6-3 on eloboard. Plus, Best vs Queen had an intense game that came down to the wire and saw arbiter and hallucination used but ultimately ended in a Queen victory. I’d expect Snow to deviate from the norm, going with something like fast shuttle reaver off an in-base gateway while expanding to the mineral natural instead of the gas natural.
Game 5:

This map has been one of the better ones for Protoss, with a 51.7% ZP winrate. A very straightforward and standard map, even with a reasonable winrate, I think this map is going to be difficult for Snow to win. Expect something a bit more creative from him like 2 stargate to apply early pressure on Soulkey.
Game 6:

Pole Star is another map that I could see Soulkey pulling out a 9734 on, with the very tight cluster of bases that are accessible by the Zerg. The rich map encourages more turtling play and late game army management, something that both these players are incredible at. The only problem is that Soulkey’s late game, coupled with the strengths of Zerg in this matchup, make his late game nearly invincible.
Game 7:

A final standard map to settle the score, it almost feels like a lot of players have been intentionally leaving this later in the sets as an honorable way to conclude a series. If the series reaches this point, the players are going to leave it all on the line for a ticket to the finals. Maybe we’ll see one player go for glory and throw in a hail mary cheese to punch their ticket to the finals.

Writers: FlashFTW, Simplistik, BisuDagger
Graphics: v1
Editors: BLinD-RawR
Graphics: v1
Editors: BLinD-RawR