![[image loading]](http://www.teamliquid.net/staff/keit/WL2.png)
From rabid fans to casual watchers, D- players to esports commentators, we all have a common image of an all killer in our heads. He should be someone who is a big name, a team superstar, someone like Jaedong or Flash, who has been trialed and tested in the past, and has surfaced as a certified gosu. Sometimes we might compromise, and accept the perennial proleague regular on a winning streak, or the young, hyped-up fledgling, who is having a good day (last season's SkyHigh comes to mind), but often, even that is pushing it.
This week, though, this image in our heads was completely shattered by a couple of players, namely Puma and Shuttle. What do these two players have in common? The obvious answer would be that they both achieved all kills this week, but what really differentiates these players from the others who've achieved all kills is that no one actually anticipated them to. These two small fry, no name novices, defied and surpassed everyone's expectations by accomplishing this insurmountable task, sending shockwaves through IRC and live report threads, and proving that progaming is indeed a very unpredictable field.
To exactly elucidate the reason behind all the wonder and surprise, we decided to delve deeper into the history of these two players. Most on TL would probably know Shuttle as the guy who played against and almost lost to Idra in the MSL prelims. Besides that, as a Protoss on STX Soul, he was eclipsed by the stronger play of his teammate, Kal, and seldom saw play in the regular proleague season. Coach Kim must be pretty glad that he let Shuttle play this time though, for he singlehandedly took down Samsung KHAN's lineup, which included both Stork and Jangbi. In fact, in official games, Shuttle's record vs Protoss is actually 11-3, a whopping 78%, although, who can take a guy with an aka like BorAdori seriously?
![[image loading]](/staff/pangshai/shuttlewlwk3.jpg)
Introducing Shuttle, aka BorAdori
Anyway, back to the issue at hand, Puma is probably an even lesser known player. A minor/dream league player for hite SPARKYZ, the only televised games he played for the whole of last year were a couple of proleague games in which he lost. Hell, this player is so little known that we don't even know what to say about him. He took out Air Force's lineup this week, although he struggled a little against Reach, who really should've won, but somehow managed to throw the game away. Kudos to Puma though, all killing is hard, regardless of which team it is, and we always assign credit where its due.
Moving on, there were some other notable events this week. Guemchi almost netted a second all kill for himself against hite, but was stopped, heartbreakingly, by Leta. More interestingly, in fOrGG's second appearance this Winner's League, he almost managed an all kill against eSTRO. After the form that he showed last round, we were surprised to even see him play, but then again, with Flash, The "I-was-confident-in-reverse-all-killing-OZ" Ultimate Weapon in the same team, somehow it all made sense. Also, before we forget, Light is the third all killer of the week. He has shown some ridiculously strong play in Winner's League, and he dominates the FPL charts with a 12-4 record, raking in 29 points for first place. He demolished Air Force, but encountered some difficulty against Much in this week's Game of the Week.
GOTW - Much vs Light on Match Point
By Pangshai
It was game 4. Much had been sent out to fight, not so much for his team's survival, but from the humiliation of an 0-4 loss. His opponent was Light, and the map was Match Point, a map that has proven to be just slightly Protoss favoured against Terran. With the pressure of securing this win weighing greatly on his shoulders, Much trudged into battle.
His battleplan revealed itself within moments of the game's start, as one of his 4 probes made its way to Light's third. There it planted a pylon, followed by a proxy gate, and cybernetics core after taking his gas back at home. A zealot was warped in, and it made its way down to Light's main, where it wreaked some havoc, forcing Light to pull some SCVs to defend. A second zealot and a dragoon joined it, and an intense battle quickly occurred at Light's nat. SCVs, marines, and a vulture, met Much's army of 2 zealots and a dragoon, and with overwhelming numbers, Light was able to force Much to retreat north. Much consolidated his position on the high ground at Light's third, and eventually whittled down Light's army with some impeccable micro, forcing Light to fall back to his main where he had set up a bunker. In the meantime though, Light had attempted to bring some vultures into Much's main, but, there, he met a pylon wall, and a goon arrived to brush them aside.
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The game then proceeded with Much teching to (proxied) reavers and Light starting up tank production. With 2 tanks and 7 rines, Light, once again, pushed out, encountering Much's reaver-supported forces at his nat. This time, Light microed well, driving his units out of the reaver's range, and maximising the damage on the dragoons - the battle should've easily ended in Much's favour, but Light successfully traded his army for Much's (save the reaver). In fact, a single tank of his survived, thanks in part to some handy SCVs for repair, and it took out the pylon powering the proxy buildings.
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However, the danger was not over for Light yet, as Much was in his main with a shuttle/reaver. The situation almost seemed hopeless, as Light's main was more or less defenseless, but a mine brought the reaver down into the red, and Much decided to err on the side of caution, flying his reaver out to deal with the errant tank, giving Light some much needed time to get his starport constructed.
The succeeding wraith took out Much's shuttle, and Light, trying to catch Much with a greedy expansion, moved out with his army, this time 2 tanks and some marines. Unfortunately for him, Much had added a gateway at home instead, and with a superior army, crushed Light's effortlessly.
The game now slowed down a little; both players expanding to enter the midgame. With his superior army, Much delayed Light's expansion for a huge amount of time while double expanding himself, taking a pretty hefty lead in the game. There was a period of time where it looked like a bulldog, with his 2 reavers, would've broken Light's defences, but Much never capitalised on that opportunity, perhaps not wanting to take risks in a game that he already had such a huge advantage in.
After both players set up their expansions, a very standard TvP began to unfold. Light's harass was impressive, although for some reason, Much kept his army at Light's choke, giving Light plenty of room with his vultures. A third base quickly went up for Light in the midst of all the harass, but Much was on his way to a 4th and arbiters.
Finally, sick of being on the receiving end of all the harass, Much careened his army into Light's third. Light's defense was more than adequate though, and Much's only chance of doing any damage was to snipe the CC. Light, too, was aware of the situation, and he immediately floated the CC and transferred his SCVs away. What seemed like a failed attack now would later end up paying huge dividends, as before Much pulled his army out, he had killed a couple of turrets and paved the way for his shuttled reavers to enter. Thinking it was safe to resume mining, Light transferred his SCVs back, and to his dismay, a couple of reaver scarabs took them all out.
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Light was by no means out of the game though. His harass was still going strong, and Much was constantly losing probes and zealots to vultures and stray mines. However, arbiters had now joined the fray for Much, and with his first arbiter, he executed a recall into Light's main. Unfortunately for him, his units were immediately hit by mines upon arrival, and Light cleaned up with a couple of tanks, the recall doing next to no damage at all.
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Suddenly, Much didn't seem to be ahead anymore. Light's 4th base was only slightly behind Much's, and his tank count and upgrades were getting pretty scary. Much just could not find anywhere to attack - he eventually ran his army up the small ramp at Light's nat, but was forced to retreat with heavy casualties. During this, Light had placed 3 tanks behind his nexus at 12, and Much was unable to do anything to stop it from falling.
Now, Light's plan was starting to see light. He was going to split the map in two, prevent Much from taking the centre expoes, then count on his upgrades, and Much's lack of arbiters to win him the 200/200 fight. Sure enough, the game played out exactly as expected. Light continued defending his half of the map while committing a few units to harass, and when he finally pushed out, Much's units were caught out of position trying to defend a vult raid. His units engaged the Terran push haphazardly, and he lost a tonne of units before giving the order to retreat. Each time the armies met, Light was a lot more cost effective, often trading a couple of units for entire control groups of Much's army.
Tanks rained fire on Much's expo at 6, but that was merely a decoy to get Much's army out of position. Once Light took the high ground above Much's mined out third, there was no hope of Much coming back into the game. He quickly gave up and typed in the GG after losing his 4th.
![[image loading]](/staff/pangshai/br33f.jpg)
Much had plenty of opportunities to win this game. Better micro with the reaver would've defeated Light's first push, and even the first reaver drop should've done a whole lot more damage. Light got through the early game thanks to Much's myriad of mistakes, and then his vulture play, along with Much's poor vulture defense allowed him to claw his way back from his disadvantage to eventually claim victory.
Some other great games were played this week that missed out on GotW, but just for you, we have summarised them here.
- Really vs Jaedong. In R2, Canata tried a similar build that we criticised as retarded. Well, we stand by that. The wide choke of Judgement Day meant that Really didn't have to proxy his factory in the Zerg's base to actually get his vultures in, and that made a whole lot of difference. Jaedong's lings stopped the first runby, but vultures later made it in. They didn't do a particualrly huge amount of damage though, and Really just threw in the towel after his follow up marine medic failed to break Jaedong's sunkens.
- Really vs Perfectman. The reason this game is here is because it utilises optical flare, and we haven't gotten past that yet. This same thing happened last week twice, but the novelty hasn't worn off, and we're still giggling like schoolgirls. Really's TvP in itself, is already a pleasure to watch, and in case you didn't know, he holds the record, along with Flash, for longest TvP streak of 12 games. Forcing Perfectman to constantly spend gas on observers probably put a huge damper on his arbiter timing, and that paid off hugely for Really, who didn't have to invest in any arbiter defense. For a more indepth analysis on the subject, be sure to check out Day's on demand TV.
- Zero vs Sea. Attempted bunker rush, 3 hatch muta, skipping lurkers straight into hive, mass marine medic vs mass ultra - games don't get much better than that. Sea's inability to pressure Zero's bottom left expoes, along with his constant losing of science vessels was what lost him the game. Zero kept his ultralisks moving, and Sea was forced to fly his vessels far from the safety of his marine medic to get off any irradiates on them. Even then, Zero dodged the vessels fairly well, and those critical irradiates would've helped soften up Zero's army for the eventual engagement. After a while, it became obvious that Zero's economy was getting out of hand, and 6 gas ultra defiler came through for Zero to win the game.
An epic in the making
So, we've come to the end of this update. Next week, teams take a break for the lunar new year, so there won't be any Winner's League going on. Before you start complaining about the lack of games, remember that the TSL ro8, which includes some hugely anticipated matches, plays this weekend, so there will still be lots of entertainment for everyone. Be sure to tune in and support your favourite players!
This Proleague update was brought to you by Team Liquid's PL 2009-10 coverage team - riptide, heyoka and pangshai. Many thanks to keit as usual for the stellar graphics, and 7mk for letting us use his photo in the banner!