Its hard not to conjure up the Legend of the Fall for
Snow, who has been dangling very close to become a full on member of the kong line should he lose this, his run to the finals has been what some would consider lucky since he did not have to face
Soulkey again, only a returning
EffOrt and
BarrackS. while BarrackS is a "Solid Terran" who kept the hope alive for Terrans all the way to the Ro4, failed like all "Solid Terrans" do to Snow. Can Snow overcome where he fell before in ASL5 and ASL8?
For
Soma its like he's not missed a beat since his return from military service. His run to the finals has been phenomenal and his aggressive strategies have made him a proper heel in the eyes of a lot of fans, especially during the course of his Ro8 series against
BeSt and the Semifinal series against
Bisu. Will he be able to continue the era of Zerg that Soulkey has cultivated?
Also a very special Recap from Simplistik, our biggest Snow fan in TL staff.
Liquipedia
For
Also a very special Recap from Simplistik, our biggest Snow fan in TL staff.
Liquipedia

Semifinal A - Barracks vs Snow
Set 1 -
Barracks <
SnowWe start on this season's
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_02911_elevator.jpeg)
Stairs are soo old-fashioned.
You elevator some units into your opponents main, while going for a backstab on their fresh expansion. Obvs. This pattern of engagement sets the tone for the rest of the series. Snow should really be called Water for his defensive Kung Fu style of avoiding direct confrontations. Barracks notices that something is up and scans the blinking stargates. In principle, all he has to do is push Protoss' brittle face in with a overwhelming firepower before the carriers become effective. We all know how it goes.
![[image loading]](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExZmM0ZTJiMXNldTVxZGpxZWZtZWZoZHFvdDB2Z2Z3YzM1b2N6emZqMiZlcD12MV9naWZzX3NlYXJjaCZjdD1n/O0AEyXviC1vtC/giphy.gif)
Snow has learned from the master.
The Terran metal moves out and the Protoss defenders just melt away. Four carriers are out, but they need to have breakfast first after their long interstellar travel, so they hang around watching the oceans for a bit. The dragoons and zealots, all nine of them, in total, sneak around the North to cut off reinforcements.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_03335_winnable_fight.jpeg)
A winnable fight
When the carrier pilots have finished eating, they send out interceptors to blow up all the tanks, which are almost in range of the natural nexus. And then the ground forces clean up. Barracks is on four bases, and he is macroing well, but ultimately, he never manages to find that one favourable engagement to get ahead. Snow leaves a few small openings, like missing cannons at his forward island and transferring a round of probes through the Terran army. He's got a huge bank, but no zealot leg upgrade and so on. But none of that matters when you are accurately microing ten carriers on an island map.
I sometimes wonder if there aren't obvious weaknesses in Snow's multi-tasking and macro. But clearly he knows best what he needs to focus on to win. Eventually Barracks runs out of goliaths, and that is that.
[big]Set 2 -
Barracks <
SnowThe second game starts fairly standard. Snow tries his usual reaver harass shenanigans, while taking a third base, but he doesn't get much done. This gives Barracks an opportunity for a strong two base attack. The push gets to the Protoss natural very quickly, without taking any significant damage. And once again, Snow melts away gently to avoid a head-on collision. And just as the tanks start the siege, a gaggle of goons hits the relatively lightly defended Terran natural. Barracks missteps somewhat and his only two defending tanks get caught too far forward. And while the Terran challenger is busy damming the river at home, the tide rolls in.
![[image loading]](https://media.giphy.com/media/x4MREtRPGq9XCKCPjZ/giphy.gif)
Snow melts, floods follow.
Man... What? I'm not sure five dragoons, five zealots and two reavers are supposed to beat eleven tanks and sundry. This is exactly the reason why hitting Snow was the worst-case scenario for Barracks. But, to his credit, our first-time semifinalist hangs in there. His macro never slips and so the supplies stay close for a bit. Vultures get active and prevent Snow from taking his next nearest main base. But the Terran third is quite slow. And, crucially, Barracks doesn't notice when Snow is taking the cross-map main.
At just past 170 supply, Barracks comes out with another big push, while also taking a fourth base. The Terran armour first chews through the Protoss natural, then the base at two o'clock, and finally starts laying siege to twelve o'clock as well. Snow can no longer walk units out of his main, but he now has a healthy number of gateways in the other corner, so he can keep countering.
Ultimately, Protoss reinforcements run over the Terran positions in the South, and a judicious reaver drop lays Barracks' chances to rest.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_11152_coup.jpeg)
Coup de grâce
Set 3 - Barracks <
And so we come to the game of the series. It starts off conservatively enough, quick gas for Terran into factory expand and cybernetics core into nexus for Protoss. Barracks gets a little economic lead by having a late third marine and skipping the bunker.
Snow looks to be going for a quick third nexus, but a small squad of Terran units pushes his dragoons back into the natural.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_13409_covid.jpeg)
Covid protocols being enforced.
Behind this, Barracks starts a somewhat unusual third factory for early pressure, but he needlessly throws away some vultures. Of course Snow has a reaver-shuttle on the way. Once the third tank rolls off the assembly line, Terran immediately heads out for a second swing. Dragoons are busy dealing with mines and blocking vultures, so Barracks' units make it to Snow's natural without being slowed down. What follows is a tense engagement that lasts for almost two minutes, with both players heavily committed to micro. Snow is stuck at 74 supply throughout, Barracks at 76.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_13654_pressure.jpeg)
Barracks applies pressure.
The fight is close, and maybe if Barracks hadn't bled off too many vultures before he could have ended the game here. But, with unsurprisingly good reaver control, Snow holds and can finally transfer probes to nine o'clock.
Both players gear up for the midgame. Barracks tries some vulture harass, but a pylon wall is up. Snow loses a reaver to a mine and well-placed tank in the Terran base.
At around 130 supply, Barracks feels ready for another attack, this time with a substantial army. He slowly manages to secure the next high-ground slice towards his opponent. This gives time and space for an SCV to build a new command centre.
Snow's somewhat small army manages to hold its ground, but his fourth base is very slow. Siege tanks snipe a couple of reavers and when a low-health shuttle gets shot done by a missile turret, Barracks pulls ahead in supply.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14220_evaporation.jpeg)
Don't you think it's weird that shuttles evaporate?
Tanks and vultures push across two more gaps onto the high-ground just outside the Protoss main. Snow keeps up constant reaver production, but once a Terran army reaches a certain size, reavers lose their ability to conjure up miracles. And the push continues, inexorably.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14323_big_fight.jpeg)
Massive fight
Now 20 supply down things are starting to look desperate for Protoss. Psi storm has just come online, but there doesn't seem to be an obvious way to relieve the relentless pressure. With the tanks this close to the rally point, Snow has to fight. But he also can't risk getting his whole army trapped.
And then we get one of those small winter heatwaves, and some of Snow's units melt away and spill across the map, just before Barracks is able to shut the gate. It's kind of amusing to watch a small group of dragoons and zealots run around the map, looking for something, anything!, to do. Like a bunch of naughty teenagers running down the street, checking if any cars or front doors are open. Eventually, they find an open backdoor into the Terran third.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14501_very_naughty.jpeg)
This is very naughty behaviour!
The teenagers accidentally wake up the dog though, so they have to run way. But the neighbourhood watch is on it they get cornered and arrested. Still, they put up a surprisingly good fight and turn the supplies back into a playable game.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14522_weird.jpeg)
Weirdly, this somehow works out for Protoss
To further complicate the game, Snow slowly trickles out some dark templars to drag mines and swipe tanks on the edges of the army. And still the push keeps inching forward.
Snow sends out another small relief force, while starting to secure the Northern main. But they don't find any target either.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14705_closer.jpeg)
Closer and closer...
Barracks has slowly and methodically manoeuvred his way into a winning position. And just when it looks like he should be able to end the game, things start spinning out of control. Snow's delinquent trespassers shut down Barracks' attempt to take a fourth base. Meanwhile, his own fifth base starts to produce income.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14734_not_so_fast.jpeg)
Did you think this was going to be easy?
Barracks takes control of the area outside the Protoss natural, forcing the remaining Protoss defenders to retreat deeper and deeper towards the minerals, while tanks on the outside shell the gateways. Dragoons huddle behind the nexus to avoid siege tank shells.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_14837_huddling.jpeg)
Dragoons huddling doesn't usually signal Protoss positivity.
The natural nexus goes down and Barracks starts leaning onto the relatively undefended base at nine o'clock. But Snow isn't finished yet. His units prevent the Terran fourth base once again, starving Barracks of desperately needed minerals. There is a decent-sized Protoss force out on the map. A few gateways are now connected to the aether at eleven o'clock. And, with shuttles made from a freshly warped in second robotics facility, Snow starts ferrying units out of his main base towards a Terran blind spot at six o'clock.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_15013_ferry.jpeg)
Operating in the shadows
Come to think of it. Why didn't Barracks take this base? Surely, it would've been relatively easy to defend with his massive army nearby, and a line of turrets. Either way, SCV's do manage to start work at the mineral only outside his main, and his supplies are approaching max. Nine o'clock has been destroyed and a sizeable contingent of tanks and vultures is making its way North to put pressure on Snow's second home.
Then two fights happen at once. Snow hits five o'clock and Barracks pushes North. Snow loses his shuttle, but still trades effectively. Barracks cleans up the smaller attack, but perhaps overreacts by retreating his units back from the top-half of the map.
Still, if Barracks pulls together a reasonable chunk of army and heads to twelve o'clock he should just win. Instead, Snow takes the initiative. He arrives with a small gaggle of goons, a few zealots and a reaver at the new Terran base and starts what can only be described as a reign of absolute terror. Terran fans, look away.
Barracks wisely pulls most of the SCV's out quickly, but that reaver still ends up doing an insane amount of damage. On the first visit the reaver (already on ten kills from earlier) blows up two tanks, three vultures and two goliaths. The laughably small number of goons retreats, and the Terran army immediately mobilises.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_15148_16.jpeg)
Giant metallic space slugs are surely the scariest thing in the universe.
Of course the reaver comes back and kills another four tanks, six SCV's, five vultures and three goliaths. Six SCV's. Five vultures. Four tanks. And three goliaths. Is this is some kind of countdown challenge?
Before these engagements, Barracks was comfortably ahead by ten supply, after them he is almost 40(!) down, while Snow (also taking some losses) maintains his army size.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_15243_not_fair.jpeg)
This is almost an even fight now.
Snow has a chance to take a decisive lead, but he blunders somewhat, throwing away some units and shuttles needlessly. The supply levels are also somewhat deceptive, as Snow has a lot more workers, including a bunch idling in his main.
Barracks pulls his units away from the contain and attacks one of the open Protoss expansions, while simultaneously putting pressure on twelve o'clock. Snow is still reavering away as best as he can, but, for a change, goliaths shoot down the shuttle.
The Terran army takes control of the entrance to the Northern main and the writing seems to be on the wall for Snow. Still, be brings two fresh reavers to bear on some unsuspecting SCV's.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_15457_burning_cross.jpeg)
A burning cross to commemorate victims of work place bullying.
Barracks is forced to evacuate, including flying the CC away briefly. This puts him somewhat low on detection. (He also plays with his fans' hearts a bit by letting the command center burn to a concerningly low level of hit points.) Snow is also finally reduced to mining from a single base, so he throws out a few hopeful DT's. And together with some reaver support they actually clear out the attacking tanks.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_15536_Protoss_bullshit.jpeg)
I believe the technical term for this is 'Protoss bullshit'.
Barracks sends out his remaining units in a desperate attempt to finish the game, as his supply dips dangerously low to a mere 67. Snow still has two reavers, but the Terran forces carefully secure the twelve o'clock high-ground again and prevent mining at one o'clock. Snow kills a few more SCV's on the other side of the map when a few battle-hardened tanks, one with 13 kills, and vultures finally roll down the ramp and pull the plug.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_15732_victory.jpeg)
Congratulations!
I believe we are all victorious for having witnessed this incredible game. Let us appreciate for a moment that, in this nearly 30 minute game, only two bases were not mined, and yet, neither player ever got to level two upgrades. Given the income disparity, and the insane reaver shenanigans, Barracks must have, somehow, been supremely efficient with his resources. Snow looked dead several times, but there's apparently a lot one can do armed only with a reaver and a dream.
Set 4 -
Barracks
SnowFor the last two games we return to the pattern of the first two games, which gives the series a pleasing symmetry if you ask me. Barracks makes moves, but Snow pretty much has all the answers. In the fourth game, Barracks opens with a hidden command centre at another main, but Snow somehow figures it out super quickly, without seeing more than the edges of the Terran base with his reaver. Pretty incredible.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_4_20853_no.jpeg)
Yeah, no.
The SCV's run away and mostly survive, but the CC ends up burning down. All this is happening while Snow is going for some more Protoss tomfoolery. After the first reaver comes a DT, before Terran has any scanners. And an arbiter is on the way, too.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_4_20923_ferryman.jpeg)
"Let me ferry you across... to the other side." - Charon 'Booster' Akmon
This kills three tanks and a goliath more or less for free and locks Barracks in. When he's finally ready to take a third base, Protoss is already on four, and in the process of taking another main. Oh yeah, and there's now an invisible reaver.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_4_21213_transparency.jpeg)
Transparency issues
And if you think having to deal with invisible reavers, DT's and arbiters is annoying, then you'll be pleased to hear that carriers are next, as Snow completes another infamous omni-build. Remember that game against Speed?
Barracks scans the carriers and quickly moves out. The Terran army gets into the bottom left main without too much trouble. But when the carriers arrive, they outnumber the goliaths. And Protoss ground forces are cutting off reinforcements.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_21612_golden_armada.jpeg)
Golden Armada Ratio
Killing the nexus is good, but losing all those tanks for free is terrible. Barracks is unable to churn out and concentrate sufficient numbers of goliaths and gets run over.
Set 5 -
Barracks
SnowIn the final game, frustration and/or doubt seem to have finally crept up on Barracks. He engineers an early opportunity to do some damage, gets a good mine connection, but then backs off instead of pushing his advantage.
While, during the next attack he goes slightly too early and then also overstays his welcome. Circling round the left side of the map and waiting for the reaver to fly North before pouncing was a good idea. But the reaver is back in time and everything gets cleaned up.
![[image loading]](/staff/Simplistik/ASL20/Ro4A/Ro4A_5_23513_was.jpeg)
There was a Terran army here.
Snow can comfortably take a third base and macro up. Barracks, being somewhat contained and vulnerable to drops into his main is running out of options. He squeezes out as many units as he can from his five factories and orders an attack. As usual, Snow's units engages a little and then melts away.
A solid number of tanks pulls up outside of the Protoss natural pretty quickly. But Barracks is distracted by the drop into his main and the goons shooting up his natural. So he doesn't have enough time to spread out his attacking units before they get blindsided by scarabs.
Let's end this recap by appreciating Snow's reaver play.
![[image loading]](https://media.giphy.com/media/3pMXJYl3VRHgTBmke6/giphy.gif)
Gee
![[image loading]](https://media.giphy.com/media/zhOLTXx88XPaleYRGu/giphy.gif)
Gee

The Frozen Throne Awaits
To be honest, coming into this series, my head really says
I’m sure in the moment when
And yet, while PvZ is undoubtedly
Maps:
Game 1:
An interesting first map pick decision by
Game 2:
Snow opened nexus-first here against EffOrt, which is crazy to think on a pretty short rush distance 3p map. There’s a lot of little tricks on this map, like good cannon rush opportunities for Protoss against hatch first, and the mineral only bases make it so that some Zergs feel a bit uncomfortable with their 3rd base gas location depending on the spawns. Reverse ramps aren’t the most impactful in PvZ, but it honestly could be a solid map for Snow to go center gates against Soma on, and it’s worked for him in the past as well against Soulkey.
Game 3:
A nice stock standard map, I don’t anticipate anything too wild here, but look for Soma to attempt some whacky strategies to throw Snow off, and depending on spawn locations, Soma could look to play some aggressive muta-scourge openings to find weaknesses in Snow’s defenses.
Game 4:
This is one of the maps that I could expect a 2 gate from Snow, the other being Metropolis. Soma has shown some weakness to in-base 2 gates, losing games against BeSt and Bisu. This is also a good macro map, which means that I could anticipate Snow wanting to try to take this game to a late-game and utilize his storms and reavers to grind out Soma, as getting to 4 base Protoss on this map isn’t the most difficult.
Game 5:
Another potential 2 gate map, this map can be tricky for Zerg as taking a fourth seems difficult. Protoss also has some chokes to abuse like if they can get the Zerg army pushed all the way back to their natural, making engagements difficult for Soma. It’s a smart final map pick from Snow. Definitely another map where I would anticipate a muta-scourge opener from Soma, though if Snow gets a vertical wall, we could see a muta fake into hydra bust.
Game 6:
Knock Out is a tough map for Zergs. In the old days on Circuit Breaker, Zergs didn’t realize how important that 3rd gas was and going 5-6 hatch hydra with a mineral-only third felt almost all-in. It was either that or go late game and take another natural for 3 gas. Soma and Snow have both demonstrated why this map feels like a fairly good Protoss map for that reason, because if Soma chooses to take another natural, Snow’s ability to grind out Zergs is second-to-none, while taking the mineral-only means that Snow’s 8 gate is going to be all the more successful as Soma won’t have enough gas to put together a high quality army. Expect Snow to want to play as standard of a game as possible.
Game 7:
A fitting final game, Snow will definitely be on high alert so that Soma can’t do a ling run-by like he did against Bisu, but he might also try to take advantage of the backdoor minerals with a gate-first followed by mineral hopping the zealots into Soma’s main. After that, Snow will likely play defensive, as this map can be somewhat tricky with high drop potential and other shenanigans from Zerg. And if he manages to pull it off, Snow would finally get his hands on his long awaited trophy.
May our favorite foot clapper finally triumph and ascend to his frozen throne.

Full Circle
The following story you are about to read and events that unfolded may be unsuitable for nerds under 18...
Fifteen years ago, long before
But outside the shop, the night took a different turn. Snow was there with his CJ Entus crew
Fifteen years later, he still uses that mouse. If you look closely between games, just under the side grip, you’ll see “
When Park “
Soma’s campaign began in the Round of 24, where he defeated
In the quarterfinal,
His semifinal match against
Map preparation has played a key role in Soma’s success. He’s undefeated on
This will be
Now they meet again, both looking for their first ASL title. Soma has been fantastic all season. He’s won on every map he needed to, beaten two top-tier Protoss opponents in back-to-back series, and shown no signs of slowing down.
He’s sharp, his ZvP is well-practiced, and the map pool suits his style. Snow will fight for long games, but Soma only needs a few cracks in defense to break through. If he plays to the level he’s shown all tournament, this could be the one he finishes.

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