![[image loading]](http://www.teamliquid.net/staff/Tadzio/LSMSL/mslbanner14.jpg )
Editors Note: The ro16 is set to go. The MSL has a funky way of handling things, with each matchup playing one game in the first week, and then the next one (or two if necessary) in the second week. Also, the groups are not in any logical order, so check the schedule carefully to find out when your favorite player suits up.
In this issue:
- The round of 16 is decided!
- Why proxy hatcheries are sexy.
- More flunking grades (some of these guys need that Berkeley SC class… maybe you’ve heard of it?)
- MSL bracket pre-contest contest update! (# of entries… ZERO! You are all going to be stuck with my MSPaint one I can tell…)
Group F results:
Pre-match predictions
Ahhh… at long last the group we have all been waiting for. Well, some of us anyway. There was much resentment aimed toward the ousted champion Bisu for setting up a group of this caliber. Many fans felt that these players deserved to fight in the later rounds, showcasing a best of # match rather than a one off game. At the very least Bisu could have stuck around in the tournament to meet the group’s winner.
Controversy aside (temporarily), the games produced in group F were worthy of the hype. Hwasin took things into his own hands early, ripping apart Jaedong on Byzantium. Check out the great M&M micro (or ling mis-micro) from about 6:30 on in the VOD. He followed that up with a surprising win over Flash, a TvT monster who has now lost two in a row in that matchup. (Details on this below). As Flash waited in the wings for his opponent in the final game, he and the rest of us were treated to an entertaining affair between FBH and Jaedong. FBH famously said during the group-selection that he would “send Jaedong into a slump from where he would never come back”. As for the game, well…
On February 06 2009 03:33 jwd241224 wrote:
You probably want to watch the losers' game from last night's MSL group F:
Players involved
Jaedong vs.
firebathero
Cool things that happen:
1. JD takes bottom left expo and FBH never scouts it
2. JD rapes with ensnare
3. FBH makes BCs
4. FBH saves a BC from a cloud of scourge with a gosu dmatrix
5. JD parasites a BC
6. JD builds 5 hatches in FBH's nat to make FBH type out at the end
7. FBH Yamatos an ultralisk just before he dies
8. JD has his super game face on after the GG:
![[image loading]](http://www.teamliquid.net/staff/Manifesto7/jdface.jpg)
You probably want to watch the losers' game from last night's MSL group F:
Players involved
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Cool things that happen:
1. JD takes bottom left expo and FBH never scouts it
2. JD rapes with ensnare
3. FBH makes BCs
4. FBH saves a BC from a cloud of scourge with a gosu dmatrix
5. JD parasites a BC
6. JD builds 5 hatches in FBH's nat to make FBH type out at the end
7. FBH Yamatos an ultralisk just before he dies
8. JD has his super game face on after the GG:
![[image loading]](http://www.teamliquid.net/staff/Manifesto7/jdface.jpg)
It was all for naught though as Flash finished off a mortal-looking Jaedong with streams of marines in the final game. The game was an excellent example of defense vs 2-hatch muta transitioning into SK Terran vs a guardian build.
Recommended game:
Excellent for all the right, and some of the wrong, reasons. Watch it for the drama anyway
Group D results:
Pre-match predictions…
Free was more of less gift-wrapped a place in the ro16 compared to the players in the earlier group, and he took full advantage by stomping down Doctor.K and then beating Kwanro. Kwanro also managed to get in rather painlessly, as Horang2 failed to live up to his hype. A walk in the park for our two winners.
Read Kwark’s entire Group D report here:
+ Show Spoiler +
Our first game of Group D is free vs Doctor.K on Destination. The map seems pretty balanced PvP so the better player should win. And while free is statistically weak in PvP one has to consider the opponents he's been up against to get those results. Rather than say "he got bitchslapped 3-0 in the last pvp series" we should think "he made it to the semis of a league then lost to #1 PR". That said, Doctor.K should be the fan favorite simply on the basis of his name. The Doctor > Pretty.
Free got 11 and The Doctor got 5. Both went 1 gate then scouted for proxies before scouting in a perfect mirror. Both went for gas and a second pylon with zealot before core, not the optimal build but the safest when the opponent is unscouted. They then both built a second zealot and added a second gate, still in a perfect mirror. However as the scout probes died they deviated, Doctor going for goon range while free rushed to darks without range. Free feigned belligerence, despite his rangeless goons being vulnerable. He knew Doctor would not attempt to cross the bridges so he'd not be punished for it, and it may stop Doctor thinking about darks.
The Doctor opted for an expansion with a late robo, camping against any aggression on his side of the bridge. Meanwhile free threw caution to the wind, expanding himself with absolutely nothing to counter darks with, save the possibility of noticing the shimmer and walling his own ramp with darks and sacrificing his expansion. Doctor.K had his timings down and his robo was up with an observatory building when the darks reached his bridge. Unfortunately, it was left unwalled. This is the second time in recent games we've seen players throw away games to dark rushes like this and it is quite frankly inexcusable. Doctor did a fantastic job of microing against the darks which divided to force his army to deal with several fronts while free's main army moved in to assist them. That he survived at all a credit to his skill and some of the best micro I've seen in a long time, defeating an army while moving his own around to dodge a pair of unseen darks while microing his own probes away from a third dark and chasing it with goons. He couldn't save his natural nexus from being sniped though and while free sacrificed his army to do so the bridges left free safe from counterattack and economically ahead.
Both players macroed and then free moved in and killed Doctor.K. A disappointing result given The Doctor's micro, and he would have easily saved himself and been ahead if he'd just walled. Free took risks and ultimately relied upon Doctor.K's mistakes rather than his own skill to win. My only explanation for the lack of a wall is nerves because that kind of thing must be drilled into them by coaches.
--
Horang2 is a new player with only 6 recorded games to his name. Of those he's 1-1 PvZ but the sample size makes him a complete unknown. He's in the MSL so he's obviously not without skill but we've not seen enough of him to really judge.
Kwanro on the other hand we have heard a lot about. He was greatly hyped for a while after a few good games and then everybody realized he was mediocre and stopped talking about him. He's got an overall losing record and a losing record against Protoss. So we have a zerg we know is bad against a protoss we don't know anything about on a zerg favoured map. Too close to call.
Horang2 got 11 and scouted correctly to Kwanro at 7. Kwanro did an overpool which Horang2 overcountered with forge and 2 cannons before nexus. A quick tip. The correct build vs overpool with anything but v close positions on a small map is 10-13 forge, 13 nexus, 13 cannon (with a second cannon if larva saved count/extractor merit it). I don't understand why progamers don't tweak their builds to scouting information. The build he used is safe and it's the one he'll have most practiced because it's standard when blind but his nexus could have been 15 seconds faster while staying safe. Kwanro drove out the scouting probe while placing his 3rd hatch at the 5 nat and gassing to lair. This is a very savior pre-bisu build and I'm honestly not sure how it'll go. Horang2, opted for stargate into citadel into robo while building zealots off his 1 gate. The corsair scouted and Horang2 saw that Kwanro had been extremely greedy, going for a fast 3 bases without defense and throwing down a 4th and 5th hat simultaneously. Realizing he couldn't wait he attacked with his 5 speedlots, running past the sunkens and lings into the main where they killed a few drones, probably not earning their cost but inflicting some damage. At the same time he went into an extremely heavy macro build, adding 5 gates, templar archives, pumping corsairs, and making 2 reavers. Kwanro tried to get some offence going and was raped by reavers in an immortal shuttle which always managed to dodge away from hydras and scourge. While Horang2's army was eventually was worn down and ran out of the zealot core the corsairs and reavers survived, continuing to score kills. Kwanro pushed him back to his nat with hydralurk while taking a 4th base at 6 and triple grading with a high drone count and still using lair tech. Horang2 was still at 2 base and macroing, his army doing well in every engagement but unable to secure map control long enough to expand. That level of unit production could not be sustained off 2 over-mined bases and the reavers which had survived all game were eventually killed. Kwanro overwhelmed him and the game was over.
In a moment of first person view I noticed that Horang2 never scouted bottom right. The fast 3 bases, overstretched build which was sAviOr's trademark until it fell prey to darksair and multitasking caught him off guard. It is very hard to fault Horang2's micro or his unit production which were both good. However where he did fail is fully scouting what Kwanro had done (which given he had sairs is inexcusable) and correctly adapting. That kind of 3 base powerdroned then 5 hat hydra into hydralurk lair heavy play is extremely dangerous is you let it get established. Hwarang2 did. That said, I enjoyed this game. It made me very nostalgic. 2009 baby!
--
Carthage is 0-2 so far PvZ, although too few games have really been played on it to make any conclusions. I still think it favours macro styles and big balls of zees, goons and stormers. The wide choke makes any defensive style weak and therefore a big mobile army is vital while the open map makes speedshuttle harass weak. Kwanro didn't prove anything to me in his first game while free was somewhat disappointing. I find it hard to really be interested in this game because free isn't very good and Kwanro is worse. Still, free should win.
Kwanro spawned at 11 and free at 5. Free opted for a standard fast expansion while Kwanro went for 9 pool speed, rather unorthodox, especially on two player maps where it'll always get scouted. free simply made a forge and 2 cannons, negating the opening while continuing to pump his own probes. Kwanro killed the scout probe and then went to pumping drones and quickly taking 3 bases, a hatchery at each, trying to recover his economy. In the mean time free was able to tech very quickly, getting a gateway, a core and two fast gases off his ridiculous probe count. While Kwanro stayed at 6 lings, pumping as many drones as he could, he was still economically behind. Knowing this he opted for 3 hat lair into fast lurk, a defensive build that is only good when you need to keep powerdroning but don't have the army to defend it.
Free had the economy to play safe from any cheeses (he hadn't scouted since the first probe), mass corsairs, tech to darksair and make zealots. However the lurk rush stopped him moving out with any real force while Kwanro kept up his powerdroning, moving up to 5 hatch. Darksair harass scored a few drone kills with Free's corsair count reaching dangerous levels and Free's gateways started pumping. Free attempted to add storm drops to the harass but forgot not to suicide the shuttle into hydras he could see. Eventually the inevitable happened, the thing Kwanro had been afraid of since the 9 pool opening and had tried to delay and avoid. A giant mass of P units walked out the front of Free's base and there was nothing he could do to slow it down. 3 control groups of Protoss isn't known for its tact but it does the trick. Kwanro did all he could to buy time for the economy he'd been trying to build up all game to kick in and save him but when the big ball of zees and goons and storms rolled across the map he couldn't stop it. Some well placed storms and a lot of zealots made short work of his hydralisks.
Free played this exactly how I think it should be played. With a lot of gateways, a lot of units and a lot of storms. He made a big ball of Protoss and rolled across the map. His attempts at harass weren't great but in my opinion he only did them because he was waiting for ob tech and his mass to kick in and had nothing better to spend his money on at the time. They could have been better but they were insignificant to the game either way.
--
Nothing new really to say about either Horang2 or Doctor.K. Based on their first games I'd expect The Doctor to take this but we've not really seen enough to judge. All we know is Horang2 doesn't scout very well but has nice reaver micro and Doctor.K chokes (I am unwilling to believe that the coaches don't hit them with blunt objects when they forget something so simple yet important as walling PvP when their range includes darks).
Horang2 opted for an aggressive proxy one gate opening near Doctor.K's nat while Doctor went 1 gate scout, saw his scout probe timing and recognized the proxy timing, quickly scouting it and making a second gate himself. I have to conclude this was part of Horang2's plan though as he used the 1 gate zealots just to buy time without any real intent to do damage, instead getting gas and hiding dark rush tech. Eventually Doctor's 2 gate had a big enough advantage to kill the pylon to the proxy 1 gate (something I can't believe Horang2 didn't foresee) leaving him with a completed archives and no gateways. It didn't matter though because Doctor.K had scouted that Horang2 had gas but no tech buildings so had placed cannons more than early enough to deal with a dark rush. His army attacked Horang2's main and although it was eventually cleared up by darks he scored a number of probe kills. The darks chased Doctor.K back to his main, scoring a few kills (partly because of the inability of Doctor.K's dragoons to hit uphill) but the containment only lasted about 30 seconds before observers were out and pressuring. Horang2 knew he was very behind by this point and went for 4 gateways with absolutely no detection, retreating and surrounding The Doctor's advancing forces then moving in for a flank and kill. It was a nice play and helped him recover but Doctor.K was expanding and still had enough dragoons to be safe. Doctor.K realized the expansion was enough to set him ahead and camped on it with a big concave of dragoons. When the inevitable battle came he easily destroyed Horang2's forces. From then on it was over. Horang2 managed to make a big army, including reavers but the difference in their economies was more than he could recover. To add insult to injury Doctor.K eventually scouted the proxy tech hide which housed every one of his tech buildings.
Horang2's build was bad. A good player will recognize what the probe scout timing means and Doctor.K is no exception. Even had Horang2 made a second proxy gateway so the dark rush wasn't delayed it wouldn't have worked. He gave himself a big build order disadvantage attempting a cheese that would never work. From then on he played all-in and failed. Doctor.K played well I guess although I pretty much expect that level of reading from a progamer.
--
Byzantium 2 seems to be balanced PvZ so far. It's a good map for the style Kwanro has shown us so far, but Doctor.K will have seen those games and presumably even if he doesn't know what they mean his coach will have told him how to adapt to them. I'd consider him the favorite here. He's not shown himself to be anything special but he seems solid and Kwanro is questionable.
Doctor.K spawned at 11 and Kwanro at 5. Kwanro opted for overpool speed and Doctor.K went forge expand after not scouting him first. With cross positions against an overpool Doctor.K earns the title of only Protoss to use the right FE build by going nexus then cannons. He then undermines that by voluntarily moving his scout probe out of the zerg base. Just don't do it. To add to my tips from when Kal did the same, just don't do this. Ever. Keep the probe circling around his min line so you can see what he is making out of his hatchery. This is quite frankly bad. It's absolutely the incorrect way to play. You need to keep that probe at his hatchery, looking at what is coming out of those eggs, if he's saving larva (means he's adding another hatchery somewhere), if he's getting gas after speed(lair or hydra cheese), if he's droning or linging. This is crucial information and you can't not get it. What happened next is exactly why.
Kwanro walled his ramp with two of his first 6 lings and pumped lings constantly from his main hat. Then he killed the scout probe with the other 4 speedlings and did a run through with about 20 speedlings before Doctor.K had any defense to deal with it. A third cannon warping and a loose wall did nothing to stop his main mineral line getting owned, losing a seventeen probes before the lings were cleaned up. You simply cannot sustain that kind of damage. Doctor.K was left with 6 probes between two bases. The game was over. It didn't matter what Kwanro chose to do to clean it up.
Doctor.K made a D level mistake and was punished for it. Kwanro didn't do a risky build this game. He recognized that Doctor.K decided it'd be fun to play blind and punished him for it. This kind of scouting is something very simple which should always be a part of your (yeah, I mean you, the reader, personally) game. Write it on a post-it note and put it next to the screen. Nobody, even at D rank icc, should fail like that. I would hate to hear what the SKT coach says to Doctor.K about today. Losing two games with absolutely basic mistakes. When you're against a range of builds PvP and that range includes darks you always wall because it costs you nothing and might save you the game. Always. Early game PvZ you circle the mineral line with your probe because if he only has 1 hatch all the information is there. If you move away you lose the minerals to glide to and risk being blocked from getting back to where you need to scout. Absolute basics. I expect better.
Free got 11 and The Doctor got 5. Both went 1 gate then scouted for proxies before scouting in a perfect mirror. Both went for gas and a second pylon with zealot before core, not the optimal build but the safest when the opponent is unscouted. They then both built a second zealot and added a second gate, still in a perfect mirror. However as the scout probes died they deviated, Doctor going for goon range while free rushed to darks without range. Free feigned belligerence, despite his rangeless goons being vulnerable. He knew Doctor would not attempt to cross the bridges so he'd not be punished for it, and it may stop Doctor thinking about darks.
The Doctor opted for an expansion with a late robo, camping against any aggression on his side of the bridge. Meanwhile free threw caution to the wind, expanding himself with absolutely nothing to counter darks with, save the possibility of noticing the shimmer and walling his own ramp with darks and sacrificing his expansion. Doctor.K had his timings down and his robo was up with an observatory building when the darks reached his bridge. Unfortunately, it was left unwalled. This is the second time in recent games we've seen players throw away games to dark rushes like this and it is quite frankly inexcusable. Doctor did a fantastic job of microing against the darks which divided to force his army to deal with several fronts while free's main army moved in to assist them. That he survived at all a credit to his skill and some of the best micro I've seen in a long time, defeating an army while moving his own around to dodge a pair of unseen darks while microing his own probes away from a third dark and chasing it with goons. He couldn't save his natural nexus from being sniped though and while free sacrificed his army to do so the bridges left free safe from counterattack and economically ahead.
Both players macroed and then free moved in and killed Doctor.K. A disappointing result given The Doctor's micro, and he would have easily saved himself and been ahead if he'd just walled. Free took risks and ultimately relied upon Doctor.K's mistakes rather than his own skill to win. My only explanation for the lack of a wall is nerves because that kind of thing must be drilled into them by coaches.
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Horang2 is a new player with only 6 recorded games to his name. Of those he's 1-1 PvZ but the sample size makes him a complete unknown. He's in the MSL so he's obviously not without skill but we've not seen enough of him to really judge.
Kwanro on the other hand we have heard a lot about. He was greatly hyped for a while after a few good games and then everybody realized he was mediocre and stopped talking about him. He's got an overall losing record and a losing record against Protoss. So we have a zerg we know is bad against a protoss we don't know anything about on a zerg favoured map. Too close to call.
Horang2 got 11 and scouted correctly to Kwanro at 7. Kwanro did an overpool which Horang2 overcountered with forge and 2 cannons before nexus. A quick tip. The correct build vs overpool with anything but v close positions on a small map is 10-13 forge, 13 nexus, 13 cannon (with a second cannon if larva saved count/extractor merit it). I don't understand why progamers don't tweak their builds to scouting information. The build he used is safe and it's the one he'll have most practiced because it's standard when blind but his nexus could have been 15 seconds faster while staying safe. Kwanro drove out the scouting probe while placing his 3rd hatch at the 5 nat and gassing to lair. This is a very savior pre-bisu build and I'm honestly not sure how it'll go. Horang2, opted for stargate into citadel into robo while building zealots off his 1 gate. The corsair scouted and Horang2 saw that Kwanro had been extremely greedy, going for a fast 3 bases without defense and throwing down a 4th and 5th hat simultaneously. Realizing he couldn't wait he attacked with his 5 speedlots, running past the sunkens and lings into the main where they killed a few drones, probably not earning their cost but inflicting some damage. At the same time he went into an extremely heavy macro build, adding 5 gates, templar archives, pumping corsairs, and making 2 reavers. Kwanro tried to get some offence going and was raped by reavers in an immortal shuttle which always managed to dodge away from hydras and scourge. While Horang2's army was eventually was worn down and ran out of the zealot core the corsairs and reavers survived, continuing to score kills. Kwanro pushed him back to his nat with hydralurk while taking a 4th base at 6 and triple grading with a high drone count and still using lair tech. Horang2 was still at 2 base and macroing, his army doing well in every engagement but unable to secure map control long enough to expand. That level of unit production could not be sustained off 2 over-mined bases and the reavers which had survived all game were eventually killed. Kwanro overwhelmed him and the game was over.
In a moment of first person view I noticed that Horang2 never scouted bottom right. The fast 3 bases, overstretched build which was sAviOr's trademark until it fell prey to darksair and multitasking caught him off guard. It is very hard to fault Horang2's micro or his unit production which were both good. However where he did fail is fully scouting what Kwanro had done (which given he had sairs is inexcusable) and correctly adapting. That kind of 3 base powerdroned then 5 hat hydra into hydralurk lair heavy play is extremely dangerous is you let it get established. Hwarang2 did. That said, I enjoyed this game. It made me very nostalgic. 2009 baby!
--
Carthage is 0-2 so far PvZ, although too few games have really been played on it to make any conclusions. I still think it favours macro styles and big balls of zees, goons and stormers. The wide choke makes any defensive style weak and therefore a big mobile army is vital while the open map makes speedshuttle harass weak. Kwanro didn't prove anything to me in his first game while free was somewhat disappointing. I find it hard to really be interested in this game because free isn't very good and Kwanro is worse. Still, free should win.
Kwanro spawned at 11 and free at 5. Free opted for a standard fast expansion while Kwanro went for 9 pool speed, rather unorthodox, especially on two player maps where it'll always get scouted. free simply made a forge and 2 cannons, negating the opening while continuing to pump his own probes. Kwanro killed the scout probe and then went to pumping drones and quickly taking 3 bases, a hatchery at each, trying to recover his economy. In the mean time free was able to tech very quickly, getting a gateway, a core and two fast gases off his ridiculous probe count. While Kwanro stayed at 6 lings, pumping as many drones as he could, he was still economically behind. Knowing this he opted for 3 hat lair into fast lurk, a defensive build that is only good when you need to keep powerdroning but don't have the army to defend it.
Free had the economy to play safe from any cheeses (he hadn't scouted since the first probe), mass corsairs, tech to darksair and make zealots. However the lurk rush stopped him moving out with any real force while Kwanro kept up his powerdroning, moving up to 5 hatch. Darksair harass scored a few drone kills with Free's corsair count reaching dangerous levels and Free's gateways started pumping. Free attempted to add storm drops to the harass but forgot not to suicide the shuttle into hydras he could see. Eventually the inevitable happened, the thing Kwanro had been afraid of since the 9 pool opening and had tried to delay and avoid. A giant mass of P units walked out the front of Free's base and there was nothing he could do to slow it down. 3 control groups of Protoss isn't known for its tact but it does the trick. Kwanro did all he could to buy time for the economy he'd been trying to build up all game to kick in and save him but when the big ball of zees and goons and storms rolled across the map he couldn't stop it. Some well placed storms and a lot of zealots made short work of his hydralisks.
Free played this exactly how I think it should be played. With a lot of gateways, a lot of units and a lot of storms. He made a big ball of Protoss and rolled across the map. His attempts at harass weren't great but in my opinion he only did them because he was waiting for ob tech and his mass to kick in and had nothing better to spend his money on at the time. They could have been better but they were insignificant to the game either way.
--
Nothing new really to say about either Horang2 or Doctor.K. Based on their first games I'd expect The Doctor to take this but we've not really seen enough to judge. All we know is Horang2 doesn't scout very well but has nice reaver micro and Doctor.K chokes (I am unwilling to believe that the coaches don't hit them with blunt objects when they forget something so simple yet important as walling PvP when their range includes darks).
Horang2 opted for an aggressive proxy one gate opening near Doctor.K's nat while Doctor went 1 gate scout, saw his scout probe timing and recognized the proxy timing, quickly scouting it and making a second gate himself. I have to conclude this was part of Horang2's plan though as he used the 1 gate zealots just to buy time without any real intent to do damage, instead getting gas and hiding dark rush tech. Eventually Doctor's 2 gate had a big enough advantage to kill the pylon to the proxy 1 gate (something I can't believe Horang2 didn't foresee) leaving him with a completed archives and no gateways. It didn't matter though because Doctor.K had scouted that Horang2 had gas but no tech buildings so had placed cannons more than early enough to deal with a dark rush. His army attacked Horang2's main and although it was eventually cleared up by darks he scored a number of probe kills. The darks chased Doctor.K back to his main, scoring a few kills (partly because of the inability of Doctor.K's dragoons to hit uphill) but the containment only lasted about 30 seconds before observers were out and pressuring. Horang2 knew he was very behind by this point and went for 4 gateways with absolutely no detection, retreating and surrounding The Doctor's advancing forces then moving in for a flank and kill. It was a nice play and helped him recover but Doctor.K was expanding and still had enough dragoons to be safe. Doctor.K realized the expansion was enough to set him ahead and camped on it with a big concave of dragoons. When the inevitable battle came he easily destroyed Horang2's forces. From then on it was over. Horang2 managed to make a big army, including reavers but the difference in their economies was more than he could recover. To add insult to injury Doctor.K eventually scouted the proxy tech hide which housed every one of his tech buildings.
Horang2's build was bad. A good player will recognize what the probe scout timing means and Doctor.K is no exception. Even had Horang2 made a second proxy gateway so the dark rush wasn't delayed it wouldn't have worked. He gave himself a big build order disadvantage attempting a cheese that would never work. From then on he played all-in and failed. Doctor.K played well I guess although I pretty much expect that level of reading from a progamer.
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Byzantium 2 seems to be balanced PvZ so far. It's a good map for the style Kwanro has shown us so far, but Doctor.K will have seen those games and presumably even if he doesn't know what they mean his coach will have told him how to adapt to them. I'd consider him the favorite here. He's not shown himself to be anything special but he seems solid and Kwanro is questionable.
Doctor.K spawned at 11 and Kwanro at 5. Kwanro opted for overpool speed and Doctor.K went forge expand after not scouting him first. With cross positions against an overpool Doctor.K earns the title of only Protoss to use the right FE build by going nexus then cannons. He then undermines that by voluntarily moving his scout probe out of the zerg base. Just don't do it. To add to my tips from when Kal did the same, just don't do this. Ever. Keep the probe circling around his min line so you can see what he is making out of his hatchery. This is quite frankly bad. It's absolutely the incorrect way to play. You need to keep that probe at his hatchery, looking at what is coming out of those eggs, if he's saving larva (means he's adding another hatchery somewhere), if he's getting gas after speed(lair or hydra cheese), if he's droning or linging. This is crucial information and you can't not get it. What happened next is exactly why.
Kwanro walled his ramp with two of his first 6 lings and pumped lings constantly from his main hat. Then he killed the scout probe with the other 4 speedlings and did a run through with about 20 speedlings before Doctor.K had any defense to deal with it. A third cannon warping and a loose wall did nothing to stop his main mineral line getting owned, losing a seventeen probes before the lings were cleaned up. You simply cannot sustain that kind of damage. Doctor.K was left with 6 probes between two bases. The game was over. It didn't matter what Kwanro chose to do to clean it up.
Doctor.K made a D level mistake and was punished for it. Kwanro didn't do a risky build this game. He recognized that Doctor.K decided it'd be fun to play blind and punished him for it. This kind of scouting is something very simple which should always be a part of your (yeah, I mean you, the reader, personally) game. Write it on a post-it note and put it next to the screen. Nobody, even at D rank icc, should fail like that. I would hate to hear what the SKT coach says to Doctor.K about today. Losing two games with absolutely basic mistakes. When you're against a range of builds PvP and that range includes darks you always wall because it costs you nothing and might save you the game. Always. Early game PvZ you circle the mineral line with your probe because if he only has 1 hatch all the information is there. If you move away you lose the minerals to glide to and risk being blocked from getting back to where you need to scout. Absolute basics. I expect better.
Recommended game:
Free goes up against Kwanro in the winner’s game. The most entertaining game of a mediocre bunch.
Honestly though, watch Light vs Fantasy from Monday’s winners league, it is so much better.
Honestly though, watch Light vs Fantasy from Monday’s winners league, it is so much better.
Terran player profiles by
![[image loading]](http://www.teamliquid.net/tlpd/images/Ticon_small.gif)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Out of almost 2500 liquibets, 84 believed Hwasin would get out of his group. I… was not one of them. His game against Jaedong showed some great timing sense and scan use:
- You won the zergling fight against JD
▲ When I scanned I saw he had no sunkens and had a few drones so I expected it. So I tried to hug the wall asap, but the wall was far away. I thought I was going to lose, but the firebat came at the right timing which allowed me to win.
▲ When I scanned I saw he had no sunkens and had a few drones so I expected it. So I tried to hug the wall asap, but the wall was far away. I thought I was going to lose, but the firebat came at the right timing which allowed me to win.
He is now 9-1 for 2009 and a sure thing for the next power rank. He will have a tough test against Luxury in the ro16, another gamer his is streaking along of late.
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Yes, he lost against Hwasin, but took care of things with business like efficiency the rest of the night. An interesting note about that game, translated by the legendary MrHoon…
- You lost at the winner's match.
▲ I was at such a disadvantage from the start. For progamers, my start is a bad build against Hwasin hyung's build. Spectators might not understand, but hwasin risked everything and went for the command. People thought we were mirrored, but I was 2fac speed, while hwasin hyung was 3fac speed. From the start, the game was a 40% for me and 60% for Hwasin hyung.
▲ I was at such a disadvantage from the start. For progamers, my start is a bad build against Hwasin hyung's build. Spectators might not understand, but hwasin risked everything and went for the command. People thought we were mirrored, but I was 2fac speed, while hwasin hyung was 3fac speed. From the start, the game was a 40% for me and 60% for Hwasin hyung.
By “the command” Flash means command of the game, I am sure. (MrHoon correct me if I am wrong). Early on Hwasin kept an extra scv on gas to get his third factory, while Flash was completely off gas until after his CC was put down, making his third factory late. This allowed Hwasin to have early vulture numbers over Flash and set up a mine contain outside his ramps. On a two player map in TvT, having that initial position is very important, as it allows you to choose where to fight.
This manifested itself at the 14 minute mark of the VOD, where Hwasin was able to attack the second expo of Flash while remain unmolested himself.
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Dude… you hit a cow with a yamato gun. That isn’t cool, this isn’t Mars Attacks. Neither is having your mineral only mined out without you ever even scouting it. FBH is slumping hard lately, and was totally outclassed in both his games. Hopefully in the future his fingers can do the talking rather than that big yap of his.
Protoss player profiles, by
![[image loading]](http://www.teamliquid.net/tlpd/images/Picon_small.gif)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
Yes, he won, but not in spectacular fashion. Considering the level of competition, one would have expected cleaner games from free. Against Doctor.K…
…Both players macroed and then free moved in and killed Doctor.K. A disappointing result given the Doctor's micro, as he would have easily saved himself and been ahead if he'd just walled. Free took risks and ultimately relied upon Doctor.K's mistakes rather than his own skill to win…
And against Kwanro…
Free played this exactly how I think it should be played. With a lot of gateways, a lot of units and a lot of storms. He made a big ball of Protoss and rolled across the map. His attempts at harass weren't great but in my opinion he only did them because he was waiting for ob tech and his mass to kick in and had nothing better to spend his money on at the time. They could have been better but they were insignificant to the game either way.
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
Both of our non-qualifiers had a couple bright moments in an otherwise dismal night. Doctor.K showed some good micro flair, but repeatedly failed to position him army or scout correctly, which cost him in both games. Against Kwanro…
Doctor.K made a D level mistake and was punished for it. [Talking about leaving Kwarno’s base with his scouting probe] Kwanro didn't do a risky build this game. He recognized that Doctor.K decided it'd be fun to play blind and punished him for it. This kind of scouting is something very simple which should always be a part of your (yeah, I mean you, the reader) game. Write it on a post-it note and put it next to the screen. Nobody, even at D rank icc, should fail like that. I would hate to hear what the SKT coach says to Doctor.K about today after losing two games with absolutely basic mistakes. When you're against a range of builds PvP and that range includes darks you always wall because it costs you nothing and might save you the game. Always. Early game PvZ you circle the mineral line with your probe because if he only has 1 hatch all the information is there. If you move away you lose the minerals to glide to and risk being blocked from getting back to where you need to scout. Absolute basics. I expect better.
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
Horang2 also failed to live up to expectations, what minor ones there were. A lack of scouting cost him against Kwanro, and then a questionable build in an elimination game made things easy for the good Doctor. It is a little disappointing that he would place his fate in a proxy build down 0-1, rather than play with his full abilities.
Horang2's build was bad. A good player will recognize what the probe scout timing means and Doctor.K is no exception. Even had Horang2 made a second proxy gateway so the dark rush wasn't delayed it wouldn't have worked. He gave himself a big build order disadvantage attempting a cheese that would never work. From then on he played all-in and failed.
Zerg player profiles, by
![[image loading]](http://www.teamliquid.net/tlpd/images/Zicon_small.gif)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
Kwanro did what he had to, but like free he did not show any particular flair or substance doing it. He got away with a free expansion against Horang2, and beat Doctor.K with a speedling runby. Neither player from this group made an impression as an MSL contender.
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
Yes there were fireworks in the FBH game, but outside of that Jaedong did not play up to his status as the premier zerg of today. His game against Hwasin featured him failing miserably with his early lings. He would have had better luck pulling back as the MM was against the wall, and then circling about to pick off the reinforcements. This would have bought him the time to put up a single, game-saving sunken colony.
Against Flash he chose the increasingly popular two hatch muta build, and while he kept Flash busy early with a speedling run-by he could not do enough damage to slow him down. Flash traded turrets for time, and was careful not to move out too soon. He showed extreme patience while Jaedong took a questionable expansion at 6, right in between the two mains. His plan was to secure three gas into guardians, but Flash read him like a book, scanned 6, chose SK Terran, and poisoned Jaedong’s army just as it morphed. Jaedong didn’t stand a chance.
Kwark’s protips!
How to counter an overpool build…
A quick tip. The correct build vs overpool with anything but close positions on a small map is 10-13 forge, 13 nexus, 13 cannon (with a second cannon if larva saved count/extractor merit it). I don't understand why progamers don't tweak their builds to scouting information.
How to stop dts when teching to dts yourself…
The Doctor opted for an expansion with a late robo, camping against any aggression on his side of the bridge while free threw caution to the wind, expanding himself with absolutely nothing to counter darks with, save the possibility of noticing the shimmer and walling his own ramp with darks and sacrificing his expansion.
On reacting to speedlings as protoss…
When the zerg goes for a speedling build you often have to make several cannons before you expand. In this scenario it's better to keep pumping probes than go for 13 cannon, 13 cannon, 13 cannon, 13 nexus. Probe production really doesn't take much of a bite out of your economy when all you're making are cannons and the added income doesn't delay your nexus that much. Remember the zerg isn't fast expanding any time soon, he's making lings to break you with. You're economically ahead and don't need to risk making a nexus faster than you have to. Free didn't delay his nexus by very much and pumped out an extra 7 probes for it. It's a very situational play but one you should be aware of.
About Neo Harmony…
Neo Harmony is a new map and is currently 9-5 in favour of zerg over protoss. It is very difficult for a FE Protoss to establish a safe 3rd on here. This means that a mobile zerg playing for map control rather than an aggressive win can simply starve the protoss out. The protoss player really must seize map control in the early midgame and maintain the momentum on here in my opinion. Expansions can only be taken and held when the protoss player has a lot of threat keeping the zerg pinned down.
I'd judge this map to favour the FE into zeechon timing rush we've seen because the spread out expansions make a unified zerg defence difficult to maintain and a mass of protoss roaming the map covers the otherwise difficult to defend protoss expansions. I think extremely aggressive, macro orientated midgame play is what the protoss player needs to get into the lategame in a good position.
I'd judge this map to favour the FE into zeechon timing rush we've seen because the spread out expansions make a unified zerg defence difficult to maintain and a mass of protoss roaming the map covers the otherwise difficult to defend protoss expansions. I think extremely aggressive, macro orientated midgame play is what the protoss player needs to get into the lategame in a good position.
MSL contest!
From last week’s episode…
I want to have a bracket contest for the round of 16, but I don’t even own Photoshop, let alone know how to use it. So, make me a sweet set of brackets once the final two groups are finished, and we will use it for the contest! I will even give you two extra entries, increasing your odds of winning. PM them to me or post them in this thread. Good luck ![](/mirror/smilies/smile.gif)
![](/mirror/smilies/smile.gif)
So far I have a total of… zero entries! If you do not wish to be stuck with my pedestrian attempts on MSPaint which will resemble cave art drawn by amputee Neanderthal, I suggest you get to it.
Poll of the Week
FireBatHero talked a lot of shit to Jaedong, and then promptly got is stuffed down his face.
Poll: What was more bad manner?
(Vote): FBH's group-selection trashtalking, ultra-yamato, and refusal to leave
(Vote): Jaedong's 5 hatcheries at FBH's smoldering nat
Next week the ro16 begins! The series is a best-of-three, with one game being played per week.
Thursday Feb. 12
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Saturday Feb. 14 (Valentines Day, maybe someone will draw another heart)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
Cheers,
![[image loading]](http://www.teamliquid.net/tlpd/images/Picon_small.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/Ticon_small.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/Zicon_small.gif)