After an opening weekend that fatigued even those of us watching at home, the 7th SonicTV BJ Starleague wrapped up its Round of 16 with a revised schedule and one of the best series of the tournament. We have learned a lot about this set of players since the SSL commenced, not least what some of them actually look like in real life. Fan chants, FPV screens and real booth juice girls in attendance, Sonic and his team have produced something that resembles all the best parts of the Korean Brood War scene we know and love. With some early teething issues out of the way, each offline broadcast has incrementally raised our expectations and our pride in what Sonic has achieved.
As the SSL returns this weekend for the Round of 8, so does our dedicated team of writers, editors and hawaiianpigs to bring you a look back, a look forward and a brief look sideways. First up is a recap of what happened in the Ro16, brought to you by long time TL community member Chef. After that we have our men on the ground, ArvickHero and JohnChoi giving you the best ten games from the Ro16 and a little insight into what has been happening on Afreeca in recent weeks. As always, Simplistik is in attendance with a new look battle report chronicling one of the most interesting and high quality games from the Ro16, Killer versus KangTaeWan. Last up we have a set of baseless assumptions and blind guesses masquerading as previews, written by yours truly.
Like the setting of the sun, the rising of the tide and the changing of the juice girls, the SSL rolls on with certainty and stability. With an air of history and tradition beyond its short lifetime but with the sense of discovery and rawness of something completely new and underground, the SSL has served us well in ushering in the next era of Korean Brood War. We hope to follow the example set by Sonic, to continually improve and evolve our coverage of the SSL and other tournaments here on TeamLiquid. We’re excited for what the future holds; we hope you are too.
As the SSL returns this weekend for the Round of 8, so does our dedicated team of writers, editors and hawaiianpigs to bring you a look back, a look forward and a brief look sideways. First up is a recap of what happened in the Ro16, brought to you by long time TL community member Chef. After that we have our men on the ground, ArvickHero and JohnChoi giving you the best ten games from the Ro16 and a little insight into what has been happening on Afreeca in recent weeks. As always, Simplistik is in attendance with a new look battle report chronicling one of the most interesting and high quality games from the Ro16, Killer versus KangTaeWan. Last up we have a set of baseless assumptions and blind guesses masquerading as previews, written by yours truly.
Like the setting of the sun, the rising of the tide and the changing of the juice girls, the SSL rolls on with certainty and stability. With an air of history and tradition beyond its short lifetime but with the sense of discovery and rawness of something completely new and underground, the SSL has served us well in ushering in the next era of Korean Brood War. We hope to follow the example set by Sonic, to continually improve and evolve our coverage of the SSL and other tournaments here on TeamLiquid. We’re excited for what the future holds; we hope you are too.
Table of Contents
Round of 16 Recap
10 Recommended Games
Battle Report
Tales from the SOSPA Scene
Round of 8 Previews
Round of 16 Recap
10 Recommended Games
Battle Report
Tales from the SOSPA Scene
Round of 8 Previews
Round of 16 in BriefBy Chef
Suit Up
Group A: Pusan, Icarus, Larva, Soma
In the first set on Jade, Icarus put together a solid push that was able to get all the way across the map to just outside Pusan’s wide ramp. Pusan was comfortable in this position and crushed it easily with well timed arbiters and speed zealots. From there it was a quick victory and it looked as if Pusan’s name value would easily hold up in Group A.
In the second set, however, things got interesting. Icarus, who had spawned in the top right main, was utilizing a long term strategy in which he would take his natural and in-main mineral only, then slowly push down to the Protoss’ bottom right main, along the way he would secure his 3rd gas at the 9 o clock position. Thus he prepared a defensive early game, and Pusan, perhaps frightened of this long term plan, was too eager to gain early advantages.
From a lost shuttle and reaver that had failed to justify their cost, to many foolish engagements as the Terran inched out of his main, Pusan fell far behind. Despite showing us the focus of a pro under pressure and expanding everywhere, Pusan was not able to regain control of the match.
The third set was a mix of the wonderful and the awful. In this game it was Icarus rushing to victory. After Pusan’s ineffective zealot harass, Icarus ran to Pusan’s base hoping to end the game with a few tanks, some badly hurt marines, and vultures. He managed to kill a forward gateway, but after moving up the ramp he quickly forfeited his gains and lost the opportunity to delay Pusan’s expansion.
Moreover, Pusan had once again chosen to use a reaver opening, putting Icarus out of position. Despite this, what we saw was merely the sequel to shuttle reaver failure. Again, Icarus became excited and sought to end the game quickly. During the time Pusan needed to rebuild a reaver and a shuttle, Icarus moved out with a shaky economy and an aggressive push towards Pusan’s main. Pusan’s intensity and will to survive pervaded the match. In what was a 30 minute game of scrappy encounters, the Terran neglected his economy and macro to maintain his push. Countless times victory seemed well within Icarus’ grasp, but Pusan eventually persevered and moved onto the winners’ match.
Yeah, the guy in the ₩4,000,000 suit is really going to go out in the Ro16. Come on!
For Larva, there was a different kind of drama. Though he made it through his ZvZs to join Pusan, he did so with a frustrating disconnect game in the second match. As he stormed out of the office, he may have kept running out of the building, but for the tragic look of betrayal on Sonic’s face. While it is clear Larva must learn to control himself better, we can only hope that Sonic’s face stays burned in his memory to remind him what he is now a part of. Larva, who dressed very well for the occasion, must have the same hopes for the league, and hopefully will gain patience to match.
In Larva’s games vs Pusan, he showed very strong play, revealing the age and weaknesses of his opponent. Through his usual lurker egg tactics and excellent macro the series was finished in a convincing 2:1. In the final matchup Icarus moved on to face Pusan again.
The initial set on Jade was lost to a good mid-late game carrier switch by Pusan. The second set seemed to be a repeat of their previous match on Electric Circuit in terms of player positions, but Icarus’ strategy, combined with Pusan’s loss of his main base, meant that things played out more calmly. It was a patient and methodical Pusan who was eventually able to seize victory when Icarus’ resources had dwindled and his war machine ran out of steam.
Larva and Pusan advance to the round 8.
Picture Perfect
Group B: Mong, Perfectman, Shinee, Saber
Perfectman is the story of this group. Fresh out of the pro scene as a Protoss with high hopes and a fair amount of stage experience, he was a fearsome opponent to even the highly ranked SOSPA guru, Mong. The first set was determined by an extremely successful dark templar rush, and sealed through an aggressive dragoon attack against too few tanks. Perfectman became justifiably confident having humiliated the proud Terran.
The following game was a half hour of Perfectman toying with Mong, using only carriers off a handful of bases, attempting to finish off Mong with as little effort as possible. As he attempted to acquire the super army that is dragoon, high templar and carrier, but Mong wouldn't be deposed in such a ridiculous manner. He fought hard, and often teetered on the cusp of defeat, but eventually earned a right to play the third set.
It may not have been Perfectman’s intention to play in such an arrogant style, but his stubbornness to finish the game with his carrier fleet showed a certain disregard for his opponent. In the third set, however, Perfectman played an honest and totally dominant game. With very nice dragoon usage in the early game that obliterated Mong’s tank push, he comfortably sealed the game with arbiters and gave Mong no chances to win.
Perfectman was then faced against Shinee, who had defeated Saber 2:0. In set one Shinee opened with a build far beyond his ability, that is, the quick science vessel and wraith strategy that had once been executed to much entertainment but little popularity in Proleague. His sloppy execution was easily defeated by the competent Perfectman. In set 2 on Electric Circuit, Perfectman was faced with a similar situation that Pusan had been in. Cleverly he took the side expo that would have been Terran’s to mine from, as opposed to a safer, less vulnerable expo. Perhaps he wished to mine many minerals from this expansion before Terran would inevitably take it, but instead he never inevitably lost it, and so he inevitably defeated Shinee 2:0.
If it was possible for a mouse to feel fear, this one would be absolutely terrified.
The final match between Mong and Shinee was one of some doubt. TvT is very interesting, but very different from the other matchups in the game. How will they handle the maps without the practice time and incredible mechanics and endurance necessary for modern play in this matchup? In the end it was Mong seemed to have a much better grasp of the matchup.
Where Shinee tried to skip over the difficulty of tank lines and map splitting by using the now aged quick mass dropship technique, Mong responded well and controlled the map to attain victory in the first set. The second set featured more competent play by Shinee, with shaky tank lines by both players and very little pushing, into an hour long wraith war in which Shinee won because he built battlecruisers, valkaries and vessels with EMP to supplement his army, and Mong did not.
In the third set Mong gained an early advantage with a strong, but reserved tank contain that was just barely in range of the natural command centre of Shinee, critically halting Shinee’s economy while he expanding himself. Shinee expanded via dropship and eventually recaptured his natural for a short while, but was still contained at the wide ramp of Sniper’s Ridge. Soon he lost his natural again and from there it was a quick 20 minute breeze to victory by Mong.
Perfectman and Mong advance to the round of 8.
Business As Usual
Group C: Killer, HiyA, Hint, KangTaeWan
Killer and Hiya are probably most foreigner’s picks to win the tournament, and they greet us in the opening set. Killer chose an older style which focuses on a strong mid game army. He took his second natural expo and in a dominate game, kept up with every attack Hiya threw at him, until finally he grew so big that he became unstoppable.
In the second set, Killer again opted for a later hive and stronger midgame army, but in the defining moment of whether he was to hold his main and natural against a marine medic tank vessel composition, one side of his flank was blocked off by vultures and mines just in time to interrupt his pincer. With no lings leftover and Hiya quickly destroying the lurkers, Killer was forced to gg.
In the third set on Sniper Ridge, Killer built many lings for some early harassment against the fast expo of Hiya. He did a moderate amount of damage and delayed mining, but impatiently brought his lings to attack what he must have thought might be a weak ramp. Hiya defended well and killed the lings. Thinking he had a great advantage he pressed forward with a miniscule army of medics, marines and firebats. Killer’s mutalisks arrived just in time to clean it up, and with no army, Hiya quickly fell prey to their attack in his main where he was forced to resign. In these games it became clear that Killer was the stronger of the two.
Together again.
KangTaeWan, somewhat surprisingly, pushed through Hint in two convincing games. Hint, who favoured dark templar harassment tactics in both matches, lost quickly to a solid defence by KangTaeWan, followed up by very quick and deadly pushes.
Against Killer KangTaeWan fared better than expected but not well enough to defeat the tiny tyrant. In game one he utilized a strong one base style, which Killer reacted to calmly and cleanly. Again, Killer favoured a midgame army and eventually defeated the Terran with very patient and strong flanks until his economy was overwhelming.
In the second set Killer utilized a play in which he takes a rarely scouted mineral only in the opposite main on Electric Circuit, and via a crazy Zerg mutalisk to hive tech transition, hopes to hold it through generous use of sunkens and nydus colonies and ultralisks. This time however, KangTaeWan was completely on top of the situation.
Although Killer was expanding all over the map Terran would shut each expo down before they could become properly functional. Killer eventually amassed an incredible number of ultralisks, but by that time the Terran had also accrued a fleet of science vessels and was irradiating the ultralisks without mercy. These squishy ultralisks were no match for the endlessly marching army of marines and medics and the set was finished.
In the third set, Killer played a much more convincing game and defeated his opponent with the same midgame lurker style army. Through the sheer number of lurkers he amassed, he busted down the front door of the Terran.
In the final matches between Hiya and KangTaeWan, Hiya’s understanding of TvT is overpowering. In the first set, he used a good wraith tank composition that delayed KangTaeWan’s third while he took two expos, and in the second set he played a proxy barracks that against a fast command centre beat KangTaeWan on marine count and ended the game despite the scuffle of KangTaeWan’s SCVs.
Killer and Hiya advance to the round of 8.
When Ample Is Not Enough
Group D: Cola, Sky, Ample, Koala
Sky, henceforth known as the High-Five Bandit started Group D off with his match against Cola. In his first game vs Bandit, Cola responded in typical fashion to a forge FE by taking his second expansion at another base’s natural. Minutes later he found his mutas unimpeded at Bandit’s natural, but his own base under the attack of a steady stream of zealots. Through two stargates of corsairs at his main, Bandit was able to regain control of his own main while he killed the natural and much of the main base of Cola.
The second match went far better for Cola, as Bandit proxied 2-gate and was met with a large zergling count and the safe mineral only expo of Cola. Cola cleaned up the zealots in short order and the High-Five Bandit conceded. The third match was decided with a forced cancel at one of Cola’s early expansions due to warping cannons and excellent zealot harass. Cola’s timings all fell behind and he soon found the Bandit using a large number of dragoons to break his sunken line. Bandit received Cola’s gg and proceeded to trick the interviewer girl into giving him a limp high-five before she knew what was happening.
In the next match between Ample and Koala, the former (henceforth called Passion Terran because that is what it sounds like Sonic is saying) a straightforward TvT was played. Ample easily took control of the map and before Koala knew what was happening had contained him on all sides, eventually crushing him under his economic weight. In the second game, Passion Terran’s proxy marines were able to make clutch kills on Koala’s marines before they could enter a bunker necessary to defend his fast expansion.
Our gracious host.
In the first game between Bandit and Passion Terran, Passion Terran showed a solid style of TvP. With a good defence on the low-ground main of Jade, he deflected dark templar drops and quickly amassed a 200/200 army. On moving out he threw two perfect EMPs on each of the Bandit’s arbiters, leaving behind a casterless zealot dragoon army that was easily mopped up. Passion Terran pushed to the main base of the Bandit with ease and finished the game.
In the second set on Electric Circuit, Passion Terran was faced against a dastardly proxy shuttle play. Before he knew it there were six goons dropped into the corner of his main ready to destroy two badly out of position siege tanks. The Bandit easily closed the game, but this time when he sought a double high five from the interview girl, he was firmly rejected by means of her hiding her head in her hands and running away.
The third set was played on Sniper Ridge. Though Passion Terran again showed great strength in his defensive phase, the game wore on. His forces became spread out when he tried to secure four bases, his presence on the map dwindled and Bandit’s aggression was insatiable. Though Bandit refused to tech anymore than templars with storm in shuttles to aid his army, because he had map control he was able to move freely from Passion Terran’s third to his fourth and catch Passion Terran out of position numerous times. In the end the Bandit was victorious and performed some kind of offensive rice ceremony.
In the loser’s match, Koala was eager to end the game before the Cola’s famous hive tech could kick in. After some failed sunken busts and lacking mutalisk harass, Cola achieved hive tech and was able to overcome the Terran with defiler ultra while pressuring with guardians.
In the second game on Electric Circuit, Cola was victimized by effective vulture harassment. Against pure mech Cola built a few early queens to aid an aggressive hydralisk attack, but failed when he had only a handful of hydras against a large number of goliaths. To exacerbate his declining situation, he had taken the expansion in between himself and his Terran opponent, leading to a straight forward and devastating push by Koala.
The third game became a horrifying display of failed sunken breaks. From a 3rax to a 5rax marine medic off one base, Koala attempted to break the Zerg defence countless times with poor technique. In his final attempt, the camera zoomed in on the erratic movements of his fingertips, but Cola was by then in no danger thanks to his recently hatched lurkers.
Cola moved on to face Passion Terran in their first set. Cola opened up with an aggressive style in the form of crazy Zerg. When he experienced extremely successful mutalisk harass against an advanced group of marines and medics, he added many rounds of lings to the fray and was able to take down Passion Terran’s natural. In spite of this grim situation, Passion Terran managed to stabilize. Against a fully teched and economically powerful Zerg, he took out two expos and nearly had secured the game for himself when his attack on a third was thwarted. It was here that Passion Terran finally ran out of steam, unable to secure a third against a handful of ultra and defiler.
After a little persuasion from Sonic's employees, Cola is considering a name change to Juice.
In the second set Passion Terran opened FE mech. Cola again built early queens, but because he had not suffered drone losses this time, he had sufficient army to survive into a grand scale late game. With 7-8 expos apiece, Cola utilized everything from guardians to drops with proxy nydus canal, to ultralisks and defilers. Despite this, Cola never quite broke Passion Terran’s ever encroaching front lines and eventually gave his gg.
The final set began with an aggressive bunker play. Passion Terran brought many SCVs and a few marines, but against excellent drone defence killed almost nothing and lost all his marines and SCVs. Passion Terran set up an impregnable wall at his natural which granted him temporary survival, but when the game progressed to the mutalisk harass stage he was too far behind to properly defend it. Cola’s defensive mind allowed the game to continue, and Passion Terran with two bases desperately tried put something together against Cola’s diverse late game compositions. His efforts were valiant, but he was unable to reach any further, the last player from the round of 16 to concede defeat.
Sky and Cola advance to the round of 8.
10 Recommended GamesBy ArvickHero & JohnChoi
- 10You'd think you're back in 2001 watching this game. A refreshing game to watch.
- 9A victory against all odds.
- 8Saber brings a brilliant strategy to the table. Mong brings his Gorrilla-strong play.
- 7Icarus vs. Pusan on Neo Electric CircuitA strong Spirit will never give up no matter the outlook.
- 6Carriers are always fun to watch.
- 5A brilliant tactic flips the game on its head.
- 4Mong vs. Shinee on Neo Electric CircuitEpic TvT. You don't see mass wraith vs BC/Valkyrie/Wraith/Vessel everyday.
- 3SK Terran vs Crazy Zerg. The macro is off the charts.
- 2Jaw-dropping lategame management play. Amazing play by both sides.
- 1Pusan vs. Icarus on New Sniper RidgeSimply the best game of the Ro16. Stellar play by the winner to take this amazing, intense game.
Killer vs KangTaeWan Battle ReportBy Simplistik
According to the expectations of many, group C of the round of 16 was going to be about one match and one match only. Killer and HiyA were widely tipped to take the first two places. The only open question was how those two would split up the spoils. The anticipated parlour match happened right at the beginning of the day. Killer prevailed, cementing his position as the title favourite. In the other match KangTaeWan beat Hint without too much ado. The winners match was supposed to be a formality.
On the one hand we had Killer, a former Jaedong protégé and one of the top players on fish. On the other hand we had KangTaeWan (KTW), who had probably only made it out of his all TvZ Ro32 group because Terror managed to get himself banned somehow. In game 1 Killer calmly outmanoeuvred his opponent with standard play. KTW tried his best to offer up some resistance, but ultimately that didn’t amount to much. Game 2 takes place on Neo Electric Circuit. The record suggests that the map favours Terran in this matchup. Some of the reasons for Killer’s play might be attributable to that…
Killer's point of view
Our Zerg favorite finds himself in the top left corner. Killer decides to play a greedy game. The first zerglings hatch only shortly before the third hatchery finishes growing. After building an extractor he goes straight for spire tech. A small swarm of zerglings, a single sunken colony and two creep colonies are deemed sufficient defence for the time being.
The first flock of mutalisks immediately heads south, with the intent to at least put on some pressure. Three turrets and two rounds of fresh marines however convince the mutalisks to keep their distance from the Terran natural for now. Instead of taking the obvious fourth base at 12 o’clock, Killer sneaks in a hatchery at the mineral only of the bottom right base. Meanwhile the mutalisks have found a hole in the air defence and manage to pick off a few units inside the Terran main base.
Our Zerg favorite finds himself in the top left corner. Killer decides to play a greedy game. The first zerglings hatch only shortly before the third hatchery finishes growing. After building an extractor he goes straight for spire tech. A small swarm of zerglings, a single sunken colony and two creep colonies are deemed sufficient defence for the time being.
The first flock of mutalisks immediately heads south, with the intent to at least put on some pressure. Three turrets and two rounds of fresh marines however convince the mutalisks to keep their distance from the Terran natural for now. Instead of taking the obvious fourth base at 12 o’clock, Killer sneaks in a hatchery at the mineral only of the bottom right base. Meanwhile the mutalisks have found a hole in the air defence and manage to pick off a few units inside the Terran main base.
KangTaeWan's point of view
Our plucky Terran underdog starts in the bottom left. With full information from completely uninhibited scouting, he opts for expanding after training a single marine. As soon as his natural is running KTW adds four additional barracks and an engineering bay. For quite some time there are more marines than zerglings, yet he doesn’t even attempt a feint.
KTW realises that waiting isn’t going to get him anywhere. A squad of marines with light medic support makes its way north. Four sunken colonies at the natural and the threat of mutalisks and zerglings in the fog persuades the infantry to check out the fourth instead. The Terran units don’t find anything at the 12 o’clock location. Instead of looking around the map for other possible expansion locations, the vanguard marches back to the Zerg natural in a little circle.
Our plucky Terran underdog starts in the bottom left. With full information from completely uninhibited scouting, he opts for expanding after training a single marine. As soon as his natural is running KTW adds four additional barracks and an engineering bay. For quite some time there are more marines than zerglings, yet he doesn’t even attempt a feint.
KTW realises that waiting isn’t going to get him anywhere. A squad of marines with light medic support makes its way north. Four sunken colonies at the natural and the threat of mutalisks and zerglings in the fog persuades the infantry to check out the fourth instead. The Terran units don’t find anything at the 12 o’clock location. Instead of looking around the map for other possible expansion locations, the vanguard marches back to the Zerg natural in a little circle.
Where there is a will, there is a way.
After six sunken colonies have been morphed, the lair starts turning into a hive. With no hydralisk den in sight there won’t be (m)any lurkers this game. The mutalisks dive into the Terran main again, killing a small number of marines and SCVs. The surviving air units are joined by a few zerglings. After a little manoeuvring, Killer trades his zerglings favourably for marines, keeping the flyers alive.
Killer prefers buildings over units. He starts morphing a hatchery at the bottom right main, and an ultralisk cavern in his main. A nydus connection across the map and some sunken colonies are added with the intention of keeping the bottom right secure. During this construction spree, marines stroll into the top base and kill the hatchery. But not to worry, another hatchery finishes morphing at the top right main. Zerglings and mutalisks try to draw the marines away, but it doesn’t work. At least ultralisks are now morphing.
The first six ultralisks are on the field, ready to defend the bottom right base. That seems to be enough to scare away the marines until further notice. Killer adds a flutter scourges to his army, to combat the growing threat of mass irradiation. A large swarm of zerglings races around the center of the map. The marines at the bottom right are casually sliced up by a stampede of ultralisks.
Killer prefers buildings over units. He starts morphing a hatchery at the bottom right main, and an ultralisk cavern in his main. A nydus connection across the map and some sunken colonies are added with the intention of keeping the bottom right secure. During this construction spree, marines stroll into the top base and kill the hatchery. But not to worry, another hatchery finishes morphing at the top right main. Zerglings and mutalisks try to draw the marines away, but it doesn’t work. At least ultralisks are now morphing.
The first six ultralisks are on the field, ready to defend the bottom right base. That seems to be enough to scare away the marines until further notice. Killer adds a flutter scourges to his army, to combat the growing threat of mass irradiation. A large swarm of zerglings races around the center of the map. The marines at the bottom right are casually sliced up by a stampede of ultralisks.
KTW decides that two bases are enough for the time being. He builds two starports and a science facility, intent on playing SK Terran. A large group of marines heads north, to have another look for additional bases. Feeling endangered and getting demicated somewhat by the combined mutalisk-zergling-threat, the infantry heads back home. Reinforcements join the remaining units and the ball heads north once more.
The marines, desperate for something to shoot at, head straight for the 12 o’clock base. There is no resistance so the hatchery falls easily. Spurred on by their success, the marines head east. KTW finds the top right hatchery with one marine and sends his army over. Unimpressed by the small number of Zerg units, the marines tear down the hatchery.
After sending a long single file of infantry south, KTW claims his mineral only. Moreover, a cloud of six to eight science vessels moves out from the main together with a sizeable block of marines. The first dropship loads up some units and heads off to somewhere, never to be seen again. A control group of marines attempts to attack the bottom right, but gets thwarted by the arrival of some ultralisks.
The marines, desperate for something to shoot at, head straight for the 12 o’clock base. There is no resistance so the hatchery falls easily. Spurred on by their success, the marines head east. KTW finds the top right hatchery with one marine and sends his army over. Unimpressed by the small number of Zerg units, the marines tear down the hatchery.
After sending a long single file of infantry south, KTW claims his mineral only. Moreover, a cloud of six to eight science vessels moves out from the main together with a sizeable block of marines. The first dropship loads up some units and heads off to somewhere, never to be seen again. A control group of marines attempts to attack the bottom right, but gets thwarted by the arrival of some ultralisks.
Ten marines against six ultralisks, not even micro is going to help here.
Killer proceeds to claim both the top and the top right bases once more. A defiler mound is finally morphing as well. A little bit of static defence, in the shape of two sunken colonies, finishes at the bottom right. Scourges are hunting for science vessels that have strayed too far from the infantry.
In response to the failed attack on the bottom right, the bulk of the marine force heads that way. Meanwhile the science vessels are flying around the middle of the map. Five of them die to scourges, but not before irradiating nearly every single ultralisk.
There is certainly no shortage of natural gas.
A combination of zerglings, ultralisks and mutalisks (ZUM!) converges on the Terran army, but Killer soon realises that he is outgunned. Defilers join the fray and save the nydus with some timely dark swarms. Killer is now on five gas. His large ultralisk-zergling army cleans up the marines relaxing at the bottom right. After spotting a huge Terran army moving out, Killer decides that his best bet is a backstab at the Terran natural.
Infantry overpowers the Zerg units at the bottom right and destroys the hatchery. An attempt to take down the mineral only is deflected by dark swarms. A squad of marines stays to guard the area. KTW has no way to save his units at the bottom right from an ultra-ling surround, but it doesn’t matter. He moves out with a truly frightening army of 50 to 70 marines and at least eight science vessels.
Those overlords are scared and for a good reason too.
Unfortunately for Killer the buildings create a funnel small enough to allow a small squad of marines to fend off the attack. Without defiler support there is no way in. Also, a new hatchery finishes at the bottom right.
Shortly after a defiler finally managed to slither its way to the Terran natural, Killer’s army breaks through to the main base. The science vessels head back to help the defenders, but the ultralisks are shredding marines left and right. The command center at the natural is forced to lift and the SCVs try to head to safety. The attack runs out of momentum eventually, but not before disrupting mining at the mineral only for a while.
Shortly after a defiler finally managed to slither its way to the Terran natural, Killer’s army breaks through to the main base. The science vessels head back to help the defenders, but the ultralisks are shredding marines left and right. The command center at the natural is forced to lift and the SCVs try to head to safety. The attack runs out of momentum eventually, but not before disrupting mining at the mineral only for a while.
The vessels hurry ahead, looking for ultralisks and defilers. A small contingent of marines splits off to attack the top right. The bulk of the army hits the 12 o'clock base. Marines kill the top right hatchery.
A counter attack hits his main, but KTW seems sure that he can survive. Instead of defending he sends his remaining army to take out the 9 o'clock base. He also kills another hatchery at the top right natural. Ultralisks struggle to squeeze into the small space between barracks and without zergling support the main holds. However, two ultralisks prevent mining at the mineral only.
A counter attack hits his main, but KTW seems sure that he can survive. Instead of defending he sends his remaining army to take out the 9 o'clock base. He also kills another hatchery at the top right natural. Ultralisks struggle to squeeze into the small space between barracks and without zergling support the main holds. However, two ultralisks prevent mining at the mineral only.
Squeeze me, I'm huge!
Up to this point Killer has attempted to take 7 different resource spots outside of his base. So far he has managed to hold on to only a single one. Undeterred he plonks down another hatchery in the bottom right main. While Killer’s army is staring at a command center floating over the 6 o'clock base, the bottom right gets taken down again. The 9 o'clock hatchery explodes shortly after. At this point Killer is down to one gas, but he still has a control group of ultralisks. He’s also busy morphing hatcheries (surprise!).
Killer tries to escape from the marauding science vessels, but being low on gas, he lacks the crucial anti air. He also learns that one ultralisk is not enough to deny the newly established Terran base at 6 o’clock. Unable to hold on to another geyser, Killer sends his remaining units to engage the Terran. They die miserably.
Killer tries to escape from the marauding science vessels, but being low on gas, he lacks the crucial anti air. He also learns that one ultralisk is not enough to deny the newly established Terran base at 6 o’clock. Unable to hold on to another geyser, Killer sends his remaining units to engage the Terran. They die miserably.
KTW’s army has a peek at the Zerg natural, but doesn't fancy taking on the defiler supported sunken colonies. A few stray marines die to Ultralisks. Finally, mining resumes at the Terran natural and mineral only. Maybe it is because he is low on gas, or maybe KTW just prefers old style TvZ. Whatever the reasons, he doesn't like siege tanks and he doesn't like spider mines. In fact, his only factory is busy dancing a slow air minuet somewhere in the middle of the map.
KTW finds the remains of the Zerg army and proceeds to weave a neat irradiation carpet. Sensing that his moment of glory is near, he sends his huge marine force north. With his opponent critically low on everything, KTW attack moves in for the kill.
KTW finds the remains of the Zerg army and proceeds to weave a neat irradiation carpet. Sensing that his moment of glory is near, he sends his huge marine force north. With his opponent critically low on everything, KTW attack moves in for the kill.
GG.
And with that last attack, KTW puts himself within reach of making it out of his difficult group. Alas he couldn't make it count in the third game. Hiya unceremoniously eliminated KTW to join Killer in the Ro8.
Tales from the SOSPA SceneBy ArvickHero & JohnChoi
Zergman and Scouts
You may have noticed that Sky has beaten Zergman a couple of times using scouts. Now, knowing Sky, many of you guys have perhaps just chalked that up to Sky being BM as usual, right?
Well actually, it seems like Zergman has a bit of a history with scouts. Once upon a time, Sea.Kh beat Zergman using scouts, to which Zergman responded with a death threat. The scary thing here, is that Zergman did not act out in a typical raging fashion .. he simply stated "Do not play another game with me or I will murder you."
The words of a serial killer ....
Well actually, it seems like Zergman has a bit of a history with scouts. Once upon a time, Sea.Kh beat Zergman using scouts, to which Zergman responded with a death threat. The scary thing here, is that Zergman did not act out in a typical raging fashion .. he simply stated "Do not play another game with me or I will murder you."
The words of a serial killer ....
Team Battles Galore
If you've been watching Afreeca recently, you might have seen the ridiculous number of team battles that are being played. The top Fish and SOSPA players, just getting together and making teams on the spot, and dishing out games for hours on end. Sometimes all-kill style, sometimes Proleague style, sometimes as small as 2v2 and sometimes as big as 5v5.
Perhaps they're getting bored of laddering. Perhaps they're getting restless in waiting for SoPL to start. Perhaps they enjoy the thrill of gambling away balloons on their randomized teams.
What's for certain is that there are some amazing games being played out as a result of all of this.
Perhaps they're getting bored of laddering. Perhaps they're getting restless in waiting for SoPL to start. Perhaps they enjoy the thrill of gambling away balloons on their randomized teams.
What's for certain is that there are some amazing games being played out as a result of all of this.
Tyson's Lucky Night
Speaking of team battles, here's a story of Tyson's lucky night ....
It all started out with a 2:2 Team battle (all-kill format) between Tyson/Sexy vs Larva/Force[name]. Tyson lost the first game miserably, but Sexy came in clutch and beat down the both of them. Tyson scored a free 200 Balloons for losing.
Then, Sky showed up and teams were switched up. Now it was Tyson/Sky vs Sexy/Larva for 300 Balloons each. Sky, being the boss he is, dominated the team battle all on his own.
Larva shot Tyson his 300 balloons. However, Sexy demanded Sky pay him 200 Balloons, much to everyone's confusion. Sexy brought up past games where Sexy won balloons off Sky but was never paid. Sky retorted, stating that Oz players don't take balloons from each other, a rule supported by all the other Oz players. Much arguing and bickering followed.
At the end of it all, one question remained: what about the balloons? Sky, in a stroke of evil genius, told Sexy to pay Tyson his 300 balloons, thus upholding the Oz-Balloon rule but still making Sexy pay out.
Tyson, making 800 balloons from going 0-1, did much dancing and singing that night.
It all started out with a 2:2 Team battle (all-kill format) between Tyson/Sexy vs Larva/Force[name]. Tyson lost the first game miserably, but Sexy came in clutch and beat down the both of them. Tyson scored a free 200 Balloons for losing.
Then, Sky showed up and teams were switched up. Now it was Tyson/Sky vs Sexy/Larva for 300 Balloons each. Sky, being the boss he is, dominated the team battle all on his own.
Larva shot Tyson his 300 balloons. However, Sexy demanded Sky pay him 200 Balloons, much to everyone's confusion. Sexy brought up past games where Sexy won balloons off Sky but was never paid. Sky retorted, stating that Oz players don't take balloons from each other, a rule supported by all the other Oz players. Much arguing and bickering followed.
At the end of it all, one question remained: what about the balloons? Sky, in a stroke of evil genius, told Sexy to pay Tyson his 300 balloons, thus upholding the Oz-Balloon rule but still making Sexy pay out.
Tyson, making 800 balloons from going 0-1, did much dancing and singing that night.
ETC.
This last section is for bits and pieces that aren't big enough to warrant their own section, but are worth including.
- Anytime has returned from streaming after being MIA for a while. He plans to be streaming semi-regularly.
- The time of the year where men join the military is coming soon. Sadly, we'll be saying goodbye to Pusan and Shuttle then. For this reason alone, I am rooting for Pusan this SSL.
- Perfectman and Larva have some sort of a grudge going on in Afreeca right now. They are constantly talking smack to each other, and are always playing balloon-bet games versus each other. Neither player has a huge edge over the other, so this Saturday should be interesting...
- We've all seen Eagle's "retirement". But did you know that Mahell plays LoL too? However, whenever he streams LoL he puts a password on his stream. He may as well not even broadcast ...
- Finally, let's not forget all the amateurs continuing to compete, despite the deluge of ex-pros. Shinee, Icarus, ZeLoT, Asiasin and Force[Name], along with others I have failed to name. A big shout-out to these guys, and we hope they can continue to compete and receive support!
Round of 8 PreviewsBy kjwcj
Larva vs. PerfectMan
Sonic’s random drawing procedure has struck again, with Larva and Perfectman rewarded for winning their Ro16 groups by being given a fellow group winner in the Ro8. The real reward for one of these two will come in the semi-final, where they will face the winner of Pusan versus Cola, which looks to be the weakest of the four quarter-final match-ups. The word on the street is that these two have begun to build up a bit of rivalry through their online interactions on Fish, trading balloon bets and ladder points in a ritual that harks back to the Battle.net days of yore.
Larva has been something of a pleasant surprise in this tournament. Having arrived on Afreeca some time ago and not made the kind of initial impact on the Fish ladder that one would expect from an SKT progamer, Larva appeared to be a natural successor to Terror. Full of personality and with a bizarrely distinct appearance, Larva was an entertaining streamer but seemed to lack the fundamental skill as a player that would make him a factor when up against veteran progamers. In recent months, however, Larva has gone about confounding these comparisons with his performances in showmatches, on ladder and, most importantly, in the SSL.
Comfortable but not entirely convincing.
So far, Perfectman has looked solid and in the Ro16 his PvT had that element of brute-force domination often evident in the play of highly experienced progamers like HiyA and Killer. While Perfectman’s career, and the 36% lifetime win rate that goes with it, has often made him a figure of fun in the past, his results in the SSL to date serve as a timely reminder of the gap that exists between even the worst A team progamer and his B team and semi-pro colleagues.
ZvP is Larva’s self-confessed strongest match-up, and it is one that has served him well so far in the SSL. Perfectman, meanwhile, was completely outclassed by his former teammate Killer in the Ro32 but easily dispatched another former OZ Zerg, beast. The deduction that needs to be made when predicting this first quarter-final is how much better Larva is than beast, and how much worse he is than Killer. Perfectman’s pedigree and the almost pathological confidence with which he seems to play will provide a stern test for Larva and set us up for a very finely balanced opening series. However, with Larva’s form on a continuing upswing and considering his long-standing preference for ZvP, this is as good of a chance to reach the semi-final as he was likely to get.
Perfectman 3 - 2 Larva
The ying to the first quarter-final’s yang, this series between two group runners up is probably the least glamorous match-up of the Ro8 but one where the two players involved have a great deal in common. With neither Pusan nor Cola having looked particularly convincing in their Ro16 PvZ series, the stage is set for a rather awkward best of five where neither player looks entirely comfortable or confident in their play.
Pusan’s struggles with ZvP in the Ro16 were not entirely unpredictable and he deserves credit for taking his series against Larva to a third game. Likewise, Cola was not favoured against Sky and also managed to force a third map, though it was only as a result of a failed 2 gate proxy in game two. Both players have won some PvZ games earlier in the tournament but the suspect level of their opponents, ZeLoT and Minus)eagle, makes it difficult to draw any real conclusions. For all their shared weaknesses though, Pusan and Cola each have one defining strength which shines through their play in all match-ups. Tt is these strengths which will likely make the difference in what could otherwise be a rather underwhelming series.
The original APM Protoss versus the fastest player in the tournament, this is an FPV not to be missed.
Pusan’s depth of experience and understanding, resultant from a near decade long career as a progamer, is apparent in every game he plays, winning or losing. His ability to take victories with apparently outdated strategies is both confusing and inspiring. While, his APM and reaction times have slowly diminished with age, Pusan has retained the ability to surprise just about any player on earth, especially one as young and new-school as Cola. The former CJ Zerg’s apparent strength in late game management situations, best evidenced by his amazing series against Ample in the Ro16, appears to be almost a perfect counterpoint to the early-game shenanigans of his opponent. Cola’s early-game defences have at times looked shaky but if any of his games with Pusan reach the 20 minute mark, the force of his macro and his blistering APM should be brought to bear.
If it is possible to have a match with two underdogs then this is it. Both Pusan and Cola are exceptional players but this is not the semi-final that either player would have wanted. Ultimately, the result will likely be decided by which player is able to concede the least ground in their areas of deficiency. While Cola may not be able to predict precisely what Pusan will do on each map, he ought to be well aware of the need to scout early and scout well; if his defenses hold then a semi-final place should be his.
Cola 3 - 1 Pusan
A rematch of the SSL6 final, Ro8 match day two sees former OZ teammates HiyA and Sky meet in what should be one of the most exciting and high quality series of the tournament.
HiyA comes into the quarter-finals in somewhat shaky form, having just scraped by against the bold but one-dimensional play of Hint in Group C of the Ro16. Although HiyA was amongst the best TvP players in the world during his time as a progamer, his post-KeSPA career has long been dogged by an apparent weakness versus Protoss. Having been eliminated from past Afreeca tournaments by the likes of Anytime and Pusan, his defeat against Sky in the final of the last SSL was yet another in a long line of TvP disappointments for the ex-Hwaseung Terran.
Flash would be disgusted.
Sky, meanwhile, was in vintage form in the Ro16. He played beautiful solid games and attempted dirty barfight cheeses, all while his mouse pad appeared to be slowly slipping off the desk. This was Sky in his element, completely unpredictable and with the kind of unwavering self confidence felt only by madmen and geniuses. Having utterly destroyed his Ro16 group while still managing to lose two games, in a way that only he can do, Sky has carried his good form on to Fish where he’s recently recorded SonicTV showmatch wins over Mong, Tyson and even current opponent, HiyA.
Although this is a series between two of the best players remaining in the tournament, it also appears to be probably the easiest quarter-final to predict. Sky’s PvT is incredibly strong and his commitment to Starcraft appears to be as strong as ever, with his stream having been running almost as often as sniepealot’s in recent weeks. HiyA, on the other hand, has continued to struggle with his TvP as of late and has not been as active in showmatches or with Afreeca streaming as he has been in the past. Although he has the talent and the experience to spring an upset, this is one of the rare occasions where HiyA is a clear underdog.
Sky 3 - 1 HiyA
After a Ro32 performance that should have left him feeling a little lucky to still be in the tournament and a Ro16 group that he needed all 9 games to advance from, Mong continues on his road to redemption with a series against the best player in the tournament, Killer.
Mong’s narrow 2-1 victory over Shinee in the final of Ro16 Group B seems to have marked the beginning of a significant resurgence in form for the former CJ Terran. Having recently recorded convincing wins against Tyson, Sky, Pusan and by.hero, Mong’s play in recent weeks has been that of a man with ambition. As his confidence slowly returns, Mong is beginning to approach his peak form at a near-perfect time for his SSL campaign. Having stuck around at the top through wave after wave of A team progamer arrivals, Mong is a true Afreeca success story and against Killer in this quarter-final he has the chance to once again defy the greater experience and fame of big time ex-pro adversary. Killer may not be the easiest opponent Mong could have hoped for in this semi-final, but he is surely the most poetic.
Mong's tournament starts now.
To his credit, Killer has as good as we could have hoped him to be so far in this tournament, beating two of its best players, HiyA and Perfectman, convincingly, and looking as assured and efficient as we might expect against less high profile opposition. Unfortunately for Killer, this is probably the worst possible match-up he could have been given in the quarter-final. Killer was never a player who thrived in ZvT as a progamer, with his sub 40% winrate in the match-up standing in stark contrast to his strong ZvZ and ZvP records. This weakness has sometimes been perceptible in his post-KeSPA play but is yet to prove fatal. In his Ro16 series against two formidable TvZ players HiyA and KangTaeWan, the level of Killer’s multi-tasking, macro and unit control was sufficiently above that of his opponents that he was able to continue to paper over some of the cracks that have always been evident in his ZvT.
The balance between Killer’s attacking strength through his strong mutalisk and zergling control and Mong’s ability to defend until his pushes are ready will be key. Killer played an aggressive style in the Ro16 that looked to take advantage of his ability to straight up kill most players with mutalisk micro, this is best evidenced by the fact that he opened 2-hatch muta in four out of his six Group C games, a remarkably high ratio in modern TvZ. Mong’s strength in TvZ has historically been in his lategame mech play and his almost robotic execution of mid-game timing attacks, with his early-game lacking some of the attacking zest that lost HiyA his deciding game against Killer on Sniper Ridge. If Killer can find a way to break down Mong’s defences with his early-game aggression, the series could end very quickly and cleanly for the former OZ Zerg. If Mong is succeed, he will first need to survive.
In the event that Mong is able to muster something approaching his strongest TvZ play next weekend, this series could be the most significant barrier between Killer and the 4 million won first prize. In his 2-1 wins over HiyA and KTW, Killer looked like a very good Zerg player but lacked the air of invincibility that he has in other match-ups. Mong meanwhile is getting back on track after a period in the wilderness and does appear to have refound that spark that first lead to him being regarded as the strongest TvZ player on Fish, and that carried him to literally dozens of wins over all the best Zergs Afreeca has to offer. Killer’s pure A team quality should make him the favourite going into this series, but it is nothing like a forgone conclusion.
Killer 3 - 2 Mong
WRITERS: kjwcj, Simplistik, ArvickHero, JohnChoi, Chef
GRAPHICS: HawaiianPig
EDITORS: 2Pacalypse-, SirJolt