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by Arrian, Atrioc, motbob and pangshai
A short, but hectic week of games brought an end to the MSL's ro32, and the players who successfully battled their way into the ro16 have been determined. While there were a couple of surprises and disappointments that popped up, we thought we'd first touch on a bigger piece of news that went unnoticed, buried underneath the deluge of information regarding the match fixing scandal. After all the needless pessimism and despair, painting an extremely bleak future for the MSL and for starcraft, we're glad to report that, despite the initial scare, the MSL has finally secured itself a sponsor, Hana Daetoo Securities no less!
Old men who've probably never played the game before.
Now, on to the players who made it past the ro32. Traditionally, MSL's player pool has always, for some reason, paled in comparison to OSL's. This season, MSL seems to have caught up in this regard, with plenty of stars featuring in their 16 remaining players competiting for the top prize. Some huge upsets occurred though, but in progaming, these unexpected events have increasingly become the norm. To take a look at all the results, click on the spoiler.
+ Show Spoiler +
Group A
1. BaBy 2-0 ► Advances to Round of 16
2. Jaedong 2-1 ► Advances to Round of 16
3. July 1-2 ► eliminated
4. Hyuk 0-2 ► eliminated
Group B
1. Midas 2-0 ► Advances to Round of 16
2. Flash 2-1 ► Advances to Round of 16
3. Action 1-2 ► eliminated
4. HyuN 0-2 ► eliminated
Group C
1. Sea 2-0 ► Advances to Round of 16
2. fantasy 2-1 ► Advances to Round of 16
3. Kwanro 1-2 ► eliminated
4. Mind 0-2 ► eliminated
Group D
1. great 2-0 ► Advances to Round of 16
2. HiyA 2-1 ► Advances to Round of 16
3. Kal 1-2 ► eliminated
4. YellOw[ArnC] 0-2 ► eliminated
Group E
1. Hydra 2-0 ► Advances to Round of 16
2. MVP 2-1 ► Advances to Round of 16
3. BeSt 1-2 ► eliminated
4. Stork 0-2 ► eliminated
Group F
1. Hwasin 2-0 ► Advances to Round of 16
2. JangBi 2-1 ► Advances to Round of 16
3. ZerO 1-2 ► eliminated
4. FireFist 0-2 ► eliminated
Group G
1. Calm 2-0 ► Advances to Round of 16
2. free 2-1 ► Advances to Round of 16
3. Pure 1-2 ► eliminated
4. Light 0-2 ► eliminated
Group H
1. Shuttle 2-0 ► Advances to Round of 16
2. Movie 2-1 ► Advances to Round of 16
3. Bisu 1-2 ► eliminated
4. Stats 0-2 ► eliminated
In case you couldn't be bothered to go through that list, some of the notable results are Hydra and MVP both qualifying from group E despite having to play the Protoss beasts, Stork and Best, and Oldtimer Midas also making it out of his group 2-0, defeating Flash in a TvT match on Odd-Eye 2. Unfortunately, July and Yarnc were unable to continue delighting the fans, getting stomped out of their groups 1-2 and 0-2 respectively. What people were paying most attention to though, was probably the Baby-Jaedong revenge game from Group A. Arrian unleashes his unhappiness about the game, and also takes a look at the finer games played during the ro32.
Rage, Rants, and Rails
I thought we were behind this 'play vs mech TvZ like we play vs bio tvz' crap. Did you see how Baby's tanks just chewed up Jaedong's entire army repeatedly?
Let's recap for a sec.
Jaedong easily warded off the wraiths, like, without taking any eco damage. He's pretty safely in the lead, wins some early battles, but clearly can't put the game away so he expands. But he just keeps making hydras. No mutas. No, just hydras, and lurkers. Lurkers are terrible vs mech; t-e-r-r-i-b-l-e. Basically every TL netizen knows this. Why doesn't jaedong? I don't get it. He gets gas, he gets expos, he has a strong economic advantage despite his tech idiocy and I'm sitting at my computer going "you can still win this Jaedong! You can still get air upgrades, make mutas, and add tons of hatcheries and the game will be yours no question." But instead he teched to ultras, which, again, as most tl.netizens know (courtesy of Day[9]) is an awful tech choice against mech. I watched the strongest zerg in the world throw a game away not because his opponent was doing everything right or because he was at a build order disadvantage or because he'd been cheesed. No, I watched the best zerg in the world and the defending champion of this starleague throw away a game against a presumable inferior opponent because his strategy was the worst it could be.
Probably the single most impressive thing about Jaedong's play generally is the fact that once he gets an advantage, he basically never relinquishes it. Never. But he played like he was supremely distracted, like the singular pillar that keeps Jaedong aloft, his unprecedented and unflappable confidence, was gone.
Fortunately he escaped because July still isn't very good at ZvZ. The sad part is I don't think he deserved to. He played like absolute crap against baby.
And the better games played...
Sea v Kwanro
This was the Winner's match of group C, with Sea and Kwanro looking to be the first to advance from the group. Sea spawned at 12 o'clock and Kwanro at 5 o'clock. Sea must have been very confident, given Kwanro's tendency toward early aggression, because he opened with a 14 CC, expanding to the protected expo. Kwanro went for the crazy zerg, which Sea scouted quite late. Sea quickly added a second rax and an academy, and immediately thereafter adding the engineering bay, as Kwanro's spire neared completion.
Sea teched fearlessly, adding his factory while throwing up some turrets, riding on the strong economy of his 14CC. Kwanro's mutas managed only about 4 SCVs, a turret, and a handful of marines, which he must have known was bad news. But for everything that the mutas didn't do, Kwanro's sneaky lurker follow up did about double.
kk Sea is now good?
Kwanro busted Sea's wall-in and began wreaking havoc, but Sea didn't panic, and Kwanro didn't have the economy to build reinforcements and follow up.
Thought we'd stay awhile chill here?
Sea was very impressive in holding Kwanro off, and before Kwanro could build his economy to macro up an army capable of taking on Sea's sudden mass of tanks and marines, five tanks were laying siege to Kwanro's morphing sunken colonies. A baffled and decisively outplayed Kwanro tapped out, handing Sea the berth from Group C.
Pure v free
Group G's final match set Pure and free against each other on Odd-Eye 2. Both opened with 1 gate tech, but Pure opted for the fast robotics support and an expo while free added 2 gateways. free probably anticipated the 2 gate robo from Pure, but instead of opting for the hard 4 gate counter went for a softer attack with more precise timing out of only 3 gates. free's goons arrived before the reaver came out, but he couldn't bust the ramp, instead taking out the expansion and starting his own while continuing to pump goons.
There's a distinct lack of blue goo in this picture
free set up a contain while starting his own reaver tech, but Pure had the unit advantage and moved to bust the contain. This was where free showed how much of a superior player he is. Pure's goons were funneled by the ramp, free saw how much he was outnumbered by, and microed his dragoons to keep Pure's goons in a position where he could not bring that unit advantage to bear, and then smartly retreated instead of try and push it.
That's better
Pure made a move to gain map control, and free danced about noncommittally waiting for his reaver, then crashed down onto Pure's retreating forces. free was forced to retreat because of his intensely damaged shuttle and Pure pursued, trying to cut down on free's dragoon numbers, now unsupported by reavers. free once again showed what kind of a player he is when Pure attempted to cut off the retreat of his dragoons by surrounding and overwhelming Pure's reinforcements with crisp, precise micro.
free's reavers rallied together with his dragoons and met Pure in the middle. One great scarab dropped both of Pure's reavers, and together with his reinforcements free overwhelmed Pure for the win.
Run away...
BeSt v MVP
MVP and BeSt would rematch from the first set of Group E in the final match on Bloodspot. BeSt had won the first game calmly and efficiently, and definitely had the mental edge going into this game. He opened 12 nexus, a build BeSt has demonstrated he is exceedingly comfortable with. However, the more intelligent play came from the player who had blundered in the first set. MVP, displaying guts, opened with a 1 factory double expand.
I highly doubt that BeSt had any idea that he was economically behind at this point in the game, but I doubt he really played much differently when his observer spotted MVP's third. He didn't have the units to challenge it, given his own economy heavy opening, so he secured his own third while teching to his signature PvT unit, arbiters. Meanwhile, MVP took full advantage of his 1 factory double expand opening by adding 4 factories and beginning to kick his macro into high gear.
Or is it iloveoov gear?
I love the gambit from MVP; BeSt is known for his outstanding macro, and MVP challenged him on his own turf, not only playing to outmacro the macro Protoss but taking advantage of the knowledge that BeSt likes fast nexus openings, allowing him to safely double expand.
The first confrontation happened in the middle of the map, and MVP was forced to siege in terrible position, but somehow MVP's smaller army forced a retreat from BeSt's embattled dragoons. BeSt didn't get the courage to move out again until he had arbiters, but MVP's economic advantage had translated to a unit advantage.
Tanks use blue goo for fuel
MVP plowed over BeSts army and took few stops on the way to BeSt's third.. Both players expanded at that point but MVP was now a macro train that would not be stopped. The nexus at BeSt's third went down and then MVP's entire army plowed through the forces at the bridge to BeSt's natural and it was game, eliminating BeSt from the tournament and starting MVP's run in this MSL.
Pretty sad sight for BeSt
Bisu v Movie
Triathlon hosted the inaugural matchup of Group H between Bisu and Movie. Bisu spawned at 8 o'clock and Movie at 12 o'clock. Bisu went for 1 gate tech, grabbing the early gas while Movie took the protected expansion, which prompted Bisu to take his natural while throwing in a manner pylon and some ineffective zealot harassment to irritate his opponent.
pew pew
The two first clashed when Movie made a move toward Bisu's natural, testing Bisu's defenses. With his reinforcements rallied, Movie pushed through, killing the nexus and scoring a significant number of probe kills, while deflecting Bisu's attempts to push him out. Apparently Bisu's dark templar have extra invisibility augments because, despite 3 goons and an observer spotting the shuttle with the dark templar inside, Bisu's dark templar managed to kill every probe at Movie's main and a good many at his natural. Movie had his own tech ready, though, dropping a reaver and killing Bisu's helpless protected expansion.
Despite the assaults, Bisu somehow came out on top, as Movie just realized the damage that Bisu's dark templar had done. With his opponent without a reaver capable of harassment and having lost many of his dragoons, Bisu safely took his natural back and started his protected third. Again, the two players weren't attacking each other but rather sending shuttles back and forth for harassment. During this, four zealots were unloaded by Bisu to try and finish off Movie's damaged nexus but it just hung on. Bisu didn't give up though, dropping two sniper-dragoons, which finished the nexus off.
Those dragoons have laser sights
Knowing what trouble he was in, Movie counterattacked at Bisu's natural, but Bisu moved in from behind to cut off Movie's retreat, and obliterated his army. That was serious trouble for the CJ protoss; he was still hurting for probes, was down a nexus as compared to his opponent, and his army had just been destroyed. Movie tried more shuttle harass with a reaver, but only got one probe with three scarabs while Bisu countered with four zealots at Movie's third, which scored a whole bunch of probe kills.
Absolutely perfect storms
Again, Movie struck back with a shuttle dropping a zealot and 3 dark templar at Bisu's third. unfortunately, it didn't do as much damage as he needed. Meanwhile, Bisu had a fourth up and moved into Movie's natural to deliver the coup de grace in psionic storm form.
Before we move on to the previews, we thought we'd make mention of the new MSL map, Triathlon. Sea vs Kwanro was a delightful game on this map, and unlike most of the maps in the pool at the moment, this map offers some opportunities for a different style of play. By the massive thumbing down of it by ro16 players, it seems to be pretty unpopular amongst the progamers though. motbob takes a more indepth look into the map, bringing us some strategical insight on the TvT matchup.
A Case Study of Triathlon
Triathlon is a pretty unique map, and if you don't know the layout, it might seem pretty confusing when watching a game for the first time. Invisible eggs block the path to seemingly free expansions. Neutral arbiters float around the map, likely to someday be taken in a promatch by some enterprising Protoss who makes a Dark Archon. It's certainly an unusual map, one that leads to unusual strategies (see Sea vs Kwanro for a method of defending muta harass that really only makes sense on this map. Sea made a bunch of turrets at his "island expansion" and kept his main MnM group running around in his main.)
One way of understanding the structure of a map is to take a look at how TvT players deal with it. By the way players set up their tank lines, we can observe what they feel are important positions to hold, and Fantasy vs Mind is a long TvT that is pretty much perfect for out purposes!
We see from the beginning that each player has thought hard about what to do on this unusual map in a TvT setting. Mind opens with 14cc into 2 port wraith, a move that counters Fantasy's obvious response to 14cc: double expanding to the regular natural and the "free" island natural. Fantasy expects this move, though, and gets a very fast academy and armory before ever seeing the 2 port. Mind stops mining at the island and kills a bunch of SCVs at the regular nat, so the players come out about even at the end of everything.
It's easy to see that both Mind and Fantasy put a lot of thought into how to craft specific openings on this map. Mind's 2 port wraith was a good idea: not only could he harass any kind of early island expo, but he could get a large dropship fleet much earlier than his opponent. Fantasy, on the other hand, obviously took 2 port wraith from his opponent into consideration when crafting his build, judging from the early armory and academy. But he decided not to choose that particular build as an opener, instead going for more factory units. His extra tanks and goliaths would end up helping him secure a favorable position in the center, as we will see.
When Fantasy moves out a couple minutes after the harass, Mind takes his own island and secures access to a fourth base with his tanks (the red line below). He scouts Fantasy's army trying to swing around and repositions himself at the dotted line:
Fantasy = yellow. Mind = red
dots indicate taken bases
Eventually, Fantasy sets his tanks up in a position of his own in the center and takes the 2 o' clock base. The two armies skirmish (it's pretty exciting; go watch the VOD), and eventually this position takes shape:
Can you see the positional advantage taking shape for Fantasy?
At this point, it's becoming clear that Mind needs to do something to claim the lower right bases, since it looks like Fantasy will have a much easier time securing them. We can see that Fantasy has used his advantage (more factory units) to set a favorable path to the endgame.
We also see that Mind is not too worried about defending 6 o' clock. He's taken it despite not having tanks down there to defend it. Fortunately for him, he has a pretty large contingent of dropships (due to the 2 port opening) with which to respond to any attack of Fantasy's. This would either come in the form of a dropship attack of Fantasy's own, or a slower attack with tanks that would need to kill the eggs that make 6 o' clock a pseudo-island. In this way Mind is taking advantage of his dropship advantage by taking a fairly distant base.
Mind makes an interesting decision a couple minutes after talking 6 o' clock, though. He sacrifices the use of his dropship army to defend in order to attack the 11 o' clock expo. This attack seems misguided for a few reasons. The first reason is that the 11 o' clock is probably nearly mined out. The second is that there is no way Mind will be able to take that base for himself. The third is that if Fantasy moves out to destroy 6 o' clock, he'll be in even better position to cut off Mind's access to the crucial bottom right bases.
After Mind takes out 11 o' clock with a really well-executed dropship attack, Fantasy does the predictable and moves down to 6 o' clock.
Mind needs to do something
Mind fights back at 6 o' clock, securing the base there once more. He takes the initiative and tries to kill 4 o' clock by swinging his dropships around the bottom of the map. But it's all futile unless he can break the tank line dividing the map. Fantasy has 9 bases available to him and Mind only has 6. If Mind just sits around, Fantasy will eventually clean up 4 o' clock and take advantage of his positional advantage, starving Mind out.
Fantasy makes the most of having mining disrupted
This is where we begin to see that Mind has made a critical error somewhere. 4 o' clock is the crux of this game: whoever controls the high ground there can not only mine at 4 o' clock, but can also stop the other player from mining at the other bottom right bases. If Mind can't control 4, he can't achieve base parity with Fantasy.
Now, given the last diagram, how on earth is Mind going to use dropships and tanks to secure 4? He can't keep flying units over to 4; Fantasy can mix goliaths in with his tanks and easily cut off reinforcements. It's likely that he won't be able to push up to 4 from the ground; Fantasy already has a defensive presence there, and he can hold off a pretty big attack with some tanks on the high ground. What can Mind do?
In my opinion, after Mind took the 6 bases in the picture above, he needed to tech to BCs immediately. I don't really think that he had any other options. I can't imagine a scenario that would allow him to win back a positional advantage with just the unit composition that he had. If you watched the VOD, it would be cool to hear your opinion in the thread.
An unwinnable position for Mind
Eventually Mind pushes to the following diagram and tries to take the two bottom right bases marked in red. But without control of the bottom right high ground, it's futile. Fantasy easily stops mining at both bases with tanks on the high ground positions. Additionally, he gets BCs. After a few minutes of pumping BCs, Fantasy goes to take 5 o' clock. Mind tries to stop him, fails, and GGs.
And finally, on to the previews! After a bumpy ride at predicting the ro32, Atrioc puts his thoughts down on paper again, putting his foresight to the test.
BaBy vs. MVP
#1 Baby is on fire lately, 2-0'd his group to get here, and in TvT is coming off wins over Hwasin and fOrGG
#2 MVP is pretty mediocre at TvT, and while he has definitely picked his game up lately is not quite at Baby's "rising star" level
#3 This is probably the least luck-based matchup in the game. The better player wins in nearly all TvT.
Add these three facts together and I don't see anything other than a Baby victory here, though it probably will be 2-1.
Jaedong vs. Hydra
Hydra is not good at ZvZ. Watching his game against RorO showed me numerous weaknesses in control and decision making for the matchup that make him a prime target for the ZvZ veteran Jaedong, who, aside from his 12 hat vs. 9pool speed build order loss to Modesty, has been dominating his recent ZvZ. If he is experiencing a slump, as some have claimed, his core matchup shows no signs of being affected. As a disclaimer though, I have to mention that, unlike TvT, this is not a matchup where the better player has much leeway - any mistake or disadvantageous build order can lead to a loss almost immediately and there really is no "safe" play. I predict Jaedong 2-0 with the possibility of a build order 2-1.
Midas vs. JangBi
This is weird. Midas is in a MSL ro16? Hes 7-3 in his last 10 with a win over Flash? Forget Nal_Ra, this is the biggest splash an "old school" player has made in a long while. It might not end here either, because few Protoss have the capacity to dissapoint on their potential than Jangbi. This is a Protoss who once had the best PvT of all time and is now 3-7 in his last 10 with some seriously questionable losses. Is he capable of winning? Absolutely. Will he win? I'm not sure. For his part, Midas has lost a Bo3 recently to Tester and that doesn't boost my confidence, but something tells me (wishful thinking?) he's going to take this 2-1.
Hwasin vs. Flash
Flash.
Sea vs. free
The highlight match of the Ro16 in my opinion, and I could not be more excited for this face-off between two on-fire top tier gamers. Both are 7-3 in their last 10 games for this MU, look solid in proleague, have very complementary safe macro oriented play styles, and most importantly both definitely have something to prove in an individual league. Expect to see very large clashes, lots of multitasking, and a lot of emphasis on arbiter and EMP control to decide games. Sea won the last encounter between the two in a close game, and that combined with his ability to thumb-down Triathlon means that he is going to have the slight edge going into this series, but free is certainly a contender. My tenuous prediction is Sea 2-1.
Calm vs. fantasy.
Zergs are getting slaughtered by Terrans as of late and not only is Calm not an exception to the trend, he is practically leading the charge (right behind Effort) - throwing himself headlong into loss after loss vs Terran with no signs of stopping. I love HiyA, but he did not do anything exceptional to roll over Calm in their recent proleague match, and if that is all it takes then Fantasy with his razor sharp build orders and solid series play will sweep 2-0 this easily, which is disappointing for a Bo3 with so much potential. I once considered both of these players the closest you could get to being S-Class without being Jaedong, Flash, or Bisu, lets hope for the spectators that they both play like that here.
great vs. Movie
Movie has had the most exciting PvZ since an in-form Bisu - a combination of clever timing attacks, harassment and an uncanny ability to find ways of getting through Zerg sim-city, and I think he will take this series in a strong showing. Great is not terrible, but his last meeting with Movie showed he simply wasn't prepared for a Protoss that actively exploited holes in his defense and mixed up his unit composition instead of blindly charging into muta/hydra and losing. Movie's clever Reaver play and excellent storms really made a mockery of great past midgame, and if Movie's builds stay sharp, I don't see why the same wont happen in this series. 2-0 Movie.
Shuttle vs. HiyA
HiyA simply doesn't have the nerves to compete in individual leagues and has fallen apart in more BoX's than I can count, so despite having as softball an opponent as you can get at this point in a tournament, is very likely going to drop quickly to Shuttle, who has more tournament experience (especially in GOM) and the advantage of having the god-awful Triathlon as the second map, which is basically a free win in PvT. Its pretty telling about a map's weakness that every player except Shuttle who had the ability to thumbs down chose Triathlon to remove, and with it and Match Point being the first two maps I think Hiya goes down 2-0.
That brings us to the end of a rather lengthy MSL newspost. For some reason, MSL has decided to schedule all the ro16 matches played on Match Point for tomorrow, demonstrating the tremendous effort they're putting in to capture the audience. Well, at least there'll be Calm vs fantasy, and Jaedong playing. Here's to hoping the games'll be good.