By Atrioc, l10f, and flamewheel
It's always nice to be part of the end of an era, especially when said ending is also a beginning, no? Your grandparents are the ones who, in their armchairs by the fire, sat your parents down and told them proudly: "and I remember when World War II ended!" And in the same way, your mother or father sat you on their knee to tell you about how he or she watched the first man set foot on the moon from the newfangled television set. Well, last week marked a bigger benchmark than either of those events (obviously I'm being facetious here!), and you all know what I'm talking about. In case you're one of the people that has been living under a rock for the past while, you should know that Starcraft II has been released. Yeah yeah, "hell, it's about time" and all that, but I am here to remind you that its predecessor still lives on, and is as strong as ever! The progamers of the MSL continue their relentless plod onward, most attempting to reach the gold, some for the silver (hi Fantasy), and as the numbers start dwindling, the matches will become fiercer and more engaging. At least, that's what we hope for! Unfortunately, the Ro16 that started with a relative balance of races is now bereft of Protoss, and the remainder of the matches will probably be most likely be Terran vs Zerg, the matchup of the finals for the last two MSLs now. Will this continue? Who knows. Anyway, let's get down to reviewing the Ro16.
Round of 16 Results and Recap
BoX matches excite me, and they should excite you as well. In case you've been unable to follow the MSL (and for those of us on the East Coast, we know the pain) we've got all the results for you right here, which I snagged from the MSL R&S thread.
+ Show Spoiler +
BoX matches excite me, and they should excite you as well. In case you've been unable to follow the MSL (and for those of us on the East Coast, we know the pain) we've got all the results for you right here, which I snagged from the MSL R&S thread.
+ Show Spoiler +
Match A
EffOrt thumbed down Odd-Eye 3
Game 1: EffOrt < Fighting Spirit > Midas
Game 2: EffOrt < Triathlon > Midas
Game 3: EffOrt < Polaris Rhapsody > Midas
EffOrt 2-0 ► Advances to Round of 8
Midas 0-2 ► eliminated
Match B
Violet thumbed down Odd-Eye 3
Game 1: Violet < Polaris Rhapsody > Flash
Game 2: Violet < Triathlon > Flash
Game 3: Violet < Fighting Spirit > Flash
Violet 0-2 ►eliminated
Flash 2-0 ►Advances to Round of 8
Match C
Jaedong thumbed down Triathlon
Game 1: Jaedong < Fighting Spirit > Kal
Game 2: Jaedong < Polaris Rhapsody > Kal
Game 3: Jaedong < Odd-Eye 3 > Kal
Jaedong 2-1 ►Advances to Round of 8
Kal 1-2 ► eliminated
Match D
Light thumbed down Triathlon
Game 1: Light < Polaris Rhapsody > RorO
Game 2: Light < Fighting Spirit > RorO
Game 3: Light < Odd-Eye 3 > RorO
Light 2-1 ► Advances to Round of 8
RorO 1-2 ► eliminated
Match E
Bisu thumbed down Odd-Eye 3
Game 1: Bisu < Polaris Rhapsody > Sea
Game 2: Bisu < Triathlon > Sea
Game 3: Bisu < ??? > Sea
Bisu 0-2 ► eliminated
Sea 2-0 ► Advances to Round of 8
Match F
Stats thumbed down Odd-Eye 3
Game 1: Stats < Polaris Rhapsody > Calm
Game 2: Stats < Triathlon > Calm
Game 3: Stats < Fighting Spirit > Calm
Stats 1-2 ► eliminated
Calm 2-1 ► Advances to Round of 8
Match G
Hyuk thumbed down Triathlon
Game 1: Hyuk < Fighting Spirit > Fantasy
Game 2: Hyuk < Odd-Eye 3 > Fantasy
Game 3: Hyuk < Polaris Rhapsody > Fantasy
Hyuk 0-2 ► eliminated
Fantasy 2-0 ► Advances to Round of 8
Match H
hero thumbed down Triathlon
Game 1: hero < Polaris Rhapsody > fOrGG
Game 2: hero < Fighting Spirit > fOrGG
Game 3: hero < Odd-Eye 3 > fOrGG
hero 1-2 ►eliminated
fOrGG 2-1 ► Advances to Round of 8
EffOrt thumbed down Odd-Eye 3
Game 1: EffOrt < Fighting Spirit > Midas
Game 2: EffOrt < Triathlon > Midas
EffOrt 2-0 ► Advances to Round of 8
Midas 0-2 ► eliminated
Match B
Violet thumbed down Odd-Eye 3
Game 1: Violet < Polaris Rhapsody > Flash
Game 2: Violet < Triathlon > Flash
Violet 0-2 ►eliminated
Flash 2-0 ►Advances to Round of 8
Match C
Jaedong thumbed down Triathlon
Game 1: Jaedong < Fighting Spirit > Kal
Game 2: Jaedong < Polaris Rhapsody > Kal
Game 3: Jaedong < Odd-Eye 3 > Kal
Jaedong 2-1 ►Advances to Round of 8
Kal 1-2 ► eliminated
Match D
Light thumbed down Triathlon
Game 1: Light < Polaris Rhapsody > RorO
Game 2: Light < Fighting Spirit > RorO
Game 3: Light < Odd-Eye 3 > RorO
Light 2-1 ► Advances to Round of 8
RorO 1-2 ► eliminated
Match E
Bisu thumbed down Odd-Eye 3
Game 1: Bisu < Polaris Rhapsody > Sea
Game 2: Bisu < Triathlon > Sea
Bisu 0-2 ► eliminated
Sea 2-0 ► Advances to Round of 8
Match F
Stats thumbed down Odd-Eye 3
Game 1: Stats < Polaris Rhapsody > Calm
Game 2: Stats < Triathlon > Calm
Game 3: Stats < Fighting Spirit > Calm
Stats 1-2 ► eliminated
Calm 2-1 ► Advances to Round of 8
Match G
Hyuk thumbed down Triathlon
Game 1: Hyuk < Fighting Spirit > Fantasy
Game 2: Hyuk < Odd-Eye 3 > Fantasy
Hyuk 0-2 ► eliminated
Fantasy 2-0 ► Advances to Round of 8
Match H
hero thumbed down Triathlon
Game 1: hero < Polaris Rhapsody > fOrGG
Game 2: hero < Fighting Spirit > fOrGG
Game 3: hero < Odd-Eye 3 > fOrGG
hero 1-2 ►eliminated
fOrGG 2-1 ► Advances to Round of 8
Now then, quick results are nice and all but for those of you who haven't gotten the chance to ravenously watch the 20 VODs from the Round of 16, we've got the old-fashioned way of describing them to you. Let's take a look at the games now, in their full and unadulterated splendor. Some games were long and epic, and some were... less than so. Regardless, we've got more full-length Battle Reports for the games we considered better, and I'll be covering the not-so-good ones in my own scathing way.
There may be a picture of a kitty hidden somewhere.
Battle Reports, or The Lack Thereof
EffOrt vs Midas
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
Jaedong vs Kal
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
Bisu vs Sea
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
Hyuk vs Fantasy
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
Violet vs Flash
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
Light vs RorO
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
Stats vs Calm
+ Show Spoiler [Set 1] +
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
hero vs fOrGG
+ Show Spoiler [Set 1] +
Sorry, too tired to write the battle report! fOrGG wins. But not from a timing push, so okay.
Enjoy the sniper kitty~
+ Show Spoiler [Set 2] +
+ Show Spoiler [Set 3] +
EffOrt vs Midas
+ Show Spoiler [Set 1] +
Set 1 on Fighting Spirit
By Atrioc
Old vs. New school! The only Terran who could challenge sAviOr for a period versus the only Zerg who could challenge Flash. With this clash of generations, everyone’s focus this game was on whether or not Midas would be able to hang with one of the world’s best ZvT.
In what is perhaps a rarity in today’s TvZ where every player is opting for some sort of build order advantage – both Midas and Effort chose extremely safe and standard builds (3 hatch muta and 1 rax CC respectively), which meant right from the beginning that this wasn’t going to be a game that ended quickly, but it was also meant that there wasn’t going to be much action early on. Accordingly, nothing much happens in the first 10 minutes aside from some cute ling vs. marine dancing that ends with Effort grabbing a few SCV kills.
Midgame is where it gets really exciting, with Midas moving out onto the map to put pressure on Effort’s attempts to take a third and Effort responding by relentlessly harassing with mutaling backstabs into Midas’s main. He gains a sizable advantage, sniping tanks, SCVs, and marines but immediately loses it upon transitioning into lurkers – by attempting to burrow his first 5 right in Midas’s natural he kills nothing and loses all of them and the reinforcing lings at almost no cost to Midas.
What follows is an interesting lurker/ling/defiler vs marine/medic/tank lategame where Effort’s superior multitasking becomes clearer and clearer as he continually pushes Midas back towards his natural with relentless swarms, all while taking the additional expansions necessary for him to finish the game with a solid transition to guardians.
By Atrioc
Old vs. New school! The only Terran who could challenge sAviOr for a period versus the only Zerg who could challenge Flash. With this clash of generations, everyone’s focus this game was on whether or not Midas would be able to hang with one of the world’s best ZvT.
In what is perhaps a rarity in today’s TvZ where every player is opting for some sort of build order advantage – both Midas and Effort chose extremely safe and standard builds (3 hatch muta and 1 rax CC respectively), which meant right from the beginning that this wasn’t going to be a game that ended quickly, but it was also meant that there wasn’t going to be much action early on. Accordingly, nothing much happens in the first 10 minutes aside from some cute ling vs. marine dancing that ends with Effort grabbing a few SCV kills.
Midgame is where it gets really exciting, with Midas moving out onto the map to put pressure on Effort’s attempts to take a third and Effort responding by relentlessly harassing with mutaling backstabs into Midas’s main. He gains a sizable advantage, sniping tanks, SCVs, and marines but immediately loses it upon transitioning into lurkers – by attempting to burrow his first 5 right in Midas’s natural he kills nothing and loses all of them and the reinforcing lings at almost no cost to Midas.
What follows is an interesting lurker/ling/defiler vs marine/medic/tank lategame where Effort’s superior multitasking becomes clearer and clearer as he continually pushes Midas back towards his natural with relentless swarms, all while taking the additional expansions necessary for him to finish the game with a solid transition to guardians.
+ Show Spoiler [Set 2] +
Set 2 on Triathlon
By Atrioc
Assuming a completely standard game, Triathlon has a tendency to favor the Terran going into midgame. Midas, not content with a mere standard midgame army however, decides to 14cc this game – followed by a quick addition of 2 barracks. In response, Effort puts his 3rd hatch at another gas expansion and begins a rather intelligent game plan of mass sunkening a single chokepoint while taking bases behind the egg walls and immediately teching to hive. This leaves him extremely vulnerable for a very specific window before his bases and hive tech kicks in, a fact Midas chooses to exploit by throwing his entire 2 base economy into busting Efforts front and ending the game – throwing up a turret line (supported by Valkyries) right outside of his creep while he shells away with tanks. The game becomes an absolute razor thin line at this point as Effort uses every ounce of micro he posseses to snipe tanks with lings and mutas, buying himself precious seconds which eventually pay off – his guardian/defiler tech arrives just as Midas is finally busting into the front and he manages to hold off the pressure. From there it’s a snowball downhill for Midas as Effort adds Ultralisks and an upgrade advantage into the mix and proceeds to roll over Midas with a superior economy. GG 2-0, Midas made a strong showing for an old school player but wasn’t able to match up to a very prepared Effort.
By Atrioc
Assuming a completely standard game, Triathlon has a tendency to favor the Terran going into midgame. Midas, not content with a mere standard midgame army however, decides to 14cc this game – followed by a quick addition of 2 barracks. In response, Effort puts his 3rd hatch at another gas expansion and begins a rather intelligent game plan of mass sunkening a single chokepoint while taking bases behind the egg walls and immediately teching to hive. This leaves him extremely vulnerable for a very specific window before his bases and hive tech kicks in, a fact Midas chooses to exploit by throwing his entire 2 base economy into busting Efforts front and ending the game – throwing up a turret line (supported by Valkyries) right outside of his creep while he shells away with tanks. The game becomes an absolute razor thin line at this point as Effort uses every ounce of micro he posseses to snipe tanks with lings and mutas, buying himself precious seconds which eventually pay off – his guardian/defiler tech arrives just as Midas is finally busting into the front and he manages to hold off the pressure. From there it’s a snowball downhill for Midas as Effort adds Ultralisks and an upgrade advantage into the mix and proceeds to roll over Midas with a superior economy. GG 2-0, Midas made a strong showing for an old school player but wasn’t able to match up to a very prepared Effort.
+ Show Spoiler [Set 3] +
EffOrt won the series 2-0.
Jaedong vs Kal
+ Show Spoiler [Set 1] +
Set 1 on Fighting Spirit
By l10f
For the last 9 games in a row, Jaedong overwhelmed Kal over and over again and reached place no other Zerg has reached. Kal said himself in an interview that he want's to "stop being the mother that keeps on giving" wins to Jaedong. Well, he finally got his chance over 4 months after their last encounter. Kal, looking very determined, started off at 5 o'clock as the Brown Protoss while Jaedong started at 1 o'clock as the Orange Zerg. Their determination to win this match showed from the very beginning. Kal sent two probes out after building his forge to scout Jaedong as fast as possible. Jaedong started off with an overpool expansion build, and when he sent his drone to take his 3rd, Kal's 1st probe was there to bother the drone. Both players refused to pull their worker back, and as is the workers could feel their masters' spirit, killed each other off at the same time.
This won't be an easy game...
Both players knew then that this would not be an easy game. Jaedong took the first opportunity to make a group of zerglings to try a runby. Right as the zerglings seemed to pass through Kal's natural, a very well placed citadel of adun blocked the zerglings. However, the moment Kal took his guard down, Jaedong tried another runby; this time, he succeeded. The Zerglings were able to kill off a few probes and distract Kal long enough to be prepared for his corsairs. Jaedong, after defending against corsairs and dark templars without much damage, began to put heavy pressure on Kal. He made lurkers and began to contain Kal while taking an expansion at 9 o'clock.
Jaedong's plan seemed to be working. He was two expansions ahead of Kal and well placed lurkers scared any unit that tried to escape the contain. However, he made one critical mistake. Jaedong missed Kal's army moving out of his main. When he finally realized, he pulled back his army and tried to flank Kal's army. However, his lurkers could not get into a good position, and storms decimated Jaedong's army. Kal proceeded to kill Jaedong's 9 o'clock expansion while taking 6 o'clock and 7 o'clock main expansions for himself. Kal seemed to be in the lead, so he decided to just sit back and his economic advantage take over. This was a grave mistake. Jaedong took the first chance he had after Kal decided to back off. He slowly pushed into Kal's main using dark swarms and lurkers before Kal got his reavers ready.
No reaver? Swarm + Lurker!
Jaedong did not stop there. He used the momentum he gained to completely decimate Kal's main and then went on to destroy all of Kal's expansions. When Kal lacked reavers, Jaedong used swarm and lurker. When Kal lacked templars, Jaedong used mutalisks and guardians. Jaedong took the moment that Kal decided to take a breath and siezed the game that seemed to be lost.
By l10f
For the last 9 games in a row, Jaedong overwhelmed Kal over and over again and reached place no other Zerg has reached. Kal said himself in an interview that he want's to "stop being the mother that keeps on giving" wins to Jaedong. Well, he finally got his chance over 4 months after their last encounter. Kal, looking very determined, started off at 5 o'clock as the Brown Protoss while Jaedong started at 1 o'clock as the Orange Zerg. Their determination to win this match showed from the very beginning. Kal sent two probes out after building his forge to scout Jaedong as fast as possible. Jaedong started off with an overpool expansion build, and when he sent his drone to take his 3rd, Kal's 1st probe was there to bother the drone. Both players refused to pull their worker back, and as is the workers could feel their masters' spirit, killed each other off at the same time.
This won't be an easy game...
Both players knew then that this would not be an easy game. Jaedong took the first opportunity to make a group of zerglings to try a runby. Right as the zerglings seemed to pass through Kal's natural, a very well placed citadel of adun blocked the zerglings. However, the moment Kal took his guard down, Jaedong tried another runby; this time, he succeeded. The Zerglings were able to kill off a few probes and distract Kal long enough to be prepared for his corsairs. Jaedong, after defending against corsairs and dark templars without much damage, began to put heavy pressure on Kal. He made lurkers and began to contain Kal while taking an expansion at 9 o'clock.
Jaedong's plan seemed to be working. He was two expansions ahead of Kal and well placed lurkers scared any unit that tried to escape the contain. However, he made one critical mistake. Jaedong missed Kal's army moving out of his main. When he finally realized, he pulled back his army and tried to flank Kal's army. However, his lurkers could not get into a good position, and storms decimated Jaedong's army. Kal proceeded to kill Jaedong's 9 o'clock expansion while taking 6 o'clock and 7 o'clock main expansions for himself. Kal seemed to be in the lead, so he decided to just sit back and his economic advantage take over. This was a grave mistake. Jaedong took the first chance he had after Kal decided to back off. He slowly pushed into Kal's main using dark swarms and lurkers before Kal got his reavers ready.
No reaver? Swarm + Lurker!
Jaedong did not stop there. He used the momentum he gained to completely decimate Kal's main and then went on to destroy all of Kal's expansions. When Kal lacked reavers, Jaedong used swarm and lurker. When Kal lacked templars, Jaedong used mutalisks and guardians. Jaedong took the moment that Kal decided to take a breath and siezed the game that seemed to be lost.
+ Show Spoiler [Set 2] +
Set 2 on Polaris Rhapsody
By l10f
It's never good to go into a game without complete focus. However, after losing a game that should have been his, Kal looked a little shaken going into the game. Jaedong started at 7 o'clock as the Tan Zerg while Kal started at 1 o'clock as the Orange Protoss. Both players opened with standard builds, Jaedong overpool and Kal forge FE. The game looked like it was playing out like the last game, but Kal decided to get add two more gateways quickly. He knew that if he let Jaedong do what he wanted like last game, he had no hope of winning. He attacked as soon as his zealot speed upgrade finished, and Jaedong was caught completely off guard. Jaedong lost a lot of his drones and dozens of zerglings before he could fend off the zealots. Jaedong went for a counterattack, but a dark templar came out just in time to defend. Kal decided to make even more gateways before expanding to finish the game off before Jaedong gets hive. Jaedong tried to stall for time using a handful of mutalisks, but Kal had corsairs ready against the mutalisks, and he was able to push all the way to Jaedong's natural, forcing Jaedong to GG.
By l10f
It's never good to go into a game without complete focus. However, after losing a game that should have been his, Kal looked a little shaken going into the game. Jaedong started at 7 o'clock as the Tan Zerg while Kal started at 1 o'clock as the Orange Protoss. Both players opened with standard builds, Jaedong overpool and Kal forge FE. The game looked like it was playing out like the last game, but Kal decided to get add two more gateways quickly. He knew that if he let Jaedong do what he wanted like last game, he had no hope of winning. He attacked as soon as his zealot speed upgrade finished, and Jaedong was caught completely off guard. Jaedong lost a lot of his drones and dozens of zerglings before he could fend off the zealots. Jaedong went for a counterattack, but a dark templar came out just in time to defend. Kal decided to make even more gateways before expanding to finish the game off before Jaedong gets hive. Jaedong tried to stall for time using a handful of mutalisks, but Kal had corsairs ready against the mutalisks, and he was able to push all the way to Jaedong's natural, forcing Jaedong to GG.
+ Show Spoiler [Set 3] +
Set 3 on Odd-Eye 3
By l10f
The score was back to 1-1. Jaedong started at 11 o'clock as the Yellow Zerg, and Kal started at 5 o'clock as the Red Protoss. Both players opened up with the same builds as game 2, overpool and forge FE. Kal decided to try a corsair reaver build this time, and to trick Jaedong, he canceled +1 attack on his forge after Jaedong's zerglings left. Jaedong seemed to be tricked at first, but Jaedong got into Kal's main with his zerglings and saw Kal's robotics support bay. Jaedong built 6 hatcheries and started producing hydralisks to fend off the reaver. With the burrow upgrade, Jaedong killed the reaver before it was able to do any damage.
It's a trap!
Knowing that Kal's defenses are weak without his reaver, Jaedong went straight for Kal's natural, but Kal's second reaver came out just in time to defend against Jaedong's attack. Kal's corsairs even killed many of Jaedong's overlords. Kal took this opportunity to send out a handful of zealots out, but Jaedong had zerglings burrowed everywhere, and the zealots were unable to do anything. Even his dark templar died without getting any kills.
Jaedong completed his hive tech and expanded to the mineral only expansion at 12 o'clock. Kal, to make up for his economic disadvantage, took the center mineral only expansion while harassing Jaedong with his high templars. Kal, now with both reavers and templars, tried to pressure Jaedong's expansion, but ended up being unable to take his own expansion at 7 o'clock due to Jaedong's zerglings. With his hive tech up, Jaedong did what he did in game 1, use swarms and lurkers to advance closer to Kal's expansion.
Don't worry, you'll just be a bunch of blue goo soon!
After a while, Jaedong began to defend all of Kal's harassments without much damage. Kal decided to go with a final attack with his well composed army, but Jaedong simply had too great of an economy. Jaedong sent in wave after wave of units, and coupled with good plagues, cleared all of Kal's army. After that, even with amazing storms, Kal could not hold off Jaedong's attack and lost yet another series to Jaedong.
By l10f
The score was back to 1-1. Jaedong started at 11 o'clock as the Yellow Zerg, and Kal started at 5 o'clock as the Red Protoss. Both players opened up with the same builds as game 2, overpool and forge FE. Kal decided to try a corsair reaver build this time, and to trick Jaedong, he canceled +1 attack on his forge after Jaedong's zerglings left. Jaedong seemed to be tricked at first, but Jaedong got into Kal's main with his zerglings and saw Kal's robotics support bay. Jaedong built 6 hatcheries and started producing hydralisks to fend off the reaver. With the burrow upgrade, Jaedong killed the reaver before it was able to do any damage.
It's a trap!
Knowing that Kal's defenses are weak without his reaver, Jaedong went straight for Kal's natural, but Kal's second reaver came out just in time to defend against Jaedong's attack. Kal's corsairs even killed many of Jaedong's overlords. Kal took this opportunity to send out a handful of zealots out, but Jaedong had zerglings burrowed everywhere, and the zealots were unable to do anything. Even his dark templar died without getting any kills.
Jaedong completed his hive tech and expanded to the mineral only expansion at 12 o'clock. Kal, to make up for his economic disadvantage, took the center mineral only expansion while harassing Jaedong with his high templars. Kal, now with both reavers and templars, tried to pressure Jaedong's expansion, but ended up being unable to take his own expansion at 7 o'clock due to Jaedong's zerglings. With his hive tech up, Jaedong did what he did in game 1, use swarms and lurkers to advance closer to Kal's expansion.
Don't worry, you'll just be a bunch of blue goo soon!
After a while, Jaedong began to defend all of Kal's harassments without much damage. Kal decided to go with a final attack with his well composed army, but Jaedong simply had too great of an economy. Jaedong sent in wave after wave of units, and coupled with good plagues, cleared all of Kal's army. After that, even with amazing storms, Kal could not hold off Jaedong's attack and lost yet another series to Jaedong.
Bisu vs Sea
+ Show Spoiler [Set 1] +
Set 1 on Polaris Rhapsody
By flamewheel
Ah, Bisu and Sea. Fanboysgirls are everywhere, and no matter who wins somebody cries.
Obligatory TL shoutout!
Anyway, Bisu starts out with a gas steal like all good Protoss do, and uses his imba probe to harass Sea's SCVs. Also, he steals 8 gas. Take that Sea!
After getting his first zealot out, Bisu takes a quick expansion before getting gas which Sea's scouting SCV notices. At this point, the camera pans away to...
Damnnnnnn, Light. Share some of that please?
Sea takes his expansion as well, and both players start to macro up; the standard Dragoon pressure on the bunker is mitigated by siege mode finishing, and Bisu gets his Robotics bay.
About eight minutes in, Sea decides to push out, and taking the long route around bottom moves out toward Bisu's base with vultures, a few tanks, and a couple marines.
Bisu, of course, is fully prepared for the vulture runby and has pretty much walled off his natural, and when Sea's tanks arrive the goons start storming. Sea's push is absolutely clobbered, and not a single mine detonates on Bisu's dragoons.
Masterful control leads to dead siege tanks.
After patting himself on the back for stopping the push, Bisu decides he's going to do what every Protoss does on Polaris Rhapsody: go Carriers. With a fleet beacon planted in the upper corner of his base, 2Star Carriers are incoming!
At this point, you'd think that Bisu is in a pretty good position, and he is. Once Carriers are out all he has to do is micro them well enough, abuse the narrow walkways and keep to the shadows and high ground, pick off goliaths and take the win.
Well, of course we all love Bisu's PvT.
The rest of the game can be summarized as such:
Bisu decides to attack a fortified position head-on.
Bisu continues to attack a fortified position head-on.
Bisu, uh, still continues to attack a fortified position head-on.
Seriously now?
One of these things is not like the others!
Use those bridges, Bisu! ...Or not.
Terran is very cost-efficient.
One final charge into GG.
So yeah, pretty much Bisu was doing well and then went carriers and lost. Stick to ground units, Bisu. You're good with dragoons at least.
By flamewheel
Ah, Bisu and Sea. Fan
Obligatory TL shoutout!
Anyway, Bisu starts out with a gas steal like all good Protoss do, and uses his imba probe to harass Sea's SCVs. Also, he steals 8 gas. Take that Sea!
After getting his first zealot out, Bisu takes a quick expansion before getting gas which Sea's scouting SCV notices. At this point, the camera pans away to...
Damnnnnnn, Light. Share some of that please?
Sea takes his expansion as well, and both players start to macro up; the standard Dragoon pressure on the bunker is mitigated by siege mode finishing, and Bisu gets his Robotics bay.
About eight minutes in, Sea decides to push out, and taking the long route around bottom moves out toward Bisu's base with vultures, a few tanks, and a couple marines.
Bisu, of course, is fully prepared for the vulture runby and has pretty much walled off his natural, and when Sea's tanks arrive the goons start storming. Sea's push is absolutely clobbered, and not a single mine detonates on Bisu's dragoons.
Masterful control leads to dead siege tanks.
After patting himself on the back for stopping the push, Bisu decides he's going to do what every Protoss does on Polaris Rhapsody: go Carriers. With a fleet beacon planted in the upper corner of his base, 2Star Carriers are incoming!
At this point, you'd think that Bisu is in a pretty good position, and he is. Once Carriers are out all he has to do is micro them well enough, abuse the narrow walkways and keep to the shadows and high ground, pick off goliaths and take the win.
Well, of course we all love Bisu's PvT.
The rest of the game can be summarized as such:
Bisu decides to attack a fortified position head-on.
Bisu continues to attack a fortified position head-on.
Bisu, uh, still continues to attack a fortified position head-on.
Seriously now?
One of these things is not like the others!
Use those bridges, Bisu! ...Or not.
Terran is very cost-efficient.
One final charge into GG.
So yeah, pretty much Bisu was doing well and then went carriers and lost. Stick to ground units, Bisu. You're good with dragoons at least.
+ Show Spoiler [Set 2] +
Set 2 on Triathlon
By flamewheel
Basically this game is the same as the first. Switch out the early dragoon harassment for early reaver harassment, and then carriers. Oh, there was something pretty cool early on:
Sea look-alike detected!
Carriers.
More Carriers!
You should probably expand, Bisu.
Or you could just make more Carriers.
Failure (again) with Carriers.
At one point in the game, it looked like through brute force Bisu would break through. Instead though, his lack of expanding eventually starved him out, and Sea would be the one to move on to the Round of 8.
By flamewheel
Basically this game is the same as the first. Switch out the early dragoon harassment for early reaver harassment, and then carriers. Oh, there was something pretty cool early on:
Sea look-alike detected!
Carriers.
More Carriers!
You should probably expand, Bisu.
Or you could just make more Carriers.
Failure (again) with Carriers.
At one point in the game, it looked like through brute force Bisu would break through. Instead though, his lack of expanding eventually starved him out, and Sea would be the one to move on to the Round of 8.
+ Show Spoiler [Set 3] +
Sea won the series 2-0.
Hyuk vs Fantasy
+ Show Spoiler [Set 1] +
Set 1 on Fighting Spirit
By flamewheel
Teamkills sadden me, but there's a Hyuk involved in this one. So, that means anything can happen... right?
The early game begins without any engagement between the two players until Hyuk gets Mutalisks, and he does a decent job of killing SCVs but sustains pretty heavy damage from turrets.
Surprisingly, Hyuk hasn't lost a Mutalisk yet.
The game continues on normally, with Hyuk stalling enough with lurkers until defilers are out.
However, using mines and his army Fantasy is able to maintain map control for the most part and slowly starts making a lot of the unit Zerg hates:
"Harem, how do you win TvZs?"
"Simple, flamewheel: build a tank, hit o, and go afk."
For the most part, Fantasy is able to keep Hyuk from getting his economy up, and prevents Ultralisks long enough to force the GG from Hyuk. Overall, a very one-sided game: beyond the initial Mutalisk harassment Hyuk never touched Fantasy's economy.
By flamewheel
Teamkills sadden me, but there's a Hyuk involved in this one. So, that means anything can happen... right?
The early game begins without any engagement between the two players until Hyuk gets Mutalisks, and he does a decent job of killing SCVs but sustains pretty heavy damage from turrets.
Surprisingly, Hyuk hasn't lost a Mutalisk yet.
The game continues on normally, with Hyuk stalling enough with lurkers until defilers are out.
However, using mines and his army Fantasy is able to maintain map control for the most part and slowly starts making a lot of the unit Zerg hates:
"Harem, how do you win TvZs?"
"Simple, flamewheel: build a tank, hit o, and go afk."
For the most part, Fantasy is able to keep Hyuk from getting his economy up, and prevents Ultralisks long enough to force the GG from Hyuk. Overall, a very one-sided game: beyond the initial Mutalisk harassment Hyuk never touched Fantasy's economy.
+ Show Spoiler [Set 2] +
Set 1 on Odd-Eye 3
By flamewheel
This game is hilariously bad. Pretty much Fantasy goes mech and Hyuk flails around with hydralisks. Hyuk gets a very late hive and is crushed by the metal ball. Once again, a very one-sided game, since Hyuk pretty much does no damage to Fantasy's economy but spends 19 minutes getting vulture'd and goliath'd to death. I don't even feel like giving this one a picture.
By flamewheel
This game is hilariously bad. Pretty much Fantasy goes mech and Hyuk flails around with hydralisks. Hyuk gets a very late hive and is crushed by the metal ball. Once again, a very one-sided game, since Hyuk pretty much does no damage to Fantasy's economy but spends 19 minutes getting vulture'd and goliath'd to death. I don't even feel like giving this one a picture.
+ Show Spoiler [Set 3] +
Fantasy won the series 2-0.
Violet vs Flash
+ Show Spoiler [Set 1] +
Set 1 on Polaris Rhapsody
By flamewheel
As already stated several times, teamkills are not fun. You know your teammate, and you know how he plays, and he knows how you play. So what happens if you try to do something that he doesn't expect? But what happens then if he expects you to do something he won't expect and consequently does something you won't expect. But you expect that and then... Wait a minute, something's up! In the first game between Flash and Violet on Polaris Rhapsody, Violet immediately sends out a probe. We know something's going to happen, and he steals Flash's gas (but cancels) after planting a pylon near 6. Proxy gates incoming!
Of course, we all know Flash is a hacker, and that much is made evident when he decides to put down a second barracks.
Was it the gas steal that made Flash suspect something?
Further evidence of hacking is found when Flash scouts the proxy gateway just as the first zealot is moving out! Using the positioning of his barracks and supply depot, Flash is able to keep his marines alive, but Violet decides he has to earn an achievement by filling in the Protoss abuse chart.
Manner, please.
Anyway, Flash holds off the zealot assault with marines, and Violet is forced to try to play more normally. Flash then decides that he grows tired of the silliness and decides to be Boxer by sending six SCVs along with the marines to kill the proxy gateway and pylon. Violet's zealots can only watch helplessly as the noble buildings are struck down by the infidel Terrans.
Flash continues marching toward Violet's base, and Violet decides that winning the game doesn't matter anymore; he just wants that achievement. And so, we see a citadel thrown down immediately after the Core is finished. Fast DTs, anybody?
Anyway, Flash gets into Violet's base and starts building a bunker. Violet pulls probes and gets a dragoon out, and is able to destroy the first bunker attempt but loses most of his probes and all of his zealots while Flash continuously reinforces with marines.
Violet must think he's Tempest right now.
Violet finally kills off the last of the offending marines, and using his one gateway decides he's going to win with Dark Templar.
Flash's vultures think otherwise, and Flash researches mines while expanding. The DTs do nothing, and Flash is perfectly safe after the turrets go up. After that, vultures decide to go raiding, and the game is over once Flash brings out the tanks.
By flamewheel
As already stated several times, teamkills are not fun. You know your teammate, and you know how he plays, and he knows how you play. So what happens if you try to do something that he doesn't expect? But what happens then if he expects you to do something he won't expect and consequently does something you won't expect. But you expect that and then... Wait a minute, something's up! In the first game between Flash and Violet on Polaris Rhapsody, Violet immediately sends out a probe. We know something's going to happen, and he steals Flash's gas (but cancels) after planting a pylon near 6. Proxy gates incoming!
Of course, we all know Flash is a hacker, and that much is made evident when he decides to put down a second barracks.
Was it the gas steal that made Flash suspect something?
Further evidence of hacking is found when Flash scouts the proxy gateway just as the first zealot is moving out! Using the positioning of his barracks and supply depot, Flash is able to keep his marines alive, but Violet decides he has to earn an achievement by filling in the Protoss abuse chart.
Manner, please.
Anyway, Flash holds off the zealot assault with marines, and Violet is forced to try to play more normally. Flash then decides that he grows tired of the silliness and decides to be Boxer by sending six SCVs along with the marines to kill the proxy gateway and pylon. Violet's zealots can only watch helplessly as the noble buildings are struck down by the infidel Terrans.
Flash continues marching toward Violet's base, and Violet decides that winning the game doesn't matter anymore; he just wants that achievement. And so, we see a citadel thrown down immediately after the Core is finished. Fast DTs, anybody?
Anyway, Flash gets into Violet's base and starts building a bunker. Violet pulls probes and gets a dragoon out, and is able to destroy the first bunker attempt but loses most of his probes and all of his zealots while Flash continuously reinforces with marines.
Violet must think he's Tempest right now.
Violet finally kills off the last of the offending marines, and using his one gateway decides he's going to win with Dark Templar.
Flash's vultures think otherwise, and Flash researches mines while expanding. The DTs do nothing, and Flash is perfectly safe after the turrets go up. After that, vultures decide to go raiding, and the game is over once Flash brings out the tanks.
+ Show Spoiler [Set 2] +
Set 2 on Triathlon
By Atrioc
This game starts off slow – and I mean really slow, since Flash requests a pause for technical difficulties about 2 minutes into the game. Between that and both players taking their comfortably safe back naturals while macroing up for 8 minutes, a spectator at this point would be starting to lose interest. That is when Flash decides to push out, kicking this game into high gear. He knocks out Violet’s attempted 3rd and sets up turrets and bunkers at his ramp – effectively looking to end the game before any real fighting had ever even taken place. Violet responds by using a speed shuttle with reaver and dropped dragoons to deal serious damage to Flash’s 3rd, while macroing up a force back at home. While he eventually manages to get his army out of the containment and create a presence in the center of the map, he never actually reclaims his bunkered/turreted/tanked up natural that Flash claimed with his first push – and as such his attacks slowly waste themselves on Flash’s superior defense and economy. Eventually, once all his steam runs out, Violet concedes a hard fought game to his teammate. Flash moves on 2-0 to the Ro8.
By Atrioc
This game starts off slow – and I mean really slow, since Flash requests a pause for technical difficulties about 2 minutes into the game. Between that and both players taking their comfortably safe back naturals while macroing up for 8 minutes, a spectator at this point would be starting to lose interest. That is when Flash decides to push out, kicking this game into high gear. He knocks out Violet’s attempted 3rd and sets up turrets and bunkers at his ramp – effectively looking to end the game before any real fighting had ever even taken place. Violet responds by using a speed shuttle with reaver and dropped dragoons to deal serious damage to Flash’s 3rd, while macroing up a force back at home. While he eventually manages to get his army out of the containment and create a presence in the center of the map, he never actually reclaims his bunkered/turreted/tanked up natural that Flash claimed with his first push – and as such his attacks slowly waste themselves on Flash’s superior defense and economy. Eventually, once all his steam runs out, Violet concedes a hard fought game to his teammate. Flash moves on 2-0 to the Ro8.
+ Show Spoiler [Set 3] +
Flash won the series 2-0.
Light vs RorO
+ Show Spoiler [Set 1] +
Set 1 on Polaris Rhapsody
By flamewheel
Is it weird that I think Light is sexy? Uh, I mean, the map is Polaris Rhapsody. RorO goes for a 12hatch and a third hatch in main, and Light takes a fast expansion as well. So far, so standard, and we see 3hatch spire for RorO. Light pushes out to try to take advantage of his pre-muta timing window, but is delayed by numerous skirmishes with RorO's lings, and the remainder of his ball is destroyed once mutalisks arrive. RorO decides he's a badass on the first pass.
Yeeeeeeehaw!
Running right over the marine ball, RorO gets into the main and snipes a few SCVs, and then runs out. However, after he tries to harass more Light has a lot of turrets up and marines stimmed at this point. Never fear, RorO has his den up and Hydralisks awaiting!
Of course, remember how I said RorO was a badass? Well, he saw a lone Firebat attacking his third so he decided "well who needs Lurkers, mutaling attack!" while the main army was away.
America, f*** yeah! Uh, wrong song. Anyway, here's RorO demolishing some marines.
After the main army returns, the attack is repelled and the mutalisks are driven off, but RorO has lurkers morphing at this point, though he decides to not defend his third, so it dies to Light's marine forces.
Instead, RorO decides he's going to bust the natural.
Who needs a third? This is Americaaaaaaaaa.
Whoops. Okay, maybe having a third base would be good right now. Also I lied, this isn't America.
For some reason I really feel like screaming "America!" right now, but I'll try to control myself and instead focus on this game. Really, though, there's not much more to it. Being on two-base, RorO decides he's going to try to end it with Lurkers.
And he nearly succeeds!
Nom nom nom SCVs!
Unfortunately for RorO, terran is imba (read: cost-efficient) and slowly but surely Light pushes out with his mnm and tanks, headed toward RorO's base. With no hive tech units ready, RorO bows out. 1-0 Light.
By flamewheel
Is it weird that I think Light is sexy? Uh, I mean, the map is Polaris Rhapsody. RorO goes for a 12hatch and a third hatch in main, and Light takes a fast expansion as well. So far, so standard, and we see 3hatch spire for RorO. Light pushes out to try to take advantage of his pre-muta timing window, but is delayed by numerous skirmishes with RorO's lings, and the remainder of his ball is destroyed once mutalisks arrive. RorO decides he's a badass on the first pass.
Yeeeeeeehaw!
Running right over the marine ball, RorO gets into the main and snipes a few SCVs, and then runs out. However, after he tries to harass more Light has a lot of turrets up and marines stimmed at this point. Never fear, RorO has his den up and Hydralisks awaiting!
Of course, remember how I said RorO was a badass? Well, he saw a lone Firebat attacking his third so he decided "well who needs Lurkers, mutaling attack!" while the main army was away.
America, f*** yeah! Uh, wrong song. Anyway, here's RorO demolishing some marines.
After the main army returns, the attack is repelled and the mutalisks are driven off, but RorO has lurkers morphing at this point, though he decides to not defend his third, so it dies to Light's marine forces.
Instead, RorO decides he's going to bust the natural.
Who needs a third? This is Americaaaaaaaaa.
Whoops. Okay, maybe having a third base would be good right now. Also I lied, this isn't America.
For some reason I really feel like screaming "America!" right now, but I'll try to control myself and instead focus on this game. Really, though, there's not much more to it. Being on two-base, RorO decides he's going to try to end it with Lurkers.
And he nearly succeeds!
Nom nom nom SCVs!
Unfortunately for RorO, terran is imba (read: cost-efficient) and slowly but surely Light pushes out with his mnm and tanks, headed toward RorO's base. With no hive tech units ready, RorO bows out. 1-0 Light.
+ Show Spoiler [Set 2] +
Set 2 on Fighting Spirit
By flamewheel
You know, Light has been billeted as one of the most boring TvZ players. You don't see many weird things for him: he is standard. This game was no different, for Light at least.
You knew RorO was up to something as soon as the Evolution chamber went down before anything else had, and after the lair finished the spire went up. Light again went for a pre-Mutalisk timing assault with his marines, but backed off when he saw the sunkens.
Once mutalisks came out, RorO failed to do major damage with them, and before he knew it Light was moving toward his third.
I'm a compulsive printscreener, and this seemed more exciting than the game for a split second.
With his mutalisks, RorO was able to delay Light long enough for lurkers to hatch, and so the third was safe.
But now Light's forces were trapped between the third and RorO's mutalinglurker ball.
Death from below.
However, RorO burrowed his lurkers too early, and too far away from the action, and thus Light's expeditionary force lived to fight another day.
Fail.
Nothing really happened for a while, and both sides wandered aimlessly around the center. Once in a while, an irradiate went off or a scourge exploded, but for the most part it was all quiet on the western front. Hive tech went up, and defilers popped. Lurkers were massed, but still, not too much action.
And then Light decided to assault the sunkens at the natural with his tanks, and then this happened:
Massive attack!
...Except for it wasn't, really. Light withdrew most of his forces without too much damage. However, Light also failed to do economic damage to RorO, and once cows came out victory was assured for the Zerg.
By flamewheel
You know, Light has been billeted as one of the most boring TvZ players. You don't see many weird things for him: he is standard. This game was no different, for Light at least.
You knew RorO was up to something as soon as the Evolution chamber went down before anything else had, and after the lair finished the spire went up. Light again went for a pre-Mutalisk timing assault with his marines, but backed off when he saw the sunkens.
Once mutalisks came out, RorO failed to do major damage with them, and before he knew it Light was moving toward his third.
I'm a compulsive printscreener, and this seemed more exciting than the game for a split second.
With his mutalisks, RorO was able to delay Light long enough for lurkers to hatch, and so the third was safe.
But now Light's forces were trapped between the third and RorO's mutalinglurker ball.
Death from below.
However, RorO burrowed his lurkers too early, and too far away from the action, and thus Light's expeditionary force lived to fight another day.
Fail.
Nothing really happened for a while, and both sides wandered aimlessly around the center. Once in a while, an irradiate went off or a scourge exploded, but for the most part it was all quiet on the western front. Hive tech went up, and defilers popped. Lurkers were massed, but still, not too much action.
And then Light decided to assault the sunkens at the natural with his tanks, and then this happened:
Massive attack!
...Except for it wasn't, really. Light withdrew most of his forces without too much damage. However, Light also failed to do economic damage to RorO, and once cows came out victory was assured for the Zerg.
+ Show Spoiler [Set 3] +
Set 3 on Odd-Eye 3
By l10f
Light started at 5 o'clock as the Orange Terran and Roro started at 11 o'clock as the Blue Zerg. Both players opened with non-standard builds. Roro built three hatcheries before his spawning pool, and Light went 1 factory 1 starport before expanding. Light focused on harassing in the early game, but Roro was able to defend against all of Light's harassment without taking much damage. Using this advantage, Roro took two expansions, one at 12 o'clock and one at the center mineral only expansion. Light used his tech to make vessels quickly while changing tech to bionic again. Roro, seeing this, changed his tech as well to lurkers and defilers.
Light wishes that vessel was a tank instead...
Roro was able to get his hive up safely, and he seemed to be in control of the game. With well placed swarms and good vessel snipes, it seemed as if Light was going to lose the game. However, Light's true skills shined in the mid-late game. Light managed his army left and right and prevented Roro from taking a 4th gas expansion. With his vessel count up high, Light denied every one of Roro's tries to take his 4th gas.
Vessel + Tank = Zerg player's nightmare.
However, Roro changed his army composition to hydralisks, lurkers, and defilers, to counter Light's SK army. He was able to attack Light's expansion while using plague and swarm to reduce the size of Light's army, while taking an expansion at 7 o'clock all at once. Once again, Roro seemed to be in the control of the game, sending units to multiple places at once. Light saw that he was being pushed back by Roro's army, and made two more factories to produce tanks. Light's tanks killed Roro's hydralisks even under swarm and Light once again gained the map control. This time, Light used his map control to his full advantage, dropping multiple places simultaneously while cutting off Roro's army path. No matter what Roro tried to do, Light was there to stop Roro from doing it. In the end, Roro was all worn out and he typed GG even before any of his expansions were destroyed.
By l10f
Light started at 5 o'clock as the Orange Terran and Roro started at 11 o'clock as the Blue Zerg. Both players opened with non-standard builds. Roro built three hatcheries before his spawning pool, and Light went 1 factory 1 starport before expanding. Light focused on harassing in the early game, but Roro was able to defend against all of Light's harassment without taking much damage. Using this advantage, Roro took two expansions, one at 12 o'clock and one at the center mineral only expansion. Light used his tech to make vessels quickly while changing tech to bionic again. Roro, seeing this, changed his tech as well to lurkers and defilers.
Light wishes that vessel was a tank instead...
Roro was able to get his hive up safely, and he seemed to be in control of the game. With well placed swarms and good vessel snipes, it seemed as if Light was going to lose the game. However, Light's true skills shined in the mid-late game. Light managed his army left and right and prevented Roro from taking a 4th gas expansion. With his vessel count up high, Light denied every one of Roro's tries to take his 4th gas.
Vessel + Tank = Zerg player's nightmare.
However, Roro changed his army composition to hydralisks, lurkers, and defilers, to counter Light's SK army. He was able to attack Light's expansion while using plague and swarm to reduce the size of Light's army, while taking an expansion at 7 o'clock all at once. Once again, Roro seemed to be in the control of the game, sending units to multiple places at once. Light saw that he was being pushed back by Roro's army, and made two more factories to produce tanks. Light's tanks killed Roro's hydralisks even under swarm and Light once again gained the map control. This time, Light used his map control to his full advantage, dropping multiple places simultaneously while cutting off Roro's army path. No matter what Roro tried to do, Light was there to stop Roro from doing it. In the end, Roro was all worn out and he typed GG even before any of his expansions were destroyed.
Stats vs Calm
+ Show Spoiler [Set 1] +
Set 1 on Polaris Rhapsody
By flamewheel
Calm decides that even though ZvP is his best matchup, he's going to cheese Stats.
Let's play a game of find the lair...
No lair, but a Den I see!
3hatch hydra bust incoming!
Stats is too pro for this though, and decides to add cannons upon scouting the hydralisks with his corsair, and so Calm has to back off after doing zero damage.
Cannons > Hydralisks.
At this point, Stats serenely holds onto his advantage, and a few minutes later attacks Calm's natural and third base, doing terrible terrible damage to Clam. When the major engagement goes down, Stats throws down his storms, comes out on top, and Calm promptly types out.
By flamewheel
Calm decides that even though ZvP is his best matchup, he's going to cheese Stats.
Let's play a game of find the lair...
No lair, but a Den I see!
3hatch hydra bust incoming!
Stats is too pro for this though, and decides to add cannons upon scouting the hydralisks with his corsair, and so Calm has to back off after doing zero damage.
Cannons > Hydralisks.
At this point, Stats serenely holds onto his advantage, and a few minutes later attacks Calm's natural and third base, doing terrible terrible damage to Clam. When the major engagement goes down, Stats throws down his storms, comes out on top, and Calm promptly types out.
+ Show Spoiler [Set 2] +
Set 2 on Triathlon
By flamewheel
After the first game, it seemed the Stats had figured Calm out, having calmly defended against the Mollusk's early aggression. As the second game started on Triathlon, Stats decides to go for his protected expo while Calm goes for a fast lair after the natural natchery, and 2hatch mutalisks were incoming. However, Calm is able to see that Stats didn't have many units, and so channels the Fatzerg in him and...
Drone drill!
And just like that, the second game was over. July is happy.
By flamewheel
After the first game, it seemed the Stats had figured Calm out, having calmly defended against the Mollusk's early aggression. As the second game started on Triathlon, Stats decides to go for his protected expo while Calm goes for a fast lair after the natural natchery, and 2hatch mutalisks were incoming. However, Calm is able to see that Stats didn't have many units, and so channels the Fatzerg in him and...
Drone drill!
And just like that, the second game was over. July is happy.
+ Show Spoiler [Set 3] +
Set 3 on Fighting Spirit
By flamewheel
Ah, the second game had KT fans raging hard. Unfortunately, Calm knows that a win is a win and thus, well...
Stats spawns top left on Fighting Spirit, and Calm bottom left, and after chasing off the scouting probe, Calm decides to do the second most awesome of busts (after 2hatch hydra, flamewheel's personal favorite): 3hatch hydra.
Initially, Stats holds off the attack well and from that point on it seems that Calm is at a huge disadvantage. Stats has enough cannons up and running to support his High Templar that will soon storm Calm to death.
Hydralisks in full retreat.
And then, Stats pulls a Backho and accidentally cancels research on psionic storm.
The rest is history.
Idle templar are the devil's hands? Nah, not even close, but they do cost you a spot in the Ro8.
And as the last cannon falls, Stats types out and Calm moves on to the Round of 8.
By flamewheel
Ah, the second game had KT fans raging hard. Unfortunately, Calm knows that a win is a win and thus, well...
Stats spawns top left on Fighting Spirit, and Calm bottom left, and after chasing off the scouting probe, Calm decides to do the second most awesome of busts (after 2hatch hydra, flamewheel's personal favorite): 3hatch hydra.
Initially, Stats holds off the attack well and from that point on it seems that Calm is at a huge disadvantage. Stats has enough cannons up and running to support his High Templar that will soon storm Calm to death.
Hydralisks in full retreat.
And then, Stats pulls a Backho and accidentally cancels research on psionic storm.
The rest is history.
Idle templar are the devil's hands? Nah, not even close, but they do cost you a spot in the Ro8.
And as the last cannon falls, Stats types out and Calm moves on to the Round of 8.
hero vs fOrGG
+ Show Spoiler [Set 1] +
Sorry, too tired to write the battle report! fOrGG wins. But not from a timing push, so okay.
Enjoy the sniper kitty~
+ Show Spoiler [Set 2] +
[u]Set 2 on Fighting Spirit
By l10f
ForGG started at 11 o'clock as the Orange Terran and hero started at 1 o'clock as the Red Zerg. Hero started off with a overpool gas, and ForGG went standard 1 barracks FE. After scouting that hero went early gas, ForGG blocked off his ramp while building a command center in his main. Hero saw this, and researched burrow, so that he could burrow the zerglings at ForGG's natural and delay him from mining. ForGG, after trying to land the command center a few times, realized that there are zerglings burrowed, and got a quick scanner.
Landing sequence interrupted.
Hero used the fact that ForGG had to waste a scan to build both spire and hydralisk den in two different places. Hero tried to trick ForGG to make turrets while he got lurkers. However, ForGG saw the hydralisk den, and built three bunkers to defend against the lurkers. Hero took it a step further, and after seeing the bunkers, he took another expansion and made enough lurkers only to defend against ForGG.
Flash vs Effort?
Hero started to get his hive while containing ForGG with his lurkers. ForGG waited to get a few tanks and vessels before moving out, and with good micro, caught some lurkers off guard. ForGG had a big army, but hero had stalled enough time for him to get defilers ready for the attack. ForGG knew he couldn't finish the game there anymore and took 12 o'clock to prepare for late game. Hero did the same by taking a 4th gas expansion.
ForGG tried to harass the 4th expansion, but a timely swarm prevented ForGG from doing any damage. ForGG knew that he couldn't let hero get his 4th gas easily, and made dropships to kill hero's 7 o'clock main expansion. Although he was able to drop successfully, hero took the time to attack 12 o'clock expansion, and ultralisks popped just in time to defend the drop. Hero was now up 4 base to 2 and he simply overwhelmed all of ForGG's attacks to win the game.
By l10f
ForGG started at 11 o'clock as the Orange Terran and hero started at 1 o'clock as the Red Zerg. Hero started off with a overpool gas, and ForGG went standard 1 barracks FE. After scouting that hero went early gas, ForGG blocked off his ramp while building a command center in his main. Hero saw this, and researched burrow, so that he could burrow the zerglings at ForGG's natural and delay him from mining. ForGG, after trying to land the command center a few times, realized that there are zerglings burrowed, and got a quick scanner.
Landing sequence interrupted.
Hero used the fact that ForGG had to waste a scan to build both spire and hydralisk den in two different places. Hero tried to trick ForGG to make turrets while he got lurkers. However, ForGG saw the hydralisk den, and built three bunkers to defend against the lurkers. Hero took it a step further, and after seeing the bunkers, he took another expansion and made enough lurkers only to defend against ForGG.
Flash vs Effort?
Hero started to get his hive while containing ForGG with his lurkers. ForGG waited to get a few tanks and vessels before moving out, and with good micro, caught some lurkers off guard. ForGG had a big army, but hero had stalled enough time for him to get defilers ready for the attack. ForGG knew he couldn't finish the game there anymore and took 12 o'clock to prepare for late game. Hero did the same by taking a 4th gas expansion.
ForGG tried to harass the 4th expansion, but a timely swarm prevented ForGG from doing any damage. ForGG knew that he couldn't let hero get his 4th gas easily, and made dropships to kill hero's 7 o'clock main expansion. Although he was able to drop successfully, hero took the time to attack 12 o'clock expansion, and ultralisks popped just in time to defend the drop. Hero was now up 4 base to 2 and he simply overwhelmed all of ForGG's attacks to win the game.
+ Show Spoiler [Set 3] +
No report. The game is about even until fOrGG rolls up to the natural around Hive tech time, and streaming reinforcements eventually force hero to type out.
You know, I personally enjoy the start of a new round because it lets me indulge in my fantasies involving progamers, fog, and explosion.
Fanfic, away!
Chapter 4
by flamewheel
by flamewheel
Jo Byung Se and Park Soo Bum are still sitting in the same room where they had faced Jaedong and Noyeol. The lights are dimmed, but they can still make out the computers in the room. It is just the two of them; the remaining guard is waiting outside. After docking, neither of them has said a word throughout the half hour wait.
Finally, Byung Se looks over at Soo Bum. “You know, it’s not that bad. Though I was excited to see what all the hubbub and secrecy was all about, at least we get to spend the remainder of this trip at a resort.”
“Ah, you’re right I suppose. Nothing wrong with a little bit of rest and relaxation anyway…”
The two talk on a bit more about their daily lives, but after a few minutes they are interrupted by the guard opening the door.
“Grab your belongings. We’ll be taking you to the resort now.”
After packing up their equipment, Byung Se and Soo Bum follow the guard out of the boat into the forest, and they begin walking. The fog is still very heavy, and Byung Se and Soo Bum have to walk quickly to keep up with the guard.
Follow the leader...
Thirty minutes of uneventful walking later, the bodyguard comes to a halt in a large clearing.
Soo Bum looks around. “Uh, correct me if I’m wrong, but this doesn’t look much like a resort…”
“Of course not; we are merely waiting here for the others.”
“The… others?”
“Yes. Including the two of you, there are in total sixteen people currently that will be staying at the resort. You all will be joined by others that fail to move on as the subsequent rounds continue.”
“You make it sound like some sort of… game.”
“Well, yes. This way, you all can relate to it, no? Ah, here we go.”
Through the fog, other progamers and guards start walking into the clearing. Byung Se recognizes two of them as his teammates, Shin Dong Won and Jang Yoon Chul, and motions for them to come join him. Park Soo Bum searches for a few minutes, but cannot find his teammates. He can only assume they have moved on, and so he just continues talking to the CJ progamers.
After a while, all sixteen progamers arrive, and with an escort of eight bodyguards once again begin moving. They talk excitedly about their plans for the rest of the vacation, and the overall mood is cheerful.
As they leave the forest, the fog begins to clear. Moist soil and trees give way to more rocky terrain, and soon the progamers end up in front of…
A mountain?
The guards beckon them toward the entrance, trying to reassure the progamers.
“Usually you see resorts near beaches. Well, we’ve made a… special resort. Go, go on inside.”
The progamers walk inside the cave entrance, and begin descending. The walls are adorned with artificial lighting, but as the group heads deeper and deeper into the mountain the temperature begins dropping.
Teeth chattering, the progamers continue walking along the tunnel, and soon they arrive in a large cavern.
Still, not very resort-like…
As the group is looking around, suddenly a loudspeaker booms out, and a voice rings in the still cavern air.
“Gentlemen, gentlemen. So good to have you all here again! Welcome to our resort. Though it is nothing like you’ve ever seen before, we assure you that you’ll have a splendid time here. Ah, where are my manners. Please wait a moment and I’ll be down to join you!”
The speakers go dead, and the chamber is completely quiet. Soon though, the progamers can hear the click click of shoes on the stone floor. Through the darkness, a figure appears from a side tunnel, overshadowed and flanked by two tall bodyguards.
It is M.
He does not step out of the shadows completely, but the smile—the smile—shines as bright as day.
“Ah, I’m so glad we all arrived safely! Now, let’s show you to your rooms. If half of you would follow me, the other half will follow my associate K… come, come now, time’s wasting!”
Byung Se and Soo Bum are a part of the group that walks toward M, and with his coterie of bodyguards the small man begins leading them through the tunnel from which he came. As the progamers walk along the darkened tunnel, they can hear sounds coming from the end: clicking and whirring, and every once in a while faint beeps and zaps of electrical discharges.
And all of a sudden, the tunnel ends, and what lies at the end is most definitely not a resort. Men in white coats scurry around checking computers, adjusting equipment, and attending to people strapped down on cots. People that Byung Se remembered seeing from the cruise ship.
”Welcome to the resort, ahaha. We hope you will enjoy your stay…”
Byung Se manages a gasp, and then the world goes black.
Back in the forest, Lee Young Ho has finished his match. His teammate, Woo Jung Ho, has been defeated, and as Lee Young Ho walks out of the arena, he sees Jung Ho being escorted the other way by the bodyguards. As Young Ho follows his own bodyguard down the forest trail, the fog starts to clear. After about ten minutes of walking, he sees another familiar face, and rushes to greet Park Ji Soo when he sees the other man. The two are told that they will be facing each other next, and that the arena is ahead.
As the two continue onward together, they talk amiably. However, beneath the surface both know that only one can go on, and so they are reserved. As they reach the next massive arena, something happens that makes both the players and the bodyguards look skyward. Off in the distance from another part of the island, a rocket takes flight, launching off into the unknown.
Is this a sign of things to come?
You know, coming into the Round of 16 I think the biggest thing in everybody's mind was that there were no mirrors. However, as we move into the Round of 8 we realize that... there are no Protoss. Wow. Whether or not that makes you happy or sad (diversity is a good thing!), Atrioc and I will give our thoughts on the four Bo5s to be played.
Round of 8 Previews
Flash vs fOrGG
Atrioc: This should be so much easier to call than it is. If it wasn't for some very real and very serious TvT defeats suffered by Flash lately I would call him the absolute favorite here no questions asked. Instead, however, I'm going to go on a limb here and say we are about to witness a repeat of the fOrGG/Flash Bo5 all the way back in the Arena MSL. Do the statistics support this? Not really: Flash may only be 5-5 in his last 10 TvT's, but fOrGG is 4-6 with a let less finesse in his losses and a lot more sloppiness. But in his wins you can see potential, and with Flash seeming more vulnerable in TvT than I've ever seen him before, I feel like fOrGG can rise to that potential and create a truly memorable upset.
fOrGG 3-2.
flamewheel: Another teamkill for KT players, and they were doing so well this MSL so far. And in this case it's Flash vs fOrGG. I really like both of these players, and when I think of "Flash vs fOrGG" the first thing that pops into my mind is not Arena MSL, but sometime this year during a fOrGG interview, when he said he was 1-80 against Flash in practice games. However, Flash has been showing trouble in TvT lately, as we all know, but I'm not going to doubt his BoX skills, and he is a lot less likely to choke than fOrGG. I'm seriously torn. On one side, upsets are hilarious, but on the other side keeping the possibility of the Flash-Jaedong final is so much more tantalizing to me. I hope for a close series involving cheese (since it's TvT!) but I ultimately think the Ultimate Weapon is going to take this. Flash 3-1 or 3-2.
Calm vs Fantasy
flamewheel: So here's what I think about Calm and Fantasy: I have no clue. I could sit here and list their relative statistics, such as how Calm is 68-58 (53.97%) vT and Fantasy is 63-50 (55.75%) vZ and how they're both playing their worst matchup, but that wouldn't be very indicative of what's going to happen. Truth is, none of us know what's going to happen. You take Calm's tendency to turn into a mollusk and cross it with Fantasy's Dues Ex Machina builds that revolve around one key unit to keep him alive (usually the Valkyrie) and you get... a 6-5 head-to-head record with Fantasy leading by one. Huh. Guess that in spite of all this chaos that these two players can create, there's a common factor. Have no doubt: there's going to be great games involved, and hopefully this will go to set 5, but I'm not even going to dare try to call a winner, but my silver dollar will.
The coin says Fantasy.
Atrioc: I don't need to flip a coin to agree with you here and say that Fantasy is definitely going to take this. The man looked absolutely phenomenal in SKT1's playoff games against STX - hes in absolute tip top shape right now, with the best Terran coaches in the world at his back on a team that is fired up with competitive spirit at the moment. The only thing that could hurt him is the pressure of prioritizing proleague practice, but I think overall the extra hours put in are just going to make him that much stronger of a player for this matchup. Calm, for his part, has been looking pretty bad in ZvT lately and was absolutely dominated by Fantasy in their last encounter in May. I dont even see this as being close: Fantasy 3-0.
Light vs EffOrt
flamewheel: I had an argument with my roommate about this. He argued that since EffOrt has beaten Flash so much, that clearly means he is amazing vT. While EffOrt is 63%, let's not forget that Light has lost like, what, 2 out of the last 25 TvZs he's played? His list of scalps includes great, RorO, Jaedong, EffOrt, Action, Calm, and Kwanro, and he's been on a monster tear ever since getting 0-3ed by Kwanro in the NATE MSL. On the other hand, EffOrt has put up good results... against Flash. EffOrt has the mindgames, he has the aggressive play, but I still wouldn't call him great at TvZ. I think Light will take this 3-1.
Atrioc: While I agree with many of your points on Effort and the amount of boosted hype he got simply because he can reliably take on Flash - i absolutely disagree with your final conclusion, because it completely fails to take into account the fact that while Effort may definitely have holes in his ZvT, that does not mean Light is anywhere close to being good enough in a series to take advantage of them. I'm not gonna ignore his amazing post MSL streak, but that doesn't forgive the fact that last time he got to a Bo5 he got 3-0'd by Kwanro and now you expect him to take down the guy that toppled Flash in a finals. EffOrt 3-1.
Jaedong vs Sea
Atrioc: I haven't been this excited for a series in a long time. Watching a Jaedong vs Sea game, in general, is what I imagine watching Jaedong vs Flash could be like if the games didn't keep getting decided by build order wins or small mistakes in the early game. These are both godly mechanical players and have produced games, such as their famous epic one on Andromeda, that really showcase all aspects of the TvZ/ZvT matchup. To add to that intensity, they have already played each other twice recently - splitting the wins - and both games (one, a rape by Jaedong and the other an impressive comeback win by Sea on a Zerg favored map) have evidence of each player's capability of winning this series. Faced with such an even split I have no choice but to resort to fanboy logic (Go Jaedong!) and superstition (Sea is cursed in individual leagues!) to predict a 3-1 victory for the Tyrant.
flamewheel: I heartily agree with you, Atrioc. Sea is one of my favorite players to watch, and it's very exciting to see him break into the individual leagues as he has been doing. However, he is up against Jaedong now, and thus I will have to stop rooting for him to root for the Dong. I'm still slightly angry about Jaedong trying to make a statement against Sea in the OSL Ro16, but I'll live with it for now. Regardless, even though Sea has been playing well and T>>Z, I will always believe in Jaedong. LWWW for the 3-1 Jaedong result, though hopefully the games will be awesome. I expect to see everything from 3hatch before pool v 14CC to BBS vs 9pool.
Before we go, there's a special surprise for us. My first TL hero and PL-master extraordinaire, snowdrift, has a special opinion piece on us on Calm vs Fantasy!
Unsung Heroes
By snowdrift
By snowdrift
Q: You’ve played fantasy a lot recently.
A: Seems like I have indeed. I’ve played Terran the most recently. But I have this strange feeling that I’ll continue to meet him often in the future.
-- Calm, 2010 Hana Daetoo MSL Ro16 Day 4 Winners Interview
The MSL round of sixteen has ended, the quarterfinals are about to begin, and we look over the matchups to identify potentially exciting games. If we have to wake up early in the morning, or stay up late into the night or even commit to an all-nighter in order to watch a match, it had better be good. While there are some interesting games ahead, one match really captures all of our attention. Flash vs forGG? Pshaw. Either hour-long TvTs or a mere formality between teammates. Either way, grab your pillows. Light vs Effort? Boring Terran vs late-game Disasterzerg? Do not want. Jaedong vs Sea? Overrated.
No, the one match that we're really looking forward to is Calm versus Fantasy.
Two minds at work: plots and plans.
The history of progaming is the story of its players and of their confrontations with one another. Of the many battles that have carved modern Starcraft into being, the most celebrated are the repeated duels between top players in their prime. As the brackets narrowed and only the best remained, the strongest progamers would find themselves pitted against each other once again. These fights, bubbling with hype, grew into storied rivalries that punctuated the starleagues and turned each match into long-awaited episodes of an epic storyline.
Boxer versus Yellow. July versus iloveoov. Jaedong versus Flash. These portentous matchups ring with power and promise. Quite unlike Calm versus Fantasy -- this rivalry is a different beast. Although both of these players have put up strong results in the past, as Calm won the Avalon MSL in what was admittedly a ZvZ orgy and Fantasy reached two consecutive OSL finals, this matchup shouldn't be viewed as a duel between two top players in their prime, with immaculate mechanics and sound decision-making. This rivalry is a meeting of minds, born out of frequent clashes between Calm's mediocre ZvT and Fantasy's erratic TvZ. Crisp micro and stunning game sense are not to be found here: this a scrappy fight between two wily bastards who try to overcome their deficiencies with cute builds.
ZvT hydra breakin'.
Their eleven games against each other are a stunning display of mediocrity shot through with dashes of brilliance and cunning. A peculiar combination that gives the matchup a unique flavor, unequaled by any other progaming rivalry. Add to that mixture both players' pronounced penchant for odd builds and timings -- Fantasy is backed by oov, while Calm upholds his Brain Zerg monicker -- and every one of their games keeps us on our toes. A brilliant opening might be followed by total collapse, failed micro might suddenly give way to a stunning attack. The final ingredient of any successful rivalry is a fairly even matchup, and with the record sitting at 6-5 in favor of Fantasy, there is no clear favorite here: we never know who'll come out on top when these two duke it out.
Little did spectators know that they were watching history in the making.
Their first meeting happened in May 2009, during the 2008-09 Proleague, when Calm crushed Fantasy's 14cc-powered SK Terran with a fast ultralisk, Crazy Zerg build on God's Garden. The game already featured an inexplicable failure, as Fantasy decided to build two battlecruisers while ultralisks crisscrossed the map, and promptly lost them to scourge a few seconds after revealing them. The game also exposed Fantasy's weak bio play. His lack of marine/medic micro and his bad positioning have been repeatedly abused by Calm, as the Terran army's aimless posturing -- neither moving to contain or deny an expo nor defending properly -- has allowed him to backstab with lurkerling/defiler on countless occasions. In a game on Tornado during the current Proleague season, tables were quickly turned as Fantasy's seemingly strong position was undone in seconds by lurkers isolating most of his army away from his base and then slipping into the natural under the cover of swarms.
Calm just saw his drones die.
As for Calm, his strong openings can't always prevent him from choking in the late-game. On Match Point, in a Proleague ace game in November 2009, Calm took a third gas while his spire was morphing, and the mineral-only as a fourth while his mutalisks harassed. As he once again took advantage of Fantasy's poor positioning and repeatedly attacked the natural with lurkerling, delaying Fantasy even further, he eventually secured a fifth base while Fantasy was still on two. Managing those five bases in addition to his army proved to be too daunting, however, as Calm slowly collapsed over the second part of the game. The first sign of choking was him suiciding four slow overlords into Fantasy's turrets. No drop, no scouting, nothing. Then Fantasy was able to take out bases while Calm only responded with bits and pieces of his massive army. Small, uncoordinated lurkerling groups supported by defilers became less and less effective as Fantasy finally expanded and built up a huge vessel cloud raining down the radiation. Though Calm was later able to destroy the entire vessel cloud with a brilliant cloned scourge attack, it was too late and mass firebats charged into his remaining bases, indifferent to swarms and zerglings alike. "How the fuck do you lose that game?" one worked-up spectator asked.
Calm's overlords sightseeing.
Things don't always go wrong. Sometimes everything goes right. Fantasy crushed Calm on Fighting Spirit in November 2009 in the Round of 16 of the EVER OSL, with an early overlord snipe, proper scouting that allowed him to see Calm's lurker opening and the timing of his third base, which led to him intercepting maynarding drones in the open and slaughtering them, then taking down the third base and overruning Calm with his first push shortly afterwards. Calm was completely outclassed, but with hindsight, we know why: this was the game where his ID appeared as "inter.clam" on OGN's player presentation screen -- his alternate personality, the mollusk within, had appeared.
The Clam first appeared in a game against Fantasy. Coincidence? I think not.
But Calm also has his moments. In another game on Match Point, during their MSL series last April, he faked a 12-pool, 2 hatch lurker opening while grabbing two bases in quick succession. While Fantasy built a second bunker and cowered in his base, Calm had four bases defended by six zerglings and no lurkers whatsoever. Though Fantasy was able to destroy one of these bases, Calm saved his drones and expanded shortly afterwards, never letting go of his economic advantage throughout the game. Classic lurkerling backstabs again abused Fantasy's poor positioning and kept him in base, while Fantasy slowly fell apart, losing sieged tanks to handfuls of zerglings, rallying marines into lurkers and eventually typing out as mass zerglings streamed into his natural while his army was crushed by ultralisks in the middle of the map.
Even with science vessels overhead, Fantasy lets an entire group of mnm die to lurker spines.
"Why do these guys play each other so much..." one exasperated spectator wondered during the second part of their MSL series. Indeed, April 2010 was the true birth of Calm and Fantasy's rivalry in the public consciousness, as they played five games during the month, all in the individual leagues. We can't answer that question, obviously, but as they meet once again in the current MSL, in their first best-of-five series no less, it's clear that this rivalry isn't going to end anytime soon. It has just started, and it's only getting crazier. Learn to sit back and enjoy it.
The Round of 8 is upon us, and with no Protoss left we're in for two weeks of TvT and TvZ fun! Will we be seeing a Zerg dominated semifinals, or will the Terrans pull through? I for one don't want to see a TvT-infested Ro4, but may the better player win!
We're getting closer to the finish, and the MSL team of Atrioc, l10f, and flamewheel will be with you every step of the way. snowdrift is an amazing writer and I one day hope to be half the scribe he is. And as always, disciple and alffla are amazing (and adorable).
Special thanks to roommate, voidobscura, and ketchupgirl.