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Opening Builds:
soO - 12h Pool -> Gas + Hatchery -> 2 hatchery mutalisk.
Baby - 14 Command Center -> 1 factory vulture harass -> fast valkyrie.
- First of all, don't understand the decision making behind soO beind the lead player for SKT. I guess fluking his way to an OSL Ro4 kept the faith of the coaching staff behind him.
- Personally, I don't like the over-pool, 2 hatchery fast mutalisk play that soO did this game on 2 player maps like this. I just find it that it's either all-in or nothing. I find it is a very good build to branch out on maps where you can easily take a third base at another main.
- On that note, soO should have been more aggressive in taking over the map while keeping Baby in check with those mutalisks.
- Really bad job on keeping vultures out of the base, especially when having map control with mutalisks. A semi sim-city would have helped as well.
- Way too slow on getting defilers up after taking the third base from soO. I guess losing his spawning pool to the 8 marine drop from Baby made him lose his rhythm and eventually the game.
- Don't really have much to say about Baby's play, fast command on that map seems pretty solid. Personally, I like getting the quick irradiate over valkyries to defend from mutalisks but its a decision I can't really complain about.
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Opening Builds:
Rain - 2 gateway dragoon pressure -> double nexus -> robotics.
Baby - 1 barracks command center -> 2 factory vulture harass
- Byzantium 4.0, large map, so I expected agressive economy openings from both players (13 nexus and 14 command), but Rain played aggressive in the beginning with 2 gateway, 10/15 pressure build (which I love on a map like this), Sea opting for an interesting upper ground barracks sim city into fast expand.
- In most cases, 10/15 against a 1 barracks FE should be an autowin for the protoss, because he can power so many dragoons before the terran can get factory units out and just run it (which we saw in the game, nearly). I think if the spots weren't cross-spawn, Rain would have won sooner.
- Cross-spawns also helped Rain establish his third base relatively safely.
- On that note, Sea should have probably gotten a starport and started harassing asap, but he was already hurt from the initial dragoon pressure.
- At times, Rain's army control and map presence was pretty weak. He allowed Sea's initial bunch of vultures to go out, roam the map, and even almost kill off Rain's newly built third.
- A redeeming moment from Sea this game was taking out Rain's third with the 2 tank drop. I felt if there was a time Sea could have taken the game by its reigns, it was then, where Rain fell behind for a short moment income-wise.
- Both players had really good production building placement, Rain especially. Can't fault him for getting a little lazy at his other base, but at that stage of the game, it doesn't really matter.
- I felt Sea dawdled out at the bottom of his ramp before commencing his push a bit too long. He allowed Rain to get those extra production facilities out.
- Rain won the game over better spell caster usage. He was able to keep his arbiters alive, eventually amassing an amount that was unbeatable. On the other hand, Sea's vessel control was god awful, missing some battle-deciding EMP's.
- While initially skeptical of Rain deciding to back himself into his own base and lose the higher ground advantage at his 3rd/4th, the amount of arbiters he was able to keep helped to break out with stasis.
- Sea had a good idea, of keeping his main army at the top-left and try and expand at the 10 o'clock base, but by that point, I think it was too late.
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Opening Builds:
Bisu - 3 gateway dragoon -> robotics bay.
Jaehoon - 2 gateway -> cancelled robotics into templar tech
- Initial thoughts of map; Outsider and Moon Glaive had a baby and turned it inside out. The 10 mineral patches in the main will benefit Protoss greatly.
- Game would be decided on whoever could gain control the upper ground first.
- I don't like how there is a double-space patch at 8 ready to be manner pyloned, while 12 only has single-patch spacing. Hopefully they fix this.
- Cancelling the robotics immediately lost Jaehoon that game, you get SO FAR behind, especially when cancelling just as the building is to be finished.
- Bisu's immaculate game sense sniffed out any DT shennanigans Jaehoon was planning.
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Opening Builds:
BeSt - Fast Expand -> Corsair -> delayed 4 gate +1 zeal/archon attack.
Jaedong - 5 hatchery hydralisk with a quick fourth base.
- First big move of the game was the quick 6th hatch at the 4th from Jaedong.
- Minor slip in Jaedong's simcity at his third allowed Best's dt to get 4 drone kills. Poor simcity would set the theme for Jaedong this game.
- Best did a delayed 4gate +1 zeal/archon timing attack to squeeze out a few extra corsairs with +1 attack, Jaedong's simcity looked good at his main base, stopping the attack.
- His second simcity, however, was exposed by a hole opened next to the hydralisk den. A bunch of zealots walk in and tear apart his third.
- Best also finds out about JD's quick 4th and looks to finish the game quickly.
- Didn't expect Best to get storm tech + shuttle out so quickly, kept Jaedong on his heels with the unexpected storm drops.
- Really sloppy and uncharacteristic army control from Jaedong, the group of hydralisks was the only thing keeping him in the game, but was simply overrun.