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[Code S] Grand Finals WCS Korea Season 1 2013 - Page 371

Forum Index > StarCraft 2 Tournaments
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Twiggs
Profile Joined January 2011
United States600 Posts
June 01 2013 16:11 GMT
#7401
On June 02 2013 01:04 Havik_ wrote:
Show nested quote +
On June 02 2013 00:40 ssg wrote:
What the fuck went to bed after game 3


You didn't miss much. Games weren't good. Quality wise they were about on parity with Seed vs MC

Game 1: Proxy rax
Game 2-5: Roach Baneling all in
Game 6: Proxy rax
Game 7: Mediocre macro game

Kespa players have a knack for cheesing, so I guess this shouldn't be too surprising, but I expected better, especially from Innovation.

Korean finals tend to be as such
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
SonZHi
Profile Joined May 2012
Hong Kong30 Posts
June 01 2013 16:12 GMT
#7402
I'm SCBW elitist and I still really enjoyed this tournament. Teamliquid people just want boring 200/200 deathball battle, but I liked these aggressive all-ins where micro every single unit matters. The players were there to win, not sit there 12+ minutes doing nothing, eating a noodle, go to bathroom to take pee, ... Ok GO! 10 second later, hey where all my units go, GG.
Highways
Profile Joined July 2005
Australia6105 Posts
June 01 2013 16:13 GMT
#7403
All the the people complaining about the games were going for innovation.

Cry more..
#1 Terran hater
SCST
Profile Joined November 2011
Mexico1609 Posts
June 01 2013 16:14 GMT
#7404
Fell asleep after game 5. I don't believe it. Did Innovation start making mistakes/choke, or Soulkey just tried something different?

Wow, watching the Vods now.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
June 01 2013 16:16 GMT
#7405
On June 02 2013 01:04 ShowTheLights wrote:
Show nested quote +
On June 02 2013 01:04 Havik_ wrote:
On June 02 2013 00:40 ssg wrote:
What the fuck went to bed after game 3


You didn't miss much. Games weren't good. Quality wise they were about on parity with Seed vs MC

Game 1: Proxy rax
Game 2-5: Roach Baneling all in
Game 6: Proxy rax
Game 7: Mediocre macro game

Kespa players have a knack for cheesing, so I guess this shouldn't be too surprising, but I expected better, especially from Innovation.


Summarized very well.


Eh. It's actually kinda inaccurate

1 - Proxy 12/12. Soulkey just dies.
2 - Hellbat drop opening into 3cc does no damage. Soulkey decides to roach hydra attack, but a drop does too much damage so he decides to keep attacking. Over extends, dies on the counter eventually.
3 - Soulkey decides to roach bane all in on cross positions Whirlwind. Gets in, but Innovation's amazing micro saves him. Counter into gg.
4 - Speed roach speed bane all in on 3 bases. Innovation doesn't like tanks. Dies.
5 - Slow roach and bane all in on 2.5 bases. Innovation doesn't like tanks. Dies.
6 - Failed 2rax because Soulkey cancels his hatch. Baneling counter into gg.
7 - Macro game. Innovation's 3rd cc denied. Triple drop dies to mutas. gg.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
Havik_
Profile Joined November 2011
United States5585 Posts
June 01 2013 16:18 GMT
#7406
Didn't Soulkey come within a game of losing to sOs and all the games sucked? I checked the LR thread and maybe two of the games had higher than 50% recommendation. Maybe Soulkey has a knack for showing shitty play? :p Its ironic because they always say that they want to show good games for the fans.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
June 01 2013 16:18 GMT
#7407
Game 2 was my favorite. Soulkey was super close to breaking Innovation for a few moments.
Wingblade
Profile Joined April 2012
United States1806 Posts
June 01 2013 16:18 GMT
#7408
On June 02 2013 01:13 Highways wrote:
All the the people complaining about the games were going for innovation.

Cry more..


Amazing how you assume this lol. Maybe some people didn't care and genuinely wanted good games? Watching proxy raxes and roach-bane all-ins the whole time isn't exactly good.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
karpotoss
Profile Joined November 2012
135 Posts
June 01 2013 16:20 GMT
#7409
On June 01 2013 23:29 Dewis wrote:
Show nested quote +
On June 01 2013 22:54 bayagster wrote:
On June 01 2013 19:54 Dewis wrote:
Are there any free vods available? Both twitch and gomtv vods seem to require subscription.


here


Wow, thanks!


So are there gsl games for free to watch on this channel or what?
Wingblade
Profile Joined April 2012
United States1806 Posts
June 01 2013 16:21 GMT
#7410
On June 02 2013 01:16 lichter wrote:
Show nested quote +
On June 02 2013 01:04 ShowTheLights wrote:
On June 02 2013 01:04 Havik_ wrote:
On June 02 2013 00:40 ssg wrote:
What the fuck went to bed after game 3


You didn't miss much. Games weren't good. Quality wise they were about on parity with Seed vs MC

Game 1: Proxy rax
Game 2-5: Roach Baneling all in
Game 6: Proxy rax
Game 7: Mediocre macro game

Kespa players have a knack for cheesing, so I guess this shouldn't be too surprising, but I expected better, especially from Innovation.


Summarized very well.


Eh. It's actually kinda inaccurate

1 - Proxy 12/12. Soulkey just dies.
2 - Hellbat drop opening into 3cc does no damage. Soulkey decides to roach hydra attack, but a drop does too much damage so he decides to keep attacking. Over extends, dies on the counter eventually.
3 - Soulkey decides to roach bane all in on cross positions Whirlwind. Gets in, but Innovation's amazing micro saves him. Counter into gg.
4 - Speed roach speed bane all in on 3 bases. Innovation doesn't like tanks. Dies.
5 - Slow roach and bane all in on 2.5 bases. Innovation doesn't like tanks. Dies.
6 - Failed 2rax because Soulkey cancels his hatch. Baneling counter into gg.
7 - Macro game. Innovation's 3rd cc denied. Triple drop dies to mutas. gg.


I was going to say I saw the second game and there was no all-in. But it was poorly played by Soulkey. You don't sit on laid tech roach hydra against Terran you need those vipers.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
June 01 2013 16:24 GMT
#7411
Innovation didn't really do anything wrong. The series was 4-3, was it a Bo9 then he could have still won. Just a few minor mistakes and a bit of bad luck and you lose, that's life.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Havik_
Profile Joined November 2011
United States5585 Posts
June 01 2013 16:26 GMT
#7412
I find it very telling that when everything is on the line, Koreans go for aggressive cheese builds rather than macro builds. Perhaps the supreme focus on late game by foreign players is misplaced.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
Roman666
Profile Joined April 2012
Poland1440 Posts
June 01 2013 16:36 GMT
#7413
On June 02 2013 01:21 Wingblade wrote:
Show nested quote +
On June 02 2013 01:16 lichter wrote:
On June 02 2013 01:04 ShowTheLights wrote:
On June 02 2013 01:04 Havik_ wrote:
On June 02 2013 00:40 ssg wrote:
What the fuck went to bed after game 3


You didn't miss much. Games weren't good. Quality wise they were about on parity with Seed vs MC

Game 1: Proxy rax
Game 2-5: Roach Baneling all in
Game 6: Proxy rax
Game 7: Mediocre macro game

Kespa players have a knack for cheesing, so I guess this shouldn't be too surprising, but I expected better, especially from Innovation.


Summarized very well.


Eh. It's actually kinda inaccurate

1 - Proxy 12/12. Soulkey just dies.
2 - Hellbat drop opening into 3cc does no damage. Soulkey decides to roach hydra attack, but a drop does too much damage so he decides to keep attacking. Over extends, dies on the counter eventually.
3 - Soulkey decides to roach bane all in on cross positions Whirlwind. Gets in, but Innovation's amazing micro saves him. Counter into gg.
4 - Speed roach speed bane all in on 3 bases. Innovation doesn't like tanks. Dies.
5 - Slow roach and bane all in on 2.5 bases. Innovation doesn't like tanks. Dies.
6 - Failed 2rax because Soulkey cancels his hatch. Baneling counter into gg.
7 - Macro game. Innovation's 3rd cc denied. Triple drop dies to mutas. gg.


I was going to say I saw the second game and there was no all-in. But it was poorly played by Soulkey. You don't sit on laid tech roach hydra against Terran you need those vipers.

In that game it would be enough for SK to make a 3-4 infestors, not even vipers and he would take it.
PerSe
Profile Joined June 2013
United Kingdom550 Posts
June 01 2013 16:37 GMT
#7414
On June 02 2013 00:51 TheDwf wrote:
Show nested quote +
On June 01 2013 23:08 opisska wrote:
It's maybe too eearly, but I would really like to read some serious analysis of the games from someon, who actually understands what's going on.

Because at first sight, it's very difficult to comprehend, why Innovation doesn't play just a tad bit safer. He is supposedly amazing in long macro games - and having seen his brutal multitasking when dropping multiple places at once, I must agree that there is something to it. But he is always trying to get there with an advantage - be it with hellbat drops or very fast 3rd. The question is: is this advantage necessary? When he is so good in long games, couldn't he play them from slightly behind?

My feeling is that he actually needs this good start. He is at "his game" only when HE is the aggressor. When HE is the one constantly attacking at every front and that is very difficult to achieve when you don't have a comparatively stronger economy. But that would mean that his play is in princpile solvable and he could very quickly fall apart. Yet, only very few people can seem to find the solution - and only for Soulkey is really worked. Was it because he is a superior player to the other Zergs that failed, or he (or his teammates/coaches) were the first to really see through Innovation?

CC rax gas bunk fact reactor CC lab stim EB EB is safe—but it's a razor-edge opening, you have little room for mistakes to defend things like Roach/Baneling busts. Terran don't play (yet) defensive Tanks as a standard because it slows their development. People forget about it because they're mesmerized by "Mines" or "Hellbat drops" but Terran has a lot of stuff to do by midgame—basically you want to cripple heavily Zerg before ultras, since for infrastructure reasons (Terran's production being much slower to Zerg's) you get bashed if Zerg gets his hive units (usually ultras, rarely broods) in a commanding position. Even if broods/infests is extinct, the time bomb is still there to some extent (in this case, Zerg threatening to kill you with a 5/3 ultra timing while you don't have enough Marauders to handle it, or an "oldschool" brood push as Life did several times) and you have to defuse it by pressuring Zerg heavily during midgame—hence the triple OC and double EB openings so you match Zerg's upgrades and economy for your 4M initiative during the Lair phase.

Basically the issue is that you want to optimally develop your infrastructure if your opponent plays a standard 3-bases lings/banes/mutas, while you have to concede defensive measures such as bunkers/Marauders/Mines or Tanks against the various forms of agression at Zergs' disposal. The second issue is that larva inject's outbursts of production make Zerg difficult to read. Even when you have Hellions in front of his bases and you see Roaches pushing them back you still have no way to know for sure what he's doing, and to what extent he will commit; for example the difference between defensive Roaches and an eco Roach/Baneling bust is simply what is in the eggs at the moment (drones or lings). So either Terran gets +3 bunks regardless, at the risk of overreacting against a Zerg simply moving with Roaches to scare him, or he calls "bluff" with an instant loss if he guessed wrong (e. g. Bogus vs Symbol, Daybreak).

Bogus lost the Red City game partly because he didn't build a round of Mines after his 6 Hellions; he directly lifted his fact to make another reactor, which isn't good against a Roach/Baneling bust. He could still have held with better control (in particular you have to evacuate the bunker in the wall shortly before it dies because half of your bio units are there), but it would have been difficult. The "2 Mines vs reactor" decision is directly related to the "optimal development vs standard | defensive tweaks vs agression" theme I talked about above.

As for the Atlas game, 3-bases Speedroaches/Speedbanes bust are another thing. It plays upon the same ambiguity, but at a later timing—i. e. your opponent gets a quick third, starts to saturate it but stops at some point (55-65 depending on how "all-in" he wants to be), turns 100% of his production to units and goes for the kill. This, again, is difficult to scout for Terran, because seeing dual evo + Roach Warren + Baneling nest doesn't tell you what Zerg is actually producing. Without Tanks you have really little hope to hold this kind of attack in an efficient way.

So, to sum it up:

1) When playing 4M, Terran needs to damage Zerg before hive.
2) This is best done using the optimal builds, i. e. triple OC dual EB, and relying on excellent control/scouting to hold agression.
3) Zergs can nonetheless try agression knowing a) Terran has troubles scouting it in advance; b) the margin of error for Terran is thin, which is advantageous when people feel pressure (= more prone to mistakes) like in tournaments; c) larva inject allows them to fall on their feet as long as they don't fail too miserably [naturally, depending on how things went with the agression, Zerg can end up behind, not necessarily on economy but with lack of creep spread and delayed tech, in particular upgrades, but if they deal a certain amount of damage they can have a game].
4) This means Terrans have the choice between sticking to the optimal openings and aim at playing them perfectly, or they can try to adapt using less razor-edge openings such as Hellbats drops into bio, Hellions/Banshees (very rare nowadays) or 1-2 defensive Tanks (best on maps like Neo Planet S and Star Station in which your Tank defends the natural from the highground).
5) But those openings, being less ambitious, give you a weaker midgame than the optimal triple OC dual EB, while the 1) point above is still hanging over Terran's head. For example, if you open Hellbats drops into bio, your third and dual ups are delayed, so if your drops don't yield results, Zerg achieves a better position in the game (this is what happened in the last game). Same thing happens with Hellions/Banshees (which is similarly a way to pressure + scout while being safe against things like Roach/Baneling busts). The problem with defensive Tanks is that they are what they are—defensive; they don't threaten anything, don't disrupt Zerg in his droning, and are thus a waste of resources (even if you have no longer to search Siege Mode, they come with a price) should Zerg play standard. But the point is precisely that Zerg isn't telling you if he's playing standard or agressive.

Last point about the "but he has the best TvZ in the world so he should play safe" argument. Yes and no. At this level of play there is always the issue, fueled by what about I wrote above about Zerg's ambiguity, of safe being "overly safe". It's incredibly easy to get "punished" by caution: all it takes is one misread and you weakened your development for no objective reason. When playing someone like Soulkey, who is particularly obnoxious with lings/banes/mutas (I say this as a compliment; from a Terran's point of view, having to deal with constant lings/banes counters or mutas wreaking havoc in your base while Zerg defends with lings/banes at home is horrible, and this is truly the right way to play lings/banes/mutas; Life is another example of a Zerg with a similar great tactical sense), you definitely don't want to bestow him any advantage.

When Bogus plays Symbol, he can probably concede blind defensive measures each game without problems because he's one league above him anyway, so he might come back simply through superiority. But as evidenced by the last game on Daybreak or the Whirlwind game he lost on Proleague, things don't work this way against an opponent of similar skill; you don't want to leave too much room/initiative to Soulkey—else he smothers you to death with his guerilla style.


Great post.

Given Bogus acknowledges Soulkey as the best macro zerg, he's going to want to squeeze out any kind of advantage he can get in a macro game. That's exactly why he's reluctant to go tanks. Moreover, decision-making is part of being a good player. It's Bogus' fault if his decision-making lets down his mechanical skills when he decides not to change up his builds to account for all-ins, and Soulkey played well in exploiting the holes in Bogus' play. It's somewhat disingenuous to say Soulkey was the inferior player or that Bogus deserved to win. Nor is making a counter-factual inquiry particularly helpful: yes Bogus could have gone tanks and held off Soulkey in games 4 and 5, but at the time it was a coinflip whether Soulkey would actually all-in or go macro. What is the point in making such a counter-factual inquiry, when one could just as easily have said: What if Soulkey played a macro game in G4/5, provided Bogus had invested in some tanks?
largehadroncollider
Profile Joined May 2013
United States88 Posts
June 01 2013 16:37 GMT
#7415
The quality of these games... SO GOOD. Ladies and gentlemen, this is what we've been missing during the pure eSF days. No 200/200 bull crap, just 100% action.

User was banned for this post.
still alive
Empirimancer
Profile Joined July 2011
Canada1024 Posts
June 01 2013 16:38 GMT
#7416
On June 02 2013 01:37 largehadroncollider wrote:
The quality of these games... SO GOOD. Ladies and gentlemen, this is what we've been missing during the pure eSF days. No 200/200 bull crap, just 100% action.


Bwahahahahahaaa!!!!

jungsu
Profile Joined February 2010
United States279 Posts
June 01 2013 16:39 GMT
#7417
holy sh__ soulkey did it :O I feel asleep..
go nony
Snowpoint
Profile Joined June 2013
United States1 Post
Last Edited: 2013-06-01 16:41:14
June 01 2013 16:39 GMT
#7418
I know there was all the 'why no macro game' complaints, but I don't think it was for lack of trying.

Games 1 & 6: Yes they were both proxy rax. But Game 1 was a great mind-game, and Game 6 showed why you don't try it twice after getting your opponent to commit to drone scout every game after the first time you try it.

Games 3, 4 & 5: It seems that Soulkey had recognized the greedy 3CC build with minimal army that Innovation frequently played, so he had a couple variants of timing counters ready. Ling/Bling Run-by (G3), Speed Roach/Bling (G4) and Roach/Bling followed by Speed Roach/Bling (G5). Short games with timing attacks might not always be the most fun, but strategically they were a brilliant prepared response to not just a macro build, but to the very greedy macro build that Innovation used too frequently.

A friend pointed out to me that these Roach/Bling timings happened a lot less in WoL because terrans played a lot more of a siege tank style, which defended them. The big note is that Innovation used very similar openings that wasn't overly safe 3 games in a row. To the 'macro' criers: there is no reason to put yourself behind by allowing your opponent to freely do a very greedy macro build. A chink in the armor of that build type was found, and exploited.

Games 2 & 7: These two games featured Innovation going for the Hellbat drop into macro style that is commonly seen in the current meta. The only problem? Soulkey's drop defense style shut it down extremely hard. Ling/Roach, then Hydra after defended with nearly no losses (G2), and Ling/Roach then Muta after defended with minimal losses (G7).

Oddly, after the initial drops failed to be cost efficient, both games were decided by micro mistakes/attention that snowballed the game. Soulkey's move of Roach/Hydra across the map without Hydra speed upgrade completed, and then Innovation's 3 Medivac drop after the Muta pack had already been confirmed on the map (and not boosting them to safety the moment he saw the Muta on the minimap).

Final Thoughts: Thus after a good night's sleep to gather my thoughts, Innovation was not innovative in his play style through the sets. 2 proxy rax (succeeded, then failed hard), 2 Hellbat drop expand builds (succeeded, then failed on repeat), and 3x3CC early builds (succeeded, then busted hard on both repeats). By the 3rd time he tried the 3CC build, he should have made some sort of adjustment to be better prepared for almost expected roach/bling all-in.

I really have to applaud Soulkey's prepared reaction builds to what he was seeing. He made a couple of small mistakes of army movement in games 2 and 3 (lings dying before banes done, and roach/hydra @ opposing natural) that nearly cost him the series. He deserved the win.
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
Last Edited: 2013-06-01 16:51:16
June 01 2013 16:47 GMT
#7419
On June 02 2013 01:37 largehadroncollider wrote:
The quality of these games... SO GOOD. Ladies and gentlemen, this is what we've been missing during the pure eSF days. No 200/200 bull crap, just 100% action.

Do you even remember 90% of WoL eSF finals? GSL finals often suck, at least this went 7 games.

^^ I like the analysis above. Soulkey did what he had to do, it's not his fault Innovation played an unsafe 3 CC style for three of the games and proxied two.
Yhamm is the god of predictions
LighT.
Profile Joined December 2010
Canada4501 Posts
June 01 2013 16:51 GMT
#7420
Ahh well..
I thought Innovation would win but I knew it would go to 7 games.
Nicely done by SK.
Would have loved a few more macro games.
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