I'm going to translate in order of how many votes the player gets in the TBLS poll after I'm done with Flash's games, as of now Jaedong is next.
Next Project: TBLS win ratio by match date, match time and build order all match ups.
Flash 2007 stats: http://i.imgur.com/IrX3x.png (All I can say is, I can see why people considered him a cheesy player or someone who didn't know how to use multiple builds)
I want to see what the community thinks of projects like this, please put an entry into the polls below so I can know if it's worth doing.
Poll for Transcript / Project.
+ Show Spoiler +
Poll: Was the flash transcript worth reading
Yes (18)
100%
No (0)
0%
18 total votes
No (0)
18 total votes
Your vote: Was the flash transcript worth reading
Poll: Are you interested in seeing TBLS Win/Lose Analysis
Yes (17)
100%
No (0)
0%
17 total votes
No (0)
17 total votes
Your vote: Are you interested in seeing TBLS Win/Lose Analysis
Since I haven't seen anyone post this material, I think I should share this with the community. The FPVOD'S are hosted on a Chinese gaming website http://sC.plu.CN/
The replays are being broadcasted with this program:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=259853
(note: Most of these games are offline or lan / ladder from 2009-2010, I've tried my best to find the appropriate links, if you do find links or corrections I will update this). The interface is self explanatory since it's in English. These are almost exclusively TBLS vs TBLS games, some times replays bug out and are continued to be cast in non FPVOD.
Into the MSL thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=272381
MBCGame Bnet Attack thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=206878
This thread is going to be constantly updated so check back once in a while =3
TBLS FPVOD's
Jaedong
http://www.plu.CN/player/#list,0,,0,泽炳李双,;video,0,1034242
Game list:
+ Show Spoiler +
0:00 Jaedong vs Flash on Tau Cross 1.1 (same game as Flash's last game)
37:41 Jaedong vs Flash on Andromeda 1.0
62:15 Jaedong vs Flash on Python 1.3
86.37 Jaedong vs Stork on Tau Cross during WCG2009 Korea
112:55 Jaedong vs Bisu on Colosseum II
121:13 Jaedong vs Kal? on Destination during WCG2010 Korea (offline)
131.20 Jaedong vs Kal? on Tau Cross during WCG2010 Korea (offline)
139.15 Jaedong vs Kal? on Match Point during WCG2010 Korea (offline)
147:43 Jaedong vs F91 on Outsider SE 2.2 during WCG2010 Korea (offline)
Transcript
+ Show Spoiler +
Coming soon
Additional content (Korean or English Caster)
Jaedong vs Bisu at WCG2009 Korea Semi-final
Game 1 on Destination
+ Show Spoiler +
Game 2 on Colosseum II
+ Show Spoiler +
Jaedong vs Stork at WCG2009 Korea Final
Game 1 on Tau Cross
+ Show Spoiler +
Game 2 on Colosseum II
+ Show Spoiler +
Game 3 on Destination
+ Show Spoiler +
Jaedong vs Much (2005-2007)
+ Show Spoiler +
Jaedong vs NaDa on Monty Hall at Super Fight 5
+ Show Spoiler +
Jaedong on MBCGame Bnet Attack Ep 5
+ Show Spoiler +
Jaedong on MBCGame Bnet Attack Ep 38
+ Show Spoiler +
Flash
http://www.plu.CN/player/#list,0,,0,泽炳李双,;video,0,1034241
Game list :
+ Show Spoiler +
0:00 Flash vs Kal on Outsider SE 2.2 during WCG2010 Korea
27:54 Flash vs Kal on Destination 1.1 during WCG2010 Korea
64:13 Flash vs Stork on Colosseum 1.0
94:50 Flash vs Stork on Blue Storm 1.1, GOMTV Star Invitational Finals Game 5
http://www.teamliquid.net/tlpd/korean/games/8987_Flash_vs_Stork
115:04 Flash vs Stork on Katrina 1.3, GOMTV Star Invitational Finals Game 4
http://www.teamliquid.net/tlpd/korean/games/8986_Flash_vs_Stork
141:00 Flash vs sKyHigh on Wuthering Heights
154:55 Flash vs Jaedong on Tau Cross 1.1
Transcript (Done)
+ Show Spoiler +
Game 1
+ Show Spoiler +
(0:00)
Welcome to the PLU broadcast.
Flash needs no introduction; he won all 3 major individual leagues during 2010, WCG, MSL, and OSL; as well as winning the Proleague finals for his team. A feat that no one before and no one is likely to ever match. The first game is during WCG Korea Finals vs Kal on outsider.
First time viewers may not be familiar with the interface, the right side includes: Player name, Selected Unit, Action of the unit… Flash chooses to 10 depot, 11 rax and blocks the entrance quickly… and HK (Hotkeys). Flash’s Hotkeys at this moment are 1 SCV, 2 3 CC, 4 5 Rax, 6-0 CC, which will be changed soon. Flash’s APM climbs to >500. The bottom lanes has apm, total effective actions, and other statistics.
Flash chooses to skip gas and go for fast expand to min only after blocking entrance. Since this is a game played at the end of 2010 it’s the most relevant and advanced tactic in TvP. After building the Refinery he pulls a SCV to scout. It seems like Kal is going for nexus first. Flash is maintaining 450 APM at this point, his APM has improved a lot over time.
Flash puts down a factory at 100 gas. We see that Flash only hotkeys his CC to 1 key (3). 4 Factory, 5 Barracks (after 4 should all be Factories).
So how does flash hotkey his other CC’s? He uses area hotkey (Shift F2 or Shift F3), Main F2, Natural F3, Third F4, so he clicks 3 (main), build SCV, shift F3 to Natural, build SCV.
(4:10)
To watch Flash make an SCV we need to slow down the replay to slow. When he switches to his main he makes an SCV, he’s moving marines. (4:25) he makes 2 scvs, very very fast, I’m already on slow setting and we still can’t see it clearly. This method of hot keying the bases is very like Stork. 5:00, here we see it more clearly, he shifts to an area and clicks on the CC and builds SCV, he uses 3 clicks to make an scv but saves a hotkey space. And makes Armory, Engineering bay and second fact. We see that he’s sieging a tank to prepare for… and his third is already done (5:45). He effectively has 3 CC’s off 1 fact. And he makes Armory to start upgrades. Very Similar to Protoss method of making 1 gate, expand, expand again, making robotics, then adding more gateways.
(6:24)
Flash has 2 Factories up now, we have to pause to look at Kal’s economy at this point. Kal started by .. what’s going on here (small video display bugs), he’s going for fast arbiters off 2 base. Still only has 2 gateways. This is a very distinct style from flash, Kal going for very fast tech where as flash going for very fast economy.
(7:20)
Flash reaches 50 pop but Kal is already at 70, but because Flash opened very quick third he will catch up very quickly. Because fast arbiter off 2 base shouldn’t climb in pop this fast, but we know that Kal is very famous for making a lot of probes, that’s why he has such a high pop. Triple comsats for Flash, (8, 9, 0 hotkey), 5 6 .. for factories. 7 for CC, interesting, this is because if he is using 3 for army he can use 7 to make scvs.
(8:05)
Nice scan from flash but doesn’t get it, he’s still chasing and he gets the observer. If he’s playing SC2 it wouldn’t be worth it. Now Flash’s adding factories to 6. Kal not making reavers is a weakness, because all protosses make reavers now vs T. Flash is still ahead of Kal in APM.
(9:10)
Flash does a nice scan, sees Kal’s third right as it finishes. Now he knows the timing, he has a lot of timings now because his third is a lot faster. He sees the shuttle for Kal. Kal had a nice distraction and kills the barracks at the front, but Flash already added his factories at this point, if he killed it earlier then flash wouldn’t be able to add factories. Flash has 6-7 factories and has an armory upgrading. Since he opened min only expansion he won’t have much gas, so his army is primarily vultures.
Let’s recap on the basic build orders, 3CC’s off 1 fact, makes VA for upgrades, then before second fact is finished engineering bay is done, starts missile turrets as the second factory finishes, then he builds academy and 3 scanners, this way he can skip on the missile turrets because having 3 scans you are aware of the map (since flash has map hacks and can see drops with scans). Flash is now adding to 8 fact.
(10:55)
Flash pushes out at 150 pop. Now we can look at Kal, he also has 147 pop, he see that even though Kal was ahead of flash by 20-30 pop in the early game, without trading any units flash still catches up in the mid game. Kal has a nice mine drag here and killed 10 pop of Flash. We can see that Flash actually doesn’t put a lot of attention on his frontline, his focus is still macro. This is why we see sometimes even though Flash’s first push is completely stopped he can still win. Like during WCG against (?), he lost all his tanks during the initial push and almost lost right there, but comes back in the late game, it’s because his macro is good. He finds macro more important than frontline, that it’s more important.
(12:00)
Here Kal plays very well, has (used) a statis at the 11 minute mark, this is the most strong timing of the protoss (2 base arbiter), he completely wipes out flash’s forces (lost 50 pop). Kal is ahead now, but just by a little, this is the difference in macro. Flash’s min only is also being disrupted. Now the game is very much in Kal’s favor. We can pause and look at what’s going on and how many bases Kal has. We can see that there’s a problem here now, Kal only has 7 gates and has money to expand more, but he hasn’t. Even though Kal is winning on the frontlines, Flash is the one who has his fourth expansion faster. Econ-craft is all about the economy at this point in the meta. We can look at Kal’s key bindings. 1 Nexus, 2 Dragoon, 3 Arbiter, 5 Dragoonn, 6-0 Gateway.
(13:40)
Kal is ahead of Flash by 30 pop now, but flash has a 4th but Kal doesn’t. And he’s disrupting mining at the side and has stopped kal’s harassment. He has a lot of vultures outside controlling the map. Protoss didn’t take control of the center location which is an important strategic location (flash lays mines there), having control of this point is important for the mid-late game. Flash is forcibly killing 4-5 dragoons with his vultures, which isn’t very meaningful so flash doesn’t micro very much and lost a lot of vultures.
(15:00)
Flash makes science vessel and starts upgrading EMP, because of the terran tank range, mining locations that have a lot of space in the back is advantageous to the terran because it’s a natural barrier. Flash’s pop climbs to 150 again and Kal is still at 164. Kal expanded a very awkward 4th which is very open to harassment, how do you mine this base? You need so many troops to protect it; you should expand to the main at the 1 o’clock. In the mid-game when you are trying to turtle to high upgrade army, flash is trying his best to harass. His harassment is primarily to stop the protoss from expanding to favourable mining locations. Looks like it’s always been 1 armory doing upgrades. 1-1, 2-1 almost done. Because of the lack of Gas on this map it’s always been 1 armory. This map is very advantageous to the protoss due to the lack of gas. But Kal’s strategic moves aren’t the best.
(16:45)
Flash likes to trade his vultures for probes after they finish laying mines. Because they aren’t useful , after that pop is freed up he use new vultures to lay more mines and kill more workers, slowly changing his army to high upgrade tanks. EMP. At a lot of important strategic locations flash has mines. Kal did a recall to Flash’s fourth. Flash right away abandons the fourth and is going to pull his army to push. He floats his CC to a new fourth right away because it doesn’t matter since they are both gasless. Flash is close to max and Kal is 200 again. Another EMP. Now the terran has 2-1, which is okay. If it was 3 gas for 3 base map then Flash would definitely have 3-2 since it’s at the 17 minute mark, or at least 2-2. Because Protoss recalled to flash’s fourth he doesn’t have a lot of army in the front, and a lot of Kal’s pop is in workers so his army supply isn’t large. Kal pulls another army down the side to attack Flash’s main, but Flash is famous for being a turtle player and has very good defense. Dragoons are just going to die here from mines and the reinforcements from 8 fact can easily defend against these dragoons.
(19:00)
Dragoons should only have attack, no defense at this point, yep 2-0, all protosses go for 2-0 in the meta now. Even though Kal is in Flash’s main, he hasn’t done much damage and is fend off by reinforcement units. That’s the defensive capacity of terran, doesn’t need a lot of defensive structures, just defend by the reinforcements. Now flash is pulling 2 tanks to bombard the protoss expansion at the 7 o’clock. And he scouts with 2 vultures. Flash already killed an expansion of Kal in the front line. Flash’s hotkeys are 1 Vulture, 2 – 4 Tanks, 5 Science vessel, just 6 for factory area and manual click on factories to make units. Because he lost the base (hotkey 9) he doesn’t have the comsat any more.
(20:25)
Kal still has a lot of chances because his break did push flash’s fourth out yet again, but flash just floats it back to the other min only on the high ground. The advantage for terran on this map is that terran can always mine as long as he has CC’s even though there’s no gas. Some nice Micro by Flash to repair the tank. This is very important micro because he can kill the base with the tank. Flash scans and sees another expansion of Kal. Another recall by Kal, Flash floats and uses “doesn’t care” tactics again, just pulls scvs and forgets about the enemy force there. Kal’s management is also very good, takes care of the harassment by flash and flash’s fourth at the same time.
(21:45)
A tank vulture drop here, Kal doesn’t have a lot of mining now, Flash already is inside the protoss’ base. He only has 1 base now (at the north) and it’s being harassed, and the base at the southeast which is also very unstable. Kal’s pop 106, Flash already ahead of him now. Protoss lost this game because of the lack of resources in the late game. Even though the protoss has very nice engagements at the battles, his macro isn’t as good and he didn’t expand as much. Flash is also running out of steam now, doesn’t have a lot of resources, but he has CC’s, if worst comes to it, he can just move his base and as long as he has scvs he can mine. Protoss can’t do that, they need to build new nexus’. The natural ability to salvage situations in the late game is favoured to terran. Kal is losing gate ways now and his forces in flash’s main get taken out again.
(23:20)
Kal takes out the forces at the 11 o’clock but flash scans and sees that Kal doesn’t have a fourth, so he attacks again to the 11. He doesn’t need to pay a lot of attention to his main because he can just use reinforcements. 2-2 for flash now. It’s already a fearsome army. Just having goliath and tank is already more than capable of taking out zealot dragoon because flash micro’s his tanks. Another drop of 4 zealots finally takes out the tanks, nicely done. But Flash’s army is still increasing, Flash still has 2 mining bases, as long as he has scvs. The protoss strategy on this map has to be that they need to harass the terran but also make sure he has enough expansions. Kal can’t defend anymore and GG’s
Post game analysis:
in terms of openings. Flash uses 9th scv to build depot, 11 rax, then pull another scv to block the ramp, skip refinery and make min only expansion and start gas harvesting. Right when he has 100 gas he makes a factory. Because he has a lot of minerals but no gas he makes another command center. Puts the third on the high ground and starts armory and engineering bay, starts +1 on armory when its finished and start missile turrets when engineering bay is finished (1 at the min only one at the third). Then he builds 2 fact and makes academy for comsats, then every time he has enough gas he makes another factory and tries to get as much gas from the third as fast as possible. After having 8 facts he starts macro. Pushes at the 150 pop mark and starts his fourth at the same time. The bo / macro is this simple rhythm, in the mid game he tries to use vultures to control the map and tries to defend key points. Kal played very well this game too, he has arbiter at the 11 minute mark with statis and flash’s first push is completely destroyed by flash and also stops flash’s fourth, he had a big advantage over flash at that point, but just having an advantage isn’t enough against flash, you need to have more resources than him to crush him. And just harassing his mining isn’t enough, you need to make sure you have expansions yourself. Now we are going to look at the second game between the two.
Game 2
+ Show Spoiler +
(27:54)
The second game is on destination. Flash is on the top of the map. Recordings like this are very scarce and valuable, from major tournaments and are also very recent. I think even professional players watching Flash’s FPVOD can help their play a lot. Even though Flash is already GG smida on both lines (referring to flash being knocked out of both the MSL and OSL that season), he’s still undisputedly the best player of sc right now. And on destination Flash is playing by a much more standard play style, doesn’t block the ramp any more, he’s scouting early game gateways and proxies. Flash has a very distinct style when dealing with early gateways, when he sees one he pulls 4 scvs to attack the gateway right away, the protoss doesn’t know rather he should cancel or not, because right when the first zealot comes out the gateway will always die. Pulling 4 scvs isn’t a lot of resources lost compared to the protoss either, because you can keep right clicking to increase scv attack speed so 4 scvs can kill the gateway. It’s based on very precise timing. Like when bisu was defending against the double proxy barracks the other day, the pro players know how to deal with micro against early proxy play.
(30:22)
Standard rax and fact expand for flash and a nexus first for kal. Now protosses know how to defend against fast factory pushes with nexus first. They know that you only need dragoons once there are vultures, defending against scv marine you just need zealots. Kal going up to 2 gateways, Flash going to expand now and makes an initial vulture to get some early game advantage. Flash’s hotkey 1 scv 2-3 CC, 4 5 fact, 6 – 0 CC, very standard early game hotkeys for him. This vulture because it’s coming out very fast it can get some harassment done. Now we can see flash’s micro on both sides (the scv and vulture), he forces kal to pull probes and actually gets up the ramp, killing more probes. 3, very good for him. The advantage of the early nex is completely gone. He almost gets 7 probe kills with the one vulture. Pop has evened out now. He knows that the protoss has 2 different strategies now, but in reality it always involves getting a fast Robotics. Else you can’t do anything because your front door already has mines.
(33:00)
Flash is playing very calmly, putting mines at his entrance instead of trying to get mines in kal’s territory. Trying to prevent early zealot dragoon pressure. Flash pulls scvs off gas while getting his natural expansion up, then puts them back on gas once natural is finished. Flash puts vultures on 2 control groups and continues to put down mines, honestly at this point if the terran wants to play more risky he can try to get a third up already, at the 1 o’clock. Now both players are at 50 pop, even though the protoss opened nex first, last match at this point flash was behind by 20 pop even though flash did 3 CC off 1 fact. This means that terrans can be more aggressive with their openings, even if you get 3 base off 1 fact doesn’t mean you can be at an advantage, better to just 1 fact expand. You not only can be ahead economically, your also ahead in tech.
(35:00)
Now a lot of terrans are trying to copy flash’s 1 rax expand build, but most of them aren’t getting an advantage and are losing instead. Only flash is able to champion the TvP front lines. Even though flash GG smida out of both individual leagues, as long as flash is still playing terrans always have a frontline. What if flash doesn’t play anymore, do we have any other terran’s to carry on the terran tradition? We hope that Fantasy can beat Stork in the OSL finals, since Stork is one of the best PvT players and has countered fantasy’s style very well. We know that fantasy is very good at harassment, but stork is very good at defense and counter-attacks. Fantasy’s harassment is great but his front line and macro aren’t that great, it’s a distinct trait of SKT1 terrans. Fantasy’s been coached by OOV but he doesn’t have OOV’s distinct macro and strategic style, his micro and decisive play looks more like boxer. But if he fights stork with Boxer’s style then it’s 9/10 loss, if he uses OOV’s style then it’s more likely to win.
(36:50)
Hotkeys 1 vulture 2 siege tank, he already notices that the protoss is going for drops (fast shuttle) and prepares very well for it. 4 – 7 factory. This time flash’s Armory is much later; an adjustment of the 2 base play. A very nice mine drag and drop by kal, very nice. Unfortunately he didn’t have a frontline break at the same time, flash only has 2 tanks at this point. Kal got some advantages with the reaver drop. Flash predictably expands to the 1 o’clock. After getting 3 bases Flash is getting his second armory up. Flash’s got 4 factories up now and is researching +1. We can see that Flash has a lot of idle scvs, even with 400 apm you don’t have time to click scvs to mine after making a structure, you save more time on building structures this way, only noobs make scvs mine after building (joke). For pro players having a few idle scvs is very normal, you build structures at any time. Looking at Kal, he’s got 4 gateways, no tech, just the reaver shuttle, and only has just started his third. This third timing is a lot later than flash, just like the first game. 3 Comsats are finished already, once he scans he will know the timing (scans the third). Flash has atleast mined more than 2 minutes than Kal. Flash’s already got 8 factories, he doesn’t need 10. He’s forcibly killing cannons and harassing the third. Oh a scarab shot but we can see that flash’s reaction is very fast, just having a red dot on the mini map he swaps to it immediately.
(40:30)
Flash’s got a fouth running already, and Kal’s third was harassed. It’s completely onesided at this point. Flash sieging up in this crevice, quite treacherous. Kal’s macro is very good but it’s very blunt. Flash is a lot more technical. Kal is 140 pop already, Flash knows this, “you have a lot of probes and a lot of macro right, I’m just going to ignore your front line”. Flash adding up to 8 facts now. On this map Flash already has 4 base 3 gas. He scans and sees nothing, scans again. Flash likes to use 2 scans on the main of the protoss to find any hidden structures. Flash making a turtle defensive line at the front.
(42:15)
So what is the “flash way” (God way) to play? (It’s a joke about flash) The God way isn’t a BO, it’s a system, the key is that you have to have a heart of Godliness, You have to learn the essence of it, not the form. When Flash plays it it’s Godly, but his play style is always changing, and even though it has a lot of variations it’s still one style: whatever disgusts or annoys you he will play that way. Oh Kal doing a very decisive attack to kill both armories. But his donating his reavers now. It’s like a kamikazi squad that’s just there to kill the two armories. But is it useful? Because Flash is ahead in resources right now. Even though Flash lost his armories he can just make them again, he’s still up in resources. Kal’s expanded again (fourth) but it’s much later.
(44:10)
Flash is near 200 pop, he needs to push now, but some very nice drop and mine drags takes out a lot of tanks. Kal was just waiting for the moment flash moves out because he’s also maxed out and wants to trade with flash now. Now Kal is ahead by 30 supply, we can see that flash’s frontline isn’t invincible, it still has a lot of problems, but flash’s strength is in his late game and good micro. He lost his entire front line, even his first wave of reinforcements are down. But we see that he doesn’t stall on his macro production at all, and after stopping the push he can now start on his comeback. The key to beating flash is that you have to kill him with 1 hit, if you can’t kill him in one hit then he’s going to come back later. He’s upgrading at his third now with the two armories.
(46:00)
Kal’s fifth is gone now, flash’s set up on the high ground, it would take at least twice the army to take it down. Again flash is setting up a defense at the front, putting down mines. Want to pincer the attack? Oh Flash pulls vultures to finish off the nexus, finally gets it. No matter how much flash is fighting on different lines, the macro off his factories never stalls, his resources are always below 1000 as long as he keeps 8 factories at full capacity. Now flash’s pop is increasing again, he was behind by 30, almost 35, but now he has more pop than the protoss player.
(47:45)
Kal donates another reaver, didn’t even make a ripple in the water and already died. 2-1 by flash, a recall at flash’s fourth , floats the scv. Flash sees that Kal’s made another base at the fifth again. And he manages to repair the fourth, and he’s got another base here. Even if you killed that base it wouldn’t stop flash’s mining. While he was saving the fourth he’s pulled a very small army to deny Kal’s fifth, just 1 tank and 4 vultures, stops the expansion. His strategic understanding of the game is definitely the best among terrans. And he’s expanding on both the left and right at the same time, he’s saved the fourth, denied the protoss’s fifth, and starting his own fifth and sixth. We can look at his bindings again, 1 siege tank, 2 vulture, 3 – 4 goliath, 5 vulture, 6 factory, 7-0 comsats. Science vessel should be grouped with other units. This bridge is very advantages to terran if he can hold it, the shuttle wants to drop but was snpied by goliaths. Flash’s macro is like a river that just flows continuously into the protoss base, he’s near the heart of the protoss’ economy now. The fourth that was the latest base of the protoss and has the most minerals. You want to recall into my fifth? It’s just a strategic hold point, I can pull my scvs and mine between the fourth and fifth to defend my forth.
(50:20)
In the drawn out attrition game flash’s macro and economy are showing a bigger and bigger advantage. His pop is ahead of kal by 40 now. And with the momentum and saving of the fifth he conveniently pushes another base of the protoss. Forcibly putting down mines. Even now he’s adjusting the scv counts at the different bases to make sure they are optimal. Now he can just 1A into the protoss, Kal doesn’t have any zealots left. GG.
Post game Analysis:
That game was a lot easier for flash than the first game and he played very well. Based on his initial vulture harass killing 6 probes he’s evened out the population even though Kal went nexus first vs Flash’s factory expand. And Flash’s tech was faster. Now let’s look at the way flash manages his economy that game. We see that he’s made 2 factories, academy, 2 comsats, all he made was vultures in the start, with just 1 tank, because he had mines all over the map. And he adds to 3 factories, at this time point flash doesn’t need to turtle, he adds a engineering bay and prepares to add a third, while macroing off 3 factories. Kal has 3 gateways, this is a very precise build, with 3 gateways and a shuttle reaver you can stop any kind of terran 2 base all in. At this time Flash has used both of flash’s scans. One at the northern part of Kal’s main and one at kal’s natural. He already saw the hidden tech of Kal and starts building missile turrets, very good sense, making turrets at all the bases and planting mines. Only now does he start his armory at the time when his third is finished. He picks a spot between the natural and the third to set up defenses so he can cover both bases. At this point flash is already ahead on bases and kal’s third has just started. Kal is still making reavers without any further tech. Citadel just completed and forge is researching +1. After 3rd is established for flash he starts adding factories, 2 factories with machine shops, +1 on his armory. Vultures harassing and setting up his own defenses so he can macro while getting factories up, at the same time his fourth is already done, very fast speed, at this point the protoss doesn’t even have a third. After getting 4 factories he starts his starport and adds to 6 factories. The front is still tank and mine defense positions, with vultures harassing the side (the left side of the map). He knows that right now the protoss has a high pop. Now we see the shuttles poking in. Now Flash has 10 factories, off 4 bases, vs the 8 factories off 3 bases of last game. Here flash didn’t cancel his upgrades, he loses 25% of the resources of the upgrades so he should. He already started the armories at the third. He’s producing off 8 factrs this time. (57:20) now while flash is moving out this shuttle is so crucial for kal, Flash was originally 187 pop, almost 200 with the next wave, this one explosion costed him more than 30 pop. And this wavekal’s push was done very good, but his zealots were out of position, he should have had zealots up at the north too, this way he would have conserved a lot more dragoons, here with his dragoons he should have pushed flash’s fourth and third, pushing into flash’s natural was not a smart decision because it’s the production line of flash. (58:17) here we see some dragoons being dumb. Flash stabilized and counter attacks and kills the protoss forces on the field. Once the protoss losses his main group of dragoons he can’t continuously push any more. And here flash is sieging up the fifth. The terran can just keep attacking the protoss at the 9 and 3 o’clock bases, flash is just continuously macroing off 10 factories. The protoss at this point as 11 gateways, his arbiter tech is way too late though. Here he tries to run in by the side and recall on the fourth. On this map trying to cut in by the side and recall is useless because the terran can defend it very easily. (55:55) Researching EMP, now the recall, but he defends and expands a fifth and sixth while taking out the protoss’s fifth. Then it’s just one wave into the protoss and GG smida. Now that we’ve seen two games of the WCG semi finals between flash and kal, flash had two completely different bo’s for the two games, the first game Flash went min only first then 3rd off 1 fact, then going up to 2 factories and always only had 1 armory to do upgrades due to only having 2 gases. Then he macroed off 8 factories and 3 mining bases while expanding to the fourth. Pushed out at 150 pop while continuously harassing and trading, used mines to control the map and vultures to prevent expansions. Even though he continuously lost on the frontlines and was harassed at the side expansions, flash kept up his macro and because he was ahead in the early game economically, playing attrition in the mid game meant that the protoss couldn’t last forever. In the second game after Flash gotten an advantage with his first vulture he didn’t choose to play a purely defense / counter-attack game but instead added up to an early 3 factory and 3 base while getting fast upgrades. Also starting a fast fourth, Starport at the 4th factory and adding 2 more factories to 6, then after the fourth finished adding 4 more to 10 factories. Again trying to harass with vultures and pushes at the 180 pop mark. Even though his bo was very different between the two games it’s the same system of strategy: harassing and controlling the map while getting ahead in the economy, and at the mid game keep playing attrition with some economical damage while defending the opponent’s harassments. So much like the 08-09 flash whose play-style was very much defense / turtle oriented. But come 2010 and the end of 2010, flash is both good at defending and attacking. The only flaw is that flash’s front line isn’t as good, even though it’s still very good. We can see that multiple times flash’s first push is thwarted and easily dispatched of. Including many times when he pushes out of 2 bases he does so very rashly without planning. If he could do better at controlling the front line then he would be even stronger, but at that point he would be destroying starcraft. So after watching two games against Kal, let’s watch Flash play against the best PvT-er stork.
Game 3
+ Show Spoiler +
(64:24)
This game is played on Colosseum. Stork has consequtively entered the WCG finals 3 times. He won the game in 2007, he entered the finals in 2008 and lost, in 2009 he lost to jaedong. In 2010 he unfortunately didn’t make the finals, else we could have seen another flash vs stork finals. Sometimes you can still find flash v Stork replays, including of major competitions. Let’s first look at the map, because it’s an different / unusual map, we see that there’s a fourth you can expand to. Which is slightly advantageous to the terran, because you can continuously expand to a forth, which is very good for the defensive style of flash. Flash chooses to block the entrance and go rax refinery, very standard opening vs P.
And he makes the factory immediately, makes a depot, and then makes a marine. Flash is scouting straight up. Since stork already scouted flash’s location which is cross map he would most likely chose nexus first. On this map even if you are not cross position you can still nexus first, because the way you attack into the protoss is at its main first, which is much easier to defend than the natural. After factory is done he immediately adds a machine shop, flash stopped gas mining while his factory was building and puts them back on after it’s done. And now flash is expanding. This bo means that in the first ten minutes flash does not ever stop scv production, because in sc1 the scv has 60 hp and is very good at holding initial pushes by the protoss, sometimes even when flash is expanding to his 5th he still hasn’t stopped scv production.
(68:40)
Very close call there, moving the tank so close to the front. Just barely holds without losing the depot. Here we can check and see that stork chosen to go double gateway instead of nexus first, getting 4 dragoons and a zealot out first before nexus. This play style is very rare now. Most players now choose a macro oriented play of at nexus first or 1 gate expand because it’s much safer as the standard of terrans is also macro oriented. Even though pop is very similar, flash has an early game advantage now because his natural is faster.
(70:14)
Here lets pause and look at what flash built, it’s an engineering bay and an armory. He’s still on 1 factory. We know that stork is very steady and consistent, he’s most likely to go robotics after his 2 gate and then getting his third, or adding to 3 gate then getting his third. Flash now makes 3 turrets including one at the front to defend against drops. Colosseum is a 08-09 map, we can see that then flash plays much more conservatively. At the 7 minute mark he still hasn’t made any movements out to the map at all. But in that era flash could still win with this play style (because protosses don’t take advantage of the fact and expand quickly). Now vulture speed and mines are done, he moves out to scout and plant mines.
(73:10)
This game like the first game against Kal, flash goes siege mode first, then he upgrades speed, the he upgrades mines after the vultures are out on the field. All three games so far flash has had a different order of upgrading siege / vulture speed / mines. Now Flash is going up to 3 bases and he made his armory on 1 factory and the second armory and academy are coming up now, he’s also had his starport up on 1 factory. This is a very upgrade heavy turtle build from flash. He finally has 2 factories with machine shops and is building his third. Let’s pause and look at what stork is doing. He’s already put down his Templar Archives and has reavers coming out, still on 2 gates, and has shuttle speed. Looks like a build that’s based on ht storms.
(74:50)
A vulture sneaks in and is getting some advantages. What’s going on here, where are the dragoons? Flash’s vulture is like in a ghost city. Oh we see that Stork’s dragoons are out denying the third of flash. Just like the game vs Kal flash’s vulture has already gotten 6, 7 kills. Now that flash’s third is finished he can start putting down more factories. He sees that there are dragoons on the high ground and just pushes forward slowly with tanks. The dragoons don’t get stork and advantages, a double reaver drop. See that Flash never stopped his production of scvs, anything else can stop but not the scvs. (caster explains why you don’t queue up multiple scvs) Here he’s putting down more missile turrets, puts down another CC and is going to expand a fourth right away. Flash isn’t going anywhere with his tanks any more. Pulls some vultures out and plants mines to control the map. Flash is already making science vessels in his starport. Did the speed shuttle die there? In 2008-2009 people started figuring out that speed shuttles didn’t always guarantee an advantage against flash any way unless you got double speed shuttles to forcibly break the dfenses.
(78:40)
Completely defensive style from flash. On the side he just has vultures trying to do harassment and scouting. Continues to add factories, has 8 factories up already, and is starting to upgrade 3-2 already, he already has 2-1 at the 13 minute mark. Stork is expanding to his 5th and 6th now, 173 pop, 11 gates and starting arbiters off 1 starport, very standard. His main army is not very big, still trying to focus on macro. Has 2 control groups of dragoons on both sides controlling the center and is looking to harass with his speed shuttle reaver. Very nice setup for the late macro game. He’s also got expansions set up on both sides of the map. 8 factories, he could add to 10 factories off 4 bases. Upgrading EMP, he just needs 2 more depots and he will be maxed pop.
(80:45)
Vultures trading probes. After putting down mines he uses them to trade probes. Scans and puts down mines, then goes to the bottom right straight away, puts down more mines, up to 10 facts, catches the probe transfer. Because the map is so open in the middle, 2 control groups of dragoons can’t cover the entire area. The vulture pathing is also very random/ unpredictable, making it hard for stork to intercept. Trying to forcibly kill the reaver here, freeing up supply, already at 200 pop, now he’s finally moving out. 3-2 not done yet.
(83:00)
A recall at the fourth, floats the command center, nice emp, pulls all the scvs on the gas, the emp actually hit the science vessels as well. But flash can just defend with the reinforcements from his now 11 factories. Stork has 6 bases running now, his original sixth at the bottom right has been destroyed. He has 2-0 and 11 gateways, he should add up to at least 20 gateways now, there’s another 3 gateways here, 16-17 gateways is more respectable. 5 control groups of units, 4 vessels. 140 army supply, around 60 scvs. This game flash didn’t choose to put any mines to defend against recalls this game because the four bases are connected together and very easy to defend. Flash getting + 3 defense now. We can see that in this game flash’s style is very much just based on defense and a doom push, his style hasn’t matured yet, not to the “ultimate” form, he’s only in the “medium form” even now, he has the fact and defense but he isn’t that good at attacking.
Flash is planning to expand to his fifth to the right side of the map, mean while recalls and storms are doing damage in flash’s main, but stork can’t hold flash’s advance in the middle of the map any more. Flash demonstrating some good understanding of splitting his forces to take out different forces on the map. Stork’s macro is impeccable as ever, but since he wasn’t able to expand to the bottom right, he isn’t able to play attrition with flash forever, since when he loses the top right he won’t have any more mining bases and can’t play the taiji style (Chinese strategy name for avoiding conflict, letting the terran attack you but destroying his economy in base trades and just over whelm the terran with more bases that all have production). Making a dark archon, but emp makes it useless. Flash still maintaining 170 pop against the 180 of stork. Against the defensive style of flash, stork can’t make any advances on flash’s base to base trade and doesn’t have the economical basis to base trade due to losing the 6th at the bottom right, and as his losses the top left his economy is quickly disappearing. 2 control
(88:10)
Flash still has 2 control groups of 3-3 tanks, even 3-3 vultures are starting to be able to take on dragoons by themselves. Now flash just has to 1A with his tanks, stork is switching to templar tech but his army can’t form up any more, and under the emp – but he still gets lots of storm done. And snipes loads of science vessels. While flash is pushing he is just pulling scvs to steal the minerals right next to the toss’ base. Now the protoss virtually doesn’t have any resources any more, he can’t outlast the terran. We can see that this early stage of flash’s play style is mostly about having an efficient army that you can’t get rid of, then just expanding into the contested bases one by one and starving the protoss out. Later on Protoss’ caught on to flash’s play style and learned to expand to all possible sides of the map and just play attrition without engaging flash’s forces, if you destroy a base on the left I make expansions on the right, expanding even faster than the terran can kill due to the immobility of the terran army, and keep disrupting the terran’s economy. This game stork lost just because he wasn’t able to keep his base on the right. At this point the terran is also hard for minerals, but the protoss’ economy doesn’t even exist anymore so it’s a lost battle, GG smida.
Post game analysis:
We’ve seen in the first 2 games flash’s present evolved style of TvP from the end of 2010, and we’ve just seen a game of the same style from 2008 which is a very basic form of the “god” style. Because Colosseum is such a suitable map for this style, having 4 connected basis that are easy to defend on, and right away having 3 gases. You can get upgrades right away and is able to supply multiple 200/200 armies, and while pushing out with your army you can expand to your fifth. The basic bo of flash in this game is: Block the entrance, factory, machine shop, siege mode first, pump only tanks, expand at this time, engineering bay and armory when machine shop is building and start upgrades and turrets to defend against drops right away. Then build another factory and get starport and tech off 2 factories which continuously produce tanks, start third while starport is building, when starport is finished build science facility and second armory, once that’s done start 2-1 right away. At this point you start adding factories on 3 bases, siege up a line to the fourth, then add the 4th right after third is established. Always prioritizing scvs and gas production regardless. Continue to add factories until you hit 10 – 11. Only after establishing the fourth do you halt scv production, at this point the scv number is ~<70. In the midgame the focus is on macro with some harassment with vultures to control the map. A very simple play style and set up, the center of which is still the 200/200 high upgrade push. Just watching one game of Flash vs Stork isn’t enough. Let’s watch a game of Flash’s anti carrier build vs Stork’s carrier build next and see how flash plays against it.
Game 4
+ Show Spoiler +
(94:50)
This match is the Gomtv Invitational Finals on blue storm, which should be one of the premiere individual leagues in Korea behind MSL / OSL (gomtv is less known in China to average viewers for various reasons). Leaks of finals that are not MSL or OSL are very rare. We can see here that there are referee’s and observer slots. Blue storm is also a “God” style map, it has a lot of advantageous as well as disadvantages compared to colosseum. In terms of setting up a fourth in succession, colosseum is better. But from a turtling point of view, this map is much better, since it’s much smaller and there are only 5 mining spots on each side of the map, the terran just needs to control his half of the map and he’s invincible. Flash opening with some architecture / building placement next to the CC, he’s going rax refinery. He already went and scouted for proxies, he knows stork’s playstyle well and that if he proxies a gateway it would be at this location, so he only scouts there. We can see that his hotkey methodology at this time has already been established (hasn’t changed since then to end of 2010). Factory. Look at this standard architecture, it’s nearly perfect. Because on this map the protoss likes to make zealots for early push that you need this architecture. Marine can pass through the gap between the CC and the rax, the refinery and the depot, as well as the depot and factory. The only spot it can’t pass between is the rax and the factory. If you make another depot on the left of the refinery then it’s even more difficult for the protoss to sneak in a zealot, and it protects the scvs.
(98:20)
Scouts and sees that the opponent is going for a macro style play, so he just pulls the marine with scv and lifts the rax out. He has only 2 scvs on gas now (he stopped for a bit), he wants to expand now, another scouting scv. Puts down the natural. The tank comes out at 4:20, and starts another tank. This time stamp means that it’s not a 10 rax refinery, at least a 11 rax refinery (slower) . The first dragoon got pushed back. Oh scv trying to get in, he didn’t see the minerals, but some micro to right click and weld, use micro to get in and sees… Stork makes a mistake, flash snuck the scv in and should have seen it, even though we haven’t seen it but flash has. It’s a robotics. Don’t know if Stork has dragoon range upgraded already at this point. During this time Flash cannot see anything that Stork is doing, so we won’t close Stork’s FoV so we can look at what Stork is doing.
(100:25)
Stork makes a push here, nice, 1 zealot and 3 dragoons, now 4. Terrans in response to this type of play, don’t do any research or upgrades, but makes a second factory. In reality if terran gets the factory count up and makes vultures, there’s an attack timing for the terran. But in this era terrans haven’t figured that out yet. Now that Flash has 4 tanks he starts his siege tech, this means he’s playing conservatively, if he had gone vulture speed and the mines he would be playing a more aggressive style. Stork is making more gate ways (to 2~3), makes a Observer, shuttle, reaver in that order. Now he should be making Armory Academy or Armory Engineering bay. Flash is going to go for +1 right when armory finishes, of 2 factories, and gets both speed and mines at the same time out of double machine shops… but wait this machine shop is upgrading goliath range. This is the mythical no missile turret style. Puts down 2 comsats. During this era the no missile turret style was very popular, but in 2010 it because obsolete because it’s too difficult to defend against reaver drops and protoss’ reaver micro are getting better and better.
(103:10)
Flash puts down his third or starport at the north, oh it’s both at the same time. Stork skips reaver and makes another ob. He’s just planning to load it with zealots for drops and doesn’t seem to want to go for reavers. This ob gets a nice scout on flash’s base, but one scan… nice, killed the first ob. A scan on the main of stork. Stork’s style is very conservative and safe, normally people would just have 3 gateways, but he goes for 4 off 2 base. During this era the calculations weren’t that accurate, when the “god” style became more established and the protoss macro style became more established as well as the terran 2 base all in became more well known, protoss knows that they can defend any kind of 2 base all-in with just macroing out of 3 gateways and robotics. Flash with another scan, let’s look at what he saw, did he see the starport? Oh he does see the starport, but he can’t tell if the opponent is going for arbiters or carriers, because he didn’t see the fleet beacon. He’s making a science facility now, this means he’s going to put down his second armory. A reaver got off one shot at the front. The second armory is done at the bottom left. Now flash has to make some missile turrets because he wants to push out, he needs the defense at home.
(105:30)
Looking at the way stork is playing, he’s probably going for carriers, and flash’s no early missile turret and early upgrades style is a part of his anti-carrier build. So this match has become a blind counter between the two. Flash doesn’t even have a single vulture, all goliath tank. Flash pushes out to expand to his third. This is still a very version of flash’s “god” style, it’s focused on the front line of defenses and doesn’t have any harassment on the side. There’s too many tanks here, and we can see that at this era the reaver control is not nearly as good as today. Today it’s very hard to snipe a reaver, because they always put it down during the pause between the tank fire. Stork’s push here did almost nothing, he lost his reaver and shuttle and a lot of his forces and didn’t deny the third. Flash puts down the third and immediately goes up to the high ground, normally you want to stay on the low ground for a while. He’s adding factories now.
(106:40)
Good he scans again and now he sees the fleet beacon. It’s carriers off 1 starport. Flash is not in a hurry now, he rebinds his hotkeys, 1-2 siege tank, 3 CC, 4-7 factory, 8 CC, 9-0 comsat, soon to be 3 comsats. Very clear thought behind the hotkeys. Two armories upgrading. He has 6 factories now off 3 base and goes to expand to his fourth. Now we see that stork is added to 2 starport carrier, and considering he doesn’t have enough forces, adds a few gateways and is researching zealot speed. Stork’s probe count is very methodical and controlled, every base he has exactly the number of probes he needs and the number is small. It’s exactly what you want to prevent the terran from pushing (having enough army supply). The mindset for terran now is that: I can expand a lot, but you can’t break my defense, and my upgrades are climbing very high, then when I push out with a high pop high upgrade army you don’t have any advantage regardless. Adds 2 more factories to 8. Flash has 1-1 now and is researching 2-2. Flash’s upgrade speed and method is different every game, first game he used 1 armory to constantly upgrade, second game he had 2 armories but went 1-0, 2-1, third game he has 2 armories and went 1-0, 2-1, this game he has 1 armory that went 1-0, 1-1, then 2 factories for 2-2. This confuses the opponent and throws their timing off. As long as flash is upgrading that’s what’s important to him, rather or not it’s a few ten seconds apart is not important, but the timing is important to the opponent. According to the new meta game now (end of 2010), it’s 1 armory upgrading to 1-0, then rather you get 1-1 is not important, but you need to get the second armory up while building the Science facility and get 2-1 at the same time.
(110:00)
Here stork is charging, but look at the reaver micro in this era, it a lot worse than now. You are supposed to wait for the “hoom” when the tanks all shoot then put the reaver down, get off a shot and pick up. Because reaver damage is 100 and its radius is large, it’s damage output is much higher than dragoon or zealot. So it’s a very important part of the mid game push. Terran got quite an advantage after this wave, flash’s pop is 165 to 133 of stork. But Flash is still playing very safe, adding more factories and going to expand to his 5th, and adds to 10 facts. Now he should have 2-2. It’s actually 9 fact, 2-1, 2-2 very close. Now look here that micro just now, the tanks were all targeting the dragoons in the back, ignoring the zealots, the zealots are taken care of by the goliath and vultures. Carriers finally make an appearance but in reality flash’s see it coming a mile off, he saw it coming when the starport was built. His fifth is up now and the front line is completely crushing, 167 to 120, and sieging up the third of stork. Vultures put down mines and goes around the side. Flash’s macro is very fast, press 5 or 6 for factories then clicks on the other factories. He’s nearing 200 pop, and has vultures harassing the 4th of stork while the third is under a lot of pressure. Stork doesn’t have any more mining. At most he has a hidden base at the 6th but these carriers can’t beat high upgrade goliaths. Flash is already 200 pop with a 5th. Here we see that flash isn’t trying to target the carriers but he’s attacking the ground, this means he is trying to kill the interceptors. Remember you don’t need fancy micro, just need to attack the ground, ofcourse you can also H to hold. Flash didn’t even need to mine from this fifth, his momentum is just so great that he crushes stork, GG smida. Very nicely played match.
Post Game analysis:
This game was flash’s anti-carrier build showcased very well, stork has beaten many terran pro players with his carrier build, but after flash invented his anti carrier play of high upgrade goliath tank army and turtle expand, having a high upgrade army in the mid game makes carriers useless, if you have low number of carriers he kills your interceptors very quickly. And if you wait till you have enough carriers, he already formed his main force, at this point your carriers can’t leave your main army, if they leave then your front line gets broken. If you want to harass on the side with carriers, the terran can defend very well with mass goliath reinforcements, and your expansions will get taken out one by one. The essence of the carrier play is to use the terrain and continuous micro to whittle away the small amounts of goliaths that haven’t formed a ball yet, and by accumulating small advantages and victories into a win. But after the invention of the anti-carrier build this build has been completely figured out. But even now in 2010 a lot of good protoss’ have had success with the carrier build. Other than flash, most terrans still don’t understand how to handle carriers, only flash seems immune to the build, especially stork’s carrier build only flash is immune to. Now let’s look at one last flash vs stork game, because we have had enough PvT’s today, we need to save time for the final encounter.
Game 5
+ Show Spoiler +
(115:00)
This match is gomtv invitational finals match 5 on Katrina; on katrina flash’s mech play is invincible. Through this match we can see some of flash’s signature play. We can look at the terrain here, the main is here (3 o’clock) and the natural is here (1 o’clock), it’s in the shape of a cyclone. 4 spawning points are 12, 3, 6, and 9. The natural progression of expansions is the two on the high ground, then the third in the central spiral following the pathing out of the main, and the fourth on the low ground between main and natural. This distribution is a bit like colosseum. Maps like this we all understand, it’s a map that’s also suitable for flash’s “god” style of play. We can see that during this era flash’s apm is only 200, and at the end of 2010 his apm is 500, and on the other hand stork’s apm during this era was much higher. We can also see that from 2007 to 2010 flash has improved a lot. And stork’s consistence is also very hard to accomplish, he stayed in shape for so long, during 2007 it was his peak time, but he ran into flash. He could have won in the GSL as well as the OSL but got sniped by flash both times.
(117:20)
Flash opening with very safe architecture in the main. And then plans to make the factory in the back. The gas on this map is a bit farther from the base than usual; you need 4 scvs to fully saturate it. And stork is going for nexus first, seeing this build order, flash scouts the location first with a scv. Flash putting a marine at the entrance. Stork adds 2 gates after opening nexus first. Putting down his natural now. Because flash is the strongest player now, he has a lot more strategies, he doesn’t have a lot of difference / fun styles (referring to his old play in 2007) so I apologize if it’s a bit monotonuous; and also at the same time I wish everyone a happy new year (it was Chinese new year at the time). Got a vulture out first. During new years everyone has to forget about their sorrows and have a good laugh every day. Vulture is going to plant down mines right at the base. Nicely done by stork, keep minesweeping, good. That zealot took out 3 mines. Because stork nexused first (2 gate after) it’s going to be 2 dragoons a wave. Flash is still a bit in danger now. Now we have to see if stork’s ability to mine sweep without observers is good. Oh he’s mine sweeping with the dragoon… Flash has very good sense pulling out scvs so he can put down mines. Because right now he only has 1 factory. Flash is trying to use his vulture to draw fire from the mine, failed… but this time he succeeds. Without that vulture that mine would have been shot down. And now stork can’t advance because he took a mine hit. So flash defends it successfully. Now flash has 2 factories.
(120:00)
Flash is forcing mines out. Nice snipes to kill a mine there. Is he going to mine sweep some more? Nice. Minesweeping with two sides (angles), all sorts of different mine sweeping micro. Now Flash doesn’t have any research yet, but stork takes a big hit, that mine almost cost his life. Flash getting +1, and getting second gas. Even though flash is defending very well his macro is never falling behind. He sneaks a vulture out, this small detail is very important, it stops any reinforcements of stork. So now stork’s dragoons can’t go anywhere. Tank moving forward very carefully, if he sees a dragoon he takes a shot and backs off, since “I have 1 more range”. We see that flash is going for no missile turret style again, or we can just call it the anti carrier build. The machine shop is upgrading goliath range. We see that this game stork has a shuttle out already and is making a reaver. And he also has 2 gases up, stork is playing very well in the early-mid game, dictating the tempo against flash.
(122:50)
Oops I misclicked here, but let’s just go with the mistake and watch a bit of stork’s POV. Trying to kill the barracks there, it’s actually quite important to kill it. Going carriers, because he doesn’t have citadel. Oh reaver.. doesn’t have a chance because of goliaths. The macro of both players are very near perfect, stork always around 10 pop above flash, even though flash is looking to catch up soon. The goliath number is increasing, it’s very dangerous for stork to fly his shuttle like this. 1 Starport and fleet beacon, going to expand to his third and pulls shuttle back. Now let’s switch back to flash, because it’s flash’s FPVOD today. Flash scans once, twice, and he sees that it’s carriers again. Flash has 4 factories, is building his third CC, making his armory and science vessel now, very similar style to his game on bluestorm. He was so good in 2007, pretty scary, but ofcourse if he is still playing with the 2007 strategy in 2010… he would lose very badly, because now the expansion rate of protoss is very scary. They even dare to get 3rd up on 1 gateway.
(125:00)
Oh a push here with reaver. The reaver control of 2007 is so much worse than 2010. Got sniped so quickly. Flash took very little damage. Now he has 2 armories and should be researching upgrades. We see that he has 1-0 now, going up to 2-1 and expanding to his third. After he gets his third up he can expand to his fourth at the same time. Stork is forcing a trade here with his dragoons for tanks, spreading them and focus firing, but flash is also microing and shooting at the cluttered dragoons. Dragoons are lost. Now stork is at a disadvantage after that trade, he is only 10 pop ahead. Flash is very safe in expanding to his third now, having freed up pop is fine, now I can just make more scvs. Now at the side he has an scv scouting, sees that the protoss’ third is just finishing. So now the economy of both sides is very close, and flash knows that his upgrades must be ahead of the protoss. He is adding factories 2 at a time, up to 6 now. Carriers have arrived, and the number of goliaths are also increasing. Pulling back the tanks here, dragoons trying to group with the carriers, but because of the terrain he can’t spread them at all. A high number of dragoons wouldn’t work. The third’s of both players are very close. The detection range of the missile turret is higher than its shooting range, this observer we flash can see but can’t hit.
(127:15)
But now there’s some problems with the replay recording, so we can’t watch it with the FPVOD. So let’s finish this game with the OB perspective. Because the software is using earlier version to watch a higher version of sc, errors are prune, especially for zergs. This is an inherent error which we cant avoid, but the software is good and better than (other Chinese software called pengeuin pp?) which is fake FPVOD. Here we have 3 tanks and goliaths which have stalled the attacks of the protoss. (counts the factories) now he has 8 factories, he can expand to his fourth at any time, but he’s not in a rush. 2-1 is finished, he can research 3-2 now. He’s pulling dragoons to try to hit the fourth of flash, but his own expanding rate is too slow. During the 2007 era protoss’ don’t expand nearly fast enough, so they don’t have any advantages against the flash style. Here he’s hitting his own nexus so he can get the interceptors launched. The forge is researching +1 shields. We know from the stork FPVOD that he will always use carriers, and having 4 gateways is already very “generous”, usually he only uses 2 gates, but because flash has a high upgrade ground armoy he has to have this many gates. Stork’s carrier play is good because he always knows to use them with a control group of dragoons. So if goliaths come with small number of tanks he’s not afraid of them, just needs to spread the tanks. And use the carriers to slowly whittle down the goliath number. But flash’s anti carrier style is too imba, also a small detail here to add the missile turrets around the side. Following the rough terran up and down is all flash’s missile turrets, no weakneeses or opportunities what so ever. Stork is a very good player at finding weaknesses and exploit them but he can only pull back here as well. Now his pop is 145, flash already has a higher pop than that. Stork has very good ob placement, watching the pathway and rather flash takes the fourth, also an ob here. Even though flash’s main army isn’t at his third he has a very good defensive position set up with 3 tanks. This terrain is impossible for protoss to flank. So using carriers is the best idea. The trade here for protoss is definitely worth it, but flash’s ability to shoot planes is so good (masturbation joke in chinese).
(131:00)
Dragoons don’t even dare approach the tanks, and flash’s population is increasing as he engages, 160. 150 for stork. Pulling some dragoons trying to force an engagement. But the 3 tanks stalled enough time for reinforcements from the main to take them out. Dragoons should be pulled out instead of just donating, but stork is nicely cleaning up isolated goliaths, quite a few small advantages. We can’t see how many carriers he has, approximately 7-8. 153-151 for flash, stork caught up a bit with his usage of goliaths. This dragoon.. is it invisible? Flash pulls a goliath to fight it. 1v1 dragoon vs goliath who wins? This.. just 1 hp left. Goliaths can almost solo dragoons. Why is that, goliaths are cheaper than dragoons, oh it’s because of the upgrades. Now what are you supposed to do. Once you have this 3-2 terran mech army. Flash ninja exposing a fourth and also adding a fifth at his usual location. Flash is pushing into stork’s main now. Carriers still killing goliaths here, but stork’s frontline is all gone, he can’t withstand this any more. Carriers have formed up, but why did he lose all of his dragoons. He should have pulled them back and now engage the ground with both his dragoons and carriers, air and ground army could accomplish a lot. But now… Goliaths can almost snipe carriers. Interceptors are low number now. Wait how did flash drop vultures to harass here, didn’t even see. Flash pulling scvs from the main now, he’s expanded twice, just needs to pull the scvs and has full saturation again. These carriers at this point can snipe a lot of reinforcements, but the front line of goliaths is just too many, carriers trying their best. Flash is killing interceptors first now. Tanks sieging. Now if I have a chance I will snipe the carrier themselves. Now I have a chance. Even has goliaths on the side (low ground), wow that goliath range is so good, just chasing the carriers, losing carriers 1 by 1. When I have time to micro my goliaths I will, but when im busy to macro I can just kill interceptors. Unfortunately the replay got corrupted at the end here, but we have lots of replays of flash playing against carriers. We can bring them to you eventually, flash’s tvp replays are very numerous. He killed yet another carrier. Now he doesn’t have any chances. Stork is going to GG.
Post game analysis:
This game was also a beautiful flash “god” style, rather a branch off that’s anti carrier. His build order is similar to the game on blue storm, but slightly different. It’s also 1 factory expand. After expanding… I can’t remember very well, let us look again to look at the bo of flash, because of the early engagement there’s some slight changes. 1 factory, and getting vulture mine out first. Similar to the game on destination. Because protoss is pressuring early game, he’s trying very hard to defend. Stork is getting robotics / shuttle reaver off 2 gates after nex first. After flash gets natural done and second factory started he’s got an armory to upgrade. He’s also gotting goliath range with 2 machine shops. Got 2 goliaths out initially, no missile turrets. In the early/ mid game there’s no harassment from flash, just focusing on macro. After getting 2 goliaths he builds starport. So the timing is while goliaths are building he builds his academy and gets the comsats down, then after the goliaths pop he builds starport and adds factories to 4. Then he builds engineering bay science facility and second armory. This time he can start 2-0 and 2-1 right away. Now he’s pushing out because his third was finished. When he has 4 factories he puts down his third. Now he pushes out to establish the third. After that he adds 2 more factories. Now because there are reavers and sees that it’s carriers he adds the great wall of missile turrets. He doesn’t stop scv production of any of the 3 ccs. Macroing only goliaths and tanks, only has the initial vultures. At ths time he already has 2-1, going to 3-2. When he doesn’t have enough gas to constantly macro he makes a few vultures at 14 minute mark. This vulture harassment is so godly, stork has no ground and completely caught offguard. In 2007 he wasn’t perfect (stork) protoss. Now that he’s gotten pop advantage he pushes forward at 140. Now that 1 push killed stork. Now because we are running out of time we won’t say too much. Good, now after watching a lot of flash’s tvp, we’ve completed the first part of flash’s TBLS special. Flash has a lot of build in tvp, a lot of minor changes, we can see that his early to mid game is very varied. Some players… less good players would say that “you have so many builds in the early game, how do I study you”, but in reality the core part of his play is always the same, which is the god style. The essence is always the same, as long as you understand the essence you can use any of these strategies. In reality we can do many more replays of him against the six dragoons, for example against jangbi, against bisu, against kal, against free, but we’ve already done almost 3 hours of tvp, now we are going to do fpvod of tvt.
Game 6
+ Show Spoiler +
(141:00)
This game is flash vs skyhigh. Skyhigh is quite the opponent for flash, he’s called the terran traitor because he specializes at TvT. Game is played on wuthering heights. Main and natural, 4 expansions in the middle, sort of like katrina. Because of the time constraint, we can’t do this many games, this time we’ve done mostly flash’s tvp, the stork episode was mainly pvt, bisu’s episode was mainly pvz, because these are the main points. TBLS can’t be done with just 1 episode, so we are focusing on TvP with TvT and TvZ on the side. Regarding the studying of TvT, we have to at least spend 2 hours looking at it, because TvT has the most variance and difference. Oh flash is going for rax and refinery, I saw that he had 250 minerals and thought he was going to CC first. Rax refinery and he hasn’t scouted yet. Today is flash’s FPVOD, tomorrow is definitely Jaedong’s FPVOD. During spring celebration we should have… that 10 year special, not sure if they will play it (10 years of sc plu special).
(143:50)
Made a factory, and then going to scout down first. Skyhigh is blue. Nice blocking of the scv, but flash forces his way in, as scvs have faster movement speed. Keep running, keep running, and he makes it, bye bye. Okay now he made 1 vulture and expands. Vulture is going to scout, and puts down a second factory. Makes another barracks at the side to block, good… oh run run run (sees the vulture as well) now he can’t do anything, he has to keep fighting, oh but another vulture, 2v2, it’s over. This wave flash lost a vulture. He’s hesitating, he knows the opponent also has a red vulture. Pop wise flash is ahead by 4 supply. Even though he lost 1 more vulture. I’m going to pull back, I also have 2 marines. Factory puts down marine shop. Both factories with machine shops, he’s going to make tanks. He has 4 vultures and 2 marines and is going to scout. Skyhigh has higher apm than flash. But Flash is still better . Skyhigh has good micro here, did a lot of damage against flash. Pulls scvs away right away, and… oh he sneaks the scvs back in. still loses one. Cancels it, pulls out the tanks, very courageous actually, if skyhigh force plant mines then it would cost his life. Skyhigh is making vulture goliath, flash’s frontline is very dangerous. Skyhigh tried to block with the barracks, but fortunately flash can run back. 2 goliaths as well, he blocks it, very good defense, pulling scvs back. With this initial harass skyhigh has some advantage, but he’s still only ahead by 3 pop, and his barracks is under fire, he has better economy (skyhigh). Now if he is going to make mass vultures and speed/ mines? It’s very popular during this era. The so called “macro” is just having more scvs, having more bases, having more resources so having a larger army, having a larger army then when you fight in the war you have a higher force. We can say it’s that simple but in reality planning and adjusting is still testing the player’s control and macro ability. 3, 4 factory. 2 comsats. That’s right, the outside can’t be all black. Now he has 4 factories.
(150:00)
Sieging up in the middle, goliaths coming to last hit, beautiful, both tanks got sniped. Slowly flash is winning the advantage. We see that this era’s TvT is very simple, tank goliath. We aren’t at the era of microing vultures yet. Goliaths walking in the front soaking the fire, tanks at the back firing. But this wave he didn’t get any advantage. Expanding to third. We see that during this time flash’s apm is 200 something in the mid game, now his apm in mid game is at least 300. Pulling back, sieging up. Sieging everything now, he only has 1 tank left (skyhigh), now he’s got an important position on the opponent high ground, also making his fourth. Now we see that flash’s strategic manoeuvre is a step above skyhigh. All Factories are hotkeyed now, 8-0 are comsats. All production buildings hotkeyed to ensure fast production, pulling scvs now to 3rd now. Very good inching forward, sieging up every centimetre, wow nice 2 pronged attack. In the midgame skyhigh clearly had an advantage, yet now he’s completely getting outclassed. Terran traiter, tvt king isn’t doing so well here. 1 Wave and he died. This more traditional TvT play, tank push, push push push, then opponent dies. GG smida, can’t salvage the game.
Post game analysis:
Now we’ve seen a more traditional TvT from flash. 4 Factories after natural and macro off tank goliath. Then just by continuous pushing of tanks win. I was going to show some more TvT’s today, but we only have 1 hour left, so we will skip right to TvZ, because the fans like TvZ more. Next time we do a TBLS special we will focus more on flash’s TvT and TvZ. Now let’s see a game from WCG Korea 2010 between flash and jaedong.
Game 7
+ Show Spoiler +
(154:35) Second game of the finals, the game is played on Tau Cross. Because it’s a end of 2010 game, and because it’s played so spectacularly, it’s a very good representation of flash’s play. Let’s see how his TvZ was at the end of 2010, what level did he achieve. Jaedong’s overlord is flying straight out, he’s at the 6 o’clock. Rax and scout. Nothing is happening in the beginning, so let’s speed it up, because it’s a long game and we don’t have much time and we have a big mandate. SCV scouts the third and sees nothing. Here there’s good micro, and 1 rax expand. Jaedong is playing a 3 base turtle style. Looking at the gas timing, gas after 3rd, standard gas timing. Jaedong only made 2 zerglings, flash put down a gas, building his engineering bay. This is a standard play of +1 after getting natural and pushing. He also stops gas, completely (after getting 100) and saves minerals to make barracks academy, because he doesn’t need any gas. He’s making a bunker now because he doesn’t lack pop, 7 marines push out and pressuring. Adding academy now, playing very safe. Making another depot ahead of the bunker. Because his academy is slow he’s afraid of speedling rush, so he’s making a good defensive line in the front, adding to 3 barracks. Zerglings are here, the scv immediately goes to minerals, good reaction time (talking about the scv which was building the depot). Is it 4 barracks? 4 barracks. Jaedong has fought against this build many times, and always lost to the 4 rax +1. FvJ after this WCG has happened many times, in msl and osl. In the msl it was 3 times consecutively. So having a tvp in the osl final is so… everybody has tears on their face, how rare is it to have a tvp final other than that one time that stork won over fantasy and the time flash won against movie. Every time has been fight between terran and zerg. Finally we get a tvp finals.
(159:30)
Zerglings sneaking in, but flash has 2 fire bats at the front, but nice micro from jaedong gets a turret, and a scv, jaedong’s detail micro is very considerable. 4 rax. Nice. Finished off the zerglings. Flash with 65 pop and jaedong with 53, mutalisks already arrived, forcing a trade, and getting a missile turret. Sneaking in, this angle is very precise, flash’s marines with just a bit out of position, flash’s defense has a weak point now. 2 pronged attack to take care of the mutas. Zerglings in the natural, jaedong is playing very aggressively. Is flash moving out? Because his +1 is already finished, the second gas has never been put down, and his main is only being mined with 2 scvs. He’s macroing quickly. 77 pop. And a high number of marines, very saturated. Second gas being taken now, +1 defense being researched. This scan being put here, not very well, the second scan is very precise. Now he’s making tanks, the first wave will have 3 tanks. He sees there are 3 lurkers so he’s pushing south now. 9 min mark already 100 pop, very scary macro. And jaedong has his 3rd, and is researching hive, his turtle style is playing very well. Using the muta and zergling 2 pronged attack to delay the marines from moving out, making lurkers at the third while it’s morphing while teching up to hive. All the essentials of the zerg strategy is complete. Making science facility, starting to make science vessel, these 2 missile turrets are in a very nice spot. Marines coming up and forcing the mutas back. Macroing off 4 rax still, +1 defense is complete for bio. 10 minute point +1/+1 marines, at this time the terran has the most advantage because the zerg usually has no upgrades at this point, regardless of rather he’s fighting mutas or lurkers, having +1 defense means that lurkers take more than 2 hits to kill a marine, having +1 attack means that it’s dangerous against any zerg unit. Tanks pushing out, and making science facility. He scans and sees that defiler mound is just finishing, this timing is so good, nothing to say. He knows that the zerg has 100 seconds till he’s done with consume. He has 100 seconds to think about how to approach. A lot of sunkens. He needs at least 3. Oh what’s going on here, pulling the lines, is he lacking scans? He doesn’t have scans, mistakes here.
(164:20)
Okay now the recording has some problems, we have to look at the game with the ob pov. Here he’s forcing an engagement, very nice. But jaedong is very smart, he pulls the lurkers back. Now jaedong is finished researching consume and is going to sound the counter attack. Oh this hydra morphing into an egg, blocking the way. Okay he’s pushing out now. But we have to pay attention to the terran. 5 rax, making a third now. This timing is slow but because he saw that defilers weren’t done yet, he wanted to get some advantages by pressuring the zerg, but didn’t get any. This map tau cross is very suitable for jaedong. He was called the tau cross king. During 2007 when he got the rookie award was also because of his win/lose on tau cross. The frontline is still using marines to skirmish. Oh… good. And pulls back after two swarms, to defend the fourth. Flash is still persisting with the pressure, can’t. He had a two pronged attack set up but the lurkers here ran away. Very treacherous, or rather very smart of jaedong. He’s adding more rax, to 6, now +2/+2, 140 pop, jaedong with 128, increasing more now. Zerg has +1 defense. Now jaedong has too many things to manage. Oh but here he drops a tank and some marines, this gas is very hard to get operational. He has a lot of troops at the bridges to watch for any attacks on his bases. The mutas here are taken care of, irradiated, Flash’s drop on the high ground is very effective. Jaedong has too many things to manage now, lets focus on flash still. He has another dropship, planning to drop. He has 2 starports making SK troops, here scans and positions marines, but they are naked marines without medics, got devoured. The main force is pulled back a bit, to cover the high ground tank. And he’s also making his fourth. The zerg is passing through the middle point now, flash needs to pressure the zerg back here, forcing engagements. Positioning here, beautiful, only loses 1 science vessel. But he still needs to pressure the zerg. He not only needs to stop the lurker advancement, he also needs to attack the zerg base. This base is almost done, but because of the movement of the sk troops, jaedong has to cancel it, because of this tank jaedong is still working on 4 base 3 gas, this tank can actually siege forward more to bombard the drones. Oh nice snipes here taking out a lot of vessels.
(169:30)
The multitasking now is to its peak. Pulling marines here, scans to see if there’s a weak point, there’s an opportunity here, but why is it just marines? Swarm… swarm doesn’t get casted. Oh he plagued instead. This attack made jaedong make mistakes. Killing all the drones at the fourth, even killing the base. And his own 4th is up and running. Now Flash is preparing for the late game, maybe switching to mech for tanks or vultures to control the map. Jaedong is expanding like crazy. Because on this map if the terran wants to take out any zerg base the distance is very vast. This map is zerg advantage, very easy to defense and for the zerg turtle style. The frontline trying to sneak some forces for the fourth. How much time do we have? Ah? only 10 minutes. Because of the time constraint we can’t watch much longer, hopefully the game ends. But it’s not a big deal, because we can always finish watching this match in Jaedong’s FPVOD, Jaedong’s FPVOD must have vs flash. This match is only half way done now. Some firebats here, he’s still going to pressure the fourth, but jaedong’s expansions are too fast, this is the true way you play this style, regardless of rather you playing vs T or vs P. Because while you attack the corner bases, you can’t kill them faster than I expand. Flash’s third why isn’t it saturated? Because he’s multitaslisking and being aggressive. A plague here, heavy losses for both sides. We see that now jaedong has more than 2000 minerals banked. He’s making ultralisks now, this small army can’t withstand it, he has to pull science vessels to irradiate. 4 defense 2 attack. Jaedong now has so many bases making units. 6 bases and 7 hatcheries. This high ground is still trying to defend, but in the late game he doesn’t have much advantage from this now. This map is too open and hard for terran to defend, everywhere is a spot for flanking so flash is already at the end of his sword. So if you want to find out what happened in the end, watch the game tomorrow. After watching this important climatic battle. Tomorrow we will finsh the game. Another swarm, science vessels… Even if jaedong can’t mine from this gas, he can mine from this one and this one, now is 6 base and 5 gases. And Terran doesn’t have any good army to threaten the ultralisk lurker defiler army. He has 6 tanks and +1 attack for mech now but it’s not enough. Zerg has 160 pop now, terran is still ahead on pop. Very sorry but we can only watch to this point, tomorrow during the jaedong FPVOD we will finish this video.
Post game:
Today we spent around 3 hours to do Flash’s FPVOD, pretty tiring to do this type of casting solo, but because it’s the new year it’s hard to find any one. And no one can record events like this with me, so even if its tiring it’s worth it, so today we focused on TvP, we shouldn’t spread it around (all 3 races), TvT and TvZ are on hold for now, we will have more time. Today we’ve looked at the anti carrier build and the “god” style build, ofcourse the anti carrier build is a branch of the “god” style. Tomorrow we will look at Jaedong “Tyrant”’s play, hope you tune in to watch, today’s program is done here. Thanks for everyone’s support and watching, we will see you tomorrow.
Additional content (Korean or English Caster)
Flash vs YellOw[ArnC] at 2010 Spring MST Prelims
+ Show Spoiler +
Flash vs Hwasin at 2010 Spring MST Prelims
+ Show Spoiler +
Flash vs Air[fOu] on Zodiac at 2007 MST
+ Show Spoiler +
Flash on MBCGame Bnet Attack EP 15
+ Show Spoiler +
Flash on I Love Star E21
+ Show Spoiler +
Flash & By.Haran on I Love Star E22
+ Show Spoiler +
Stork
http://www.plu.cn/player/#list,0,,0,泽炳李双,;video,0,1034240
Game list:
+ Show Spoiler +
0.00 Stork vs Flash on Andromeda 1.0
23:55 Stork vs Iris on Katrina 1.3
51:00 Stork vs Sea on Othello 1.1 (Game 1)
57:40 Stork vs Sea on Colosseum 1.0 (Game 2)
80:23 Stork vs Sharp on Longinus
107:30 Stork vs Kal on Andromeda 1.0
136:00 Stork vs Bisu on Tau Cross 1.1 (August 2010)
151:30 Stork vs Jaedong on Tau Cross 1.1
Transcript
+ Show Spoiler +
Coming soon
Additional content (Korean or English Caster)
Stork vs Jaedong at WCG2009 Korea Semi-final
Game 1 on Tau Cross
+ Show Spoiler +
Game 2 on Colosseum II
+ Show Spoiler +
Game 3 on Destination
+ Show Spoiler +
Stork vs Kal at 2010 Spring MST Prelims
+ Show Spoiler +
Stork vs Terran? (2005-2007)
+ Show Spoiler +
Stork vs iloveoov (2005-2007)
+ Show Spoiler +
Stork on MBCGame Bnet Attack EP 2
+ Show Spoiler +
Stork on MBCGame Bnet Attack EP 23
+ Show Spoiler +
Stork on MBCGame Bnet Attack EP 65
+ Show Spoiler +
Bisu
http://www.plu.cn/player/#list,0,,0,泽炳李双,;video,0,1034209
Game list :
+ Show Spoiler +
0.00 Bisu vs sAviOr on Reverse Temple 1.0 during GOMTV MSL S1 Finals (Game 2)
http://www.teamliquid.net/tlpd/korean/games/1658_Bisu_vs_sAviOr
21:30 Bisu vs sAviOr on Longinus
36:20 Bisu vs sAviOr on Blitz X during GOMTV MSL S1 Finals (Game 3)
http://www.teamliquid.net/tlpd/korean/games/1659_Bisu_vs_sAviOr/vod
57:30 Bisu vs Stork on Longinus (2008)
69:00 Bisu vs Stork on Tau Cross 1.1 (IEF 2010)
83:00 Bisu vs Stork on Python 1.3 (IEF 2010)
97:20 Bisu vs Stork on Blue Storm 1.2 (IEF 2010)
115:20 Bisu vs NaDa on Arcadia II (2006~2007)
Transcript
+ Show Spoiler +
Coming soon
Additional content (Korean or English Caster)
Bisu vs Jaedong at WCG2009 Korea Semi-final
Game 1 on Destination
+ Show Spoiler +
Game 2 on Colosseum II
+ Show Spoiler +
Bisu vs Pj at WCG2009 Korea (partial)
+ Show Spoiler +
Bisu vs Canata
+ Show Spoiler +
Bisu vs Lecaf Zerg? (2005 - 2007)
+ Show Spoiler +
Bisu vs Rumble on Rush Hour (2005 - 2007)
+ Show Spoiler +
Bisu vs MuMyung (2005-2007)
+ Show Spoiler +
Bisu vs Protoss? (2005-2007)
+ Show Spoiler +
Bisu on MBCGame Bnet Attack EP 33
+ Show Spoiler +
Polls
+ Show Spoiler +
Poll: Full Transcript of Caster?
Yes (47)
92%
No (4)
8%
51 total votes
No (4)
51 total votes
Your vote: Full Transcript of Caster?
Poll: More TBLS related content?
Yes (21)
100%
Why am I on TL (0)
0%
21 total votes
Why am I on TL (0)
21 total votes
Your vote: More TBLS related content?
Poll: OBLIGATORY TBLS POLL
LEE JAEDONG (20)
38%
TAEK SHIN (15)
29%
LEE YOUNGHO (10)
19%
BYUNG GOO (7)
13%
52 total votes
TAEK SHIN (15)
LEE YOUNGHO (10)
BYUNG GOO (7)
52 total votes
Your vote: OBLIGATORY TBLS POLL
(Vote): TAEK SHIN
(Vote): BYUNG GOO
(Vote): LEE YOUNGHO
(Vote): LEE JAEDONG
Enjoy, and please keep the discussion friendly. If you have any more FPVOD videos, please list them in this thread and I will add them gradually to the OP.
Credits to: http://plu.cn for chinese BW content
Numba316 for WCG2009 Korea korean caster VODs
Moktira and Sawamura for Into the MSL Thread uploads / organization.
Ryo for organizing MBCGame Bnet Attack Thread
Me for translating chinese into pigeon english. (Edit later)