I dont know how to spoilers, so obviously ASL spoilers incoming.
HOW JAEGOD SMASHED FLASH THE ULTIMATE WEAPON
Deep-dive and Detailed Analysishttps://www.youtube.com/watch?v=CtMFmBDf1tIFlash brilliant idea without doubt, flash build was genius, and play it 1 million times agains anyone other than jeagod and he wins 100%. The build - this was initiated in the old bw playoffs before sc2, i dont remember the game, but it was spoiled early because flash lifted his baracks early and jd lings finished him early even before he can execute it. this asl season, he tinkered with it vs snow, as an aggressive counter to snow's godly shuttle reaver + gate attack. then in offline practice with soma he realized that it is still viable in present TVZ meta because maps favor semi mech where he can be conservative in the opening and mass gols while allowing tanks as needed. Flash perfected in in Jane Doe, but obviously works well as well in PoleStar.
The general concept of flash gol build - send early 1 vult to delay third. it should live, but even if it dies, it might work mind game because zerg will be free to push without the vulture and see terran base and aggro, and zerg will be forced to play conservative, that is 1-2 sunks plus delayed 3rd plus delayed hydra upgrades. then behind this, double armory, and always be +1 ahead of hydra upgrades, and make 2-4 tanks as needed depending on zerg aggressiveness. if zerg does not pressure, no tanks needed, and it will be super gols vs. mutas + hydra + ling, ezpz. moreover, flash can split 2 or 3 way between natural and third and consolidate in the middle without losing ground. then at midgame flash will be +2+2 with 130-150 supplies a-moving to oblitirate squeasy zerg.
Jaegod's general approach. people who have no formal pro level training will say oh jaedong has this new mentality, tyrant is back, etc etc. this is crap, wins and losses at the level of progamers is all about half second timing advantages, snowballing of early small advantage, positions and micro, and of course meta and counter meta mind games.
of course lets get the mentality thing out of the way. jaedong has expressed recently, iirc after his god-level game against zero, that his mentality is disregard build order disadvantage, disregard fear of losing, and just play well. that oversimplifies it, that is why i say it is only a very small fraction of his winning form lately, but we must admit it is a factor.
now lets go to the actual analysis. jaedong smashed because jaegod played very smart while playing vintage jaedong crazy aggression. to illustrate, before, jaedong will see an entrenched terran nat with 2 tanks and 1 full bunker with good simcity. he would have attacked with 8 speed lings and see a glimmer of hope because he destroyed the bunker and killed 2 marines, then he would go retarded and make 24 speedling and micro to 400 and hope it is enough against terrans defensive advantage, especialy if that terran is flash. this drove calm and killer crazy before, why he can have all it takes to win against flash - micro, strategy, intelligence to mindgame, and yet get emotional and retarded and just suicide his army against terran. but this time, he played very smart, not emotional, making every move with purpose to win. so now let us go to the detailed analysis.
Detailed Analysis3 mins - flash plan is going perfectly, and jeagod was able to see 14cc + sim nat.
5 mins - jd kills vulture, still according to plan for flash,. but here is the first mind game win by jd and him not thinking out of his scrotum. his spire finishes, but instead of getting defensive with sunk, he got 3rd and then double hatched. flash did not factor this and thought a few mutas would be harassing, but did did not think jd would have more mutas, we will discuss this later.
6 mins - flash got played, but he is still perfectly within his build, double armory
7 mins - jd won another mindgame, and flash does something below flash level of starsense here. he knew early that jd had 6-8 lings, and he knew also that the muta timing was off, so either it was a muta fake but instead a ling lurker rush, or mass lings. he was exploring the top left quadrant, and for sure, he would have seen even just a single ling. but he saw none. he should immediately thought of the only possibility - burrowed lings. it cannot be that the lings were away roaming savior style because at that point, they are already useless, so why would jd make them more useless and hide them in his base wasting supply when he can use them to recon. this is truly where flash lost.
8 mins - jd has optimized min max for mutas, this is what we are talking about earlier, normally, there would be 8, that is why flash also had 8 initial gols to defend the third. then jd saw where the gols where and saw that flash was starting third. this is the formal beginning of the end. jd adjustment to gols was to deny the third and force flash to balance gol and tanks by switching muta and hydras. but let us not get ahead. he saw 3rd starting and 6-8 gols. he delays it with 11 mutas, cc does not die, but delay successful. here is the new mature jd. old tyrant jd would have thrown 16 mutas against 10 gols and lost. here jd went soma-style - sniping scvs, harassing nat, and switch to hydra, while remaining myta to be used to snipe tanks and vess
10 mins - jd saw the timing, no tanks on the front and only 1 vess. muta + hydra was successful, flash forced to pull scvs. and first tank was out. again mature jd - clean up scvs, snipe 1 tank, and regather.
11 mins - at this point, they both know the 3rd at 12 is the battle point. jd will not attack the nat because high ground tanks, and flash knows jd is mass hydra so he needs more vess-irra and tanks. another jd mindgame win, more on this later.
12 mins - flash is outplayed and loses 3rd and has too many gols and only 1 tank and overcompensated by making more tanks in the next 2 cycles. jaedong almost has a brainfart here and loses 10 or so hydras in the nat entry, which is what he was avoiding earlier. he retreats and again pressures the newly landed third. he plays smart and avoids tanks while focusing on damaging the cc and scvs, while avoiding tank rangse. cleaning gols arrive, jd retreats
13 mins - flash overcompensation backfires. he has 5-6 tanks now, and only 4 gols. jd moves for the kill with a new batch of mutas, jd kills all except 1 tank, and another tank in highground main.
14 mins - jd is now up 20 supply, he uses 1 group muta to do pre attack harass by way of natural,. killing the annoying tank in high ground and another in the 3rd. flash completely messed the unit compo because of jd mindgames, he thought maybe old jd would 0-100 supply, but jd played smart and saved leftover mutas and hydras. now flash is 90 mech supply trapped in 3rd, and jd is 120 supply hydra muta. after stopping 3rd, jd does not waste supply in 3rd anymore and pushes to nat, this is purpose of sniping camping tank earlier.
in the end, sauron hydra + muta snipers vs. gols + 2 tanks = flash was smeshed like a trash noob.
Summaryflash played at his best level but got outplayed by a smart-aggressive, not retard-aggressive jaedong, who faked and pushed flash to react and always be 1 step behind and cannot have a good unit compo and position against Jaegod.