This is finally it! The grand finals! With two highly anticipated semifinals, many watched closely to see who will advance to the grand stage. The first series was one revolving around a certain keyword, destiny. A Shine vs Bisu battle, one taking back in 2017. Shine had bested Bisu several times in previous individual tournament encounters during the KeSPA era and this was Bisu's chance to make the finals and get his revenge. Alas, it was Shine who ended up having the final laugh. Claiming to be confident against the revolutionist, Bisu, Shine ended up dismantling Bisu, 3-1 to win their series and advance to the finals!
The other series was more hotly contested as Soulkey faced off against Flash in the hopes of taking down God. After some interesting games which included a 4 pool win on Camelot, Soulkey took Flash to the deciding match; a game 5 on Circuit Breaker. However, despite playing his heart out and coming ever so close, Soulkey could not do what many hoped for. Flash was victorious in the end and won a hard fought battle against one of his strongest foes yet, completing his revenge for his ATB finals loss at the hands of Soulkey. With his victory, the two finalists were now decided. Flash vs Shine, God vs Bag of Builds, who will come out victorious tonight?
Read on for a recap of Bisu vs Shine and Flash vs Soulkey by KwarK and c3rberUs respectively. The finals was previewed from the perspective of either player by BLinD-RawR and FlaShFTW. Let's get ready for the first TvZ finals in 6 years!
Table of Contents
Game 1- Circuit Breaker:
Bisu (P) spawned at 5 in orange on Circuit Breaker while Shine got 7 in white. Bisu scouted clockwise while Shine did a neat trick and send his overlord anticlockwise (rather than the usual route to the nearest nat at 10) and opted for 9 pool speed. There has been a recent trend of scouting for overlords to eliminate locations, because Zergs almost always scout in the direction of the closest Protoss natural when forced to choose between two equally close main bases and the weird overlord in combo with 9 pool speed could have given him a free win. In this instance though, Bisu was taking no chances and sent a second scout probe to Shine's base after starting his forge, wanting to ensure that there was no possibility of a third scouted 5 pool or similar.
Bisu scouted Shine's 9 pool gas build and responded with 2 cannons guaranteeing his safety against the threat of the six lings in eggs. After his probe went down the ramp to block a potential expansion, Shine made a further two lings and walled the ramp, preventing any more scouting of his main by Bisu. The first lings returned to drive the probe away from Shine's natural and both players expanded; Bisu having a significant economic lead, but Shine having the ability to deny scouting information if his speedlings were utilized effectively.
The speedlings picked off Bisu's scout probe and unfortunately, he had insufficient respect for Shine's style to have hidden a second probe on the map (a mistake which cost Best his first game vs Soulkey on Circuit Breaker). I think this was inexcusable hubris, Bisu was confident that his superior skills would easily be able to take care of Shine's "Bag of Builds" if only he knew what was coming but refused to adjust his play to scout more intensively. Four minutes into the game, literally, all Bisu knew was that Shine had at least 1 hatchery and at least eight speedlings. His probe wasn't able to check for a third at 9 or 10, nor even check for a natural expansion, didn't know lair timing, or if there was a hydra den. This is playing Shine on hard mode.
Shine went 2 hat lair with hydra den while Bisu blocked a ling runby that just wasn't coming and headed for stargate.
Refusing to modify his standard timings to adjust to his opponent, Bisu stayed on two cannons at his natural, took a fast second gas, started producing zealots and basically pretended that he was playing Jaedong (against whom small risks may be strategically swallowed to push timings to their limit). Shine's speedlings picked off a very optimistic scout probe that walked out under an overlord and Shine attacked Bisu's natural with range upgraded hydralisks, picking off the walling buildings and faking a hydra bust. The timing was a little early for a 3 hatch no lair hydra allin, but entirely believable for a 2 hatch hydra + ling allin play.
The build Shine was faking wouldn't simply run into the cannons and zealots hoping to win in a single attack the way 3 hat hydra does or do a runby the way speedlings do. 2 hat hydraling uses the hydralisks to destroy the gateway and break the wall (preventing any further zealot production) and then swarms through the gaps with lings to get on top of the cannons while the hydralisks shoot them from range. The existing cannons are destroyed and the flood of reinforcements theoretically prevent Protoss from stabilizing by killing new cannons before they finish. Bisu added three more cannons and prepared to hold his front.
Unfortunately for him, Shine's variant reduced the potency of the frontal attack he was threatening by adding a fast lair and fast drop upgrade with two overlords strategically placed ready for an elevator up to the main base of Bisu. Unfortunately for Shine, Bisu was extremely careful. Despite being in desperate need for information from Shine's main, immediately Bisu took two seconds to rule out an elevator.
There was an extremely tense few seconds as the first corsair did everything it could to kill the first overlord which had been left crucially undefended. Shine rushed his hydralisks over to protect it, but when the second corsair arrived it was sniped which was absolutely huge for the game. Bisu was facing off against a control group of hydralisks, eight speedlings with just two zealots, two corsairs and no cannons, but there was only one overlord available for elevator duty.
The elevator successfully established a foothold for Shine on the high ground, but again sloppy cover from hydralisks that were out of position allowed Bisu to pick it off. Shine had lings in Bisu's base and a corner that was covered by hydralisks on the low ground, but no overlords to follow up the initial success. Meanwhile, Bisu finally had a new gateway completed in his main and started adding cannons. With about three probes to every one of Shine's drones, Bisu could afford to engage inefficiently, all that mattered was that Shine wasn't able to kill him. Bisu's corsairs confirmed that Shine wasn't even mining his natural and he added more cannons and a robo, knowing that mass hydralisks and potentially lurker drops on mineral lines were basically his only lose conditions.
Shine did the only thing he could do, mass his overlords and prepare for one last epic drop. Overlord speed finished and Shine went for it, although he again neglected to cover his drop point with hydralisks on the low ground. The hydralisks established a secure corner of Bisu's base to drop into, but Bisu had a number of slow zealots, cannons dotted around his main and a reaver on the way. Shine's hydralisks did pretty well. He had made literally nothing, but hydralisks and overlords for six minutes and at this point, he had quite a few of them. It looked like Bisu might lose despite scouting it, punished for his hubris (he continued to mass sairs, get +1, make goons/probes etc rather than just make nothing, but cannons and wait for victory).
Then Shine started doing this for literally no reason.
Rather than use his massed hydralisks to destroy the robo bay (in the part of Bisu's base Shine now controlled) or forcing Bisu to stop mining or even just grouping all his hydralisks to overrun the gateways, Shine started feeding his hydralisks into a reaver, a few at a time. The critical mass of hydralisks was broken. Where previously Bisu could outproduce Shine but Shine could engage profitably due to his significantly greater force, now all Shine could do was trade.
GG
Bisu 1: Shine 0
editorial: Bisu played far more greedily than he needed to. His corsair game sense looking for that first overlord was nice, but had Shine been better prepared to defend or to replace it, Bisu still probably would have lost the game. Bisu had no defence against the drop beyond relying on Shine managing to throw away two overlords, both of which could have been defended by hydralisks. Even after getting extremely fortunate that Shine cocked up his opener, Bisu continued to play greedily, scouting that Shine was going mass hydra allin with just 10 drones on minerals total and not adjusting his play. Shine's build deserved to win but his poor execution and complete lack of a contingency plan in the event that both his first two overlords died threw the game. Meanwhile Bisu's weak scouting and weaker response to scouting information deserved to lose but were forgiven by his passable execution.
Game 2- Andromeda:
Bisu (P) spawned at 5 in white on Andromeda while Shine got 11 in purple. Andromeda, a classic macro map, really ought to favour Bisu although Shine pulled out an impressively prepared build vs Mong on this map in the Ro8. Shine opted for an overpool, the macro opening of players who want an economy but also don't want to let the Protoss scout probe scout them forever while Protoss confidently skips cannons. Bisu opened forge FE with just a single scout, holding off on choosing between nexus and cannons until he learned whether he'd find Shine at the second location he scouted. Finding Shine and the overpool Bisu correctly followed his forge with a nexus, cross positions on Andromeda being extremely forgiving.
Shine went for the standard hatchery at expo after overpool with Bisu refusing to contest it with his probe, instead watching the eggs and getting his advantage by delaying cannons and refusing to make more than he needed. As Shine didn't store up 3 larva and with drones steadily popping from the hatchery, Bisu went for a single late cannon, choosing probe production to match Shine's drones. Shine made two lings, one to scout for Bisu's location (although the probe scout timing strongly implied cross spots) while the other chased Bisu's probe, but this time around there was no expectation that Shine would actually deny Bisu scouting. At progamer levels, single slow zergling is intended more as an apm tax than for scout denial. In contrast to his normal style, Shine played with his cards face up, choosing to make extra drones and let Bisu see them rather than fewer drones inside a black box.
The game devolved into a classic macro game. Shine quickly dropping a third hatch at the mineral only and heading to lair in the most standard build of the current meta. As his lair neared completion Shine finally made four more zerglings and chased out the probe while Bisu neglected to drill a second probe to the main mineral line and honestly leaving earlier than he had to. The probe was successfully able to make it all the way home and contribute some valuable mining, but I'm pretty confident that scouting Shine's lair would have been worth the sacrifice. Meanwhile, Bisu took a fast second gas, made a stargate, started +1 air and dropped a robo in his nat, implying that he wished to go sairreaver.
Sairreaver is a very old school build, predating even the rise of the forge fast expansion and Bisu's revolution. It's over ten years old at this point and is generally considered to be inferior to the more common archives transitions from a fast expansion. Most viable on island maps although playable on Andromeda where control of the centre of the map isn't so important. It also has the advantage of offering rapid air control (safe vs muta), an early robo (safe vs lurkers) and reaver behind cannons (safe vs hydra break) making it a very stable opener.
Shine followed his spire with a fourth and fifth hatchery and ever more drones, declining to make the hydra den/evo wall normally considered necessary due to the threat of +1 speedlots, nor sunkens, nor hydralisks, nor even lings. At six minutes in, Shine had just five zerglings and drones, lots of drones. Bisu threw his first corsair away to scourge, hungrily chasing an overlord kill that really didn't mean much. Shine's third and fourth scourge scouted all of Bisu's base and picked off his third corsair which had been rallied to the main nexus and not to the cannons at his natural.
this shouldn't happen
this definitely shouldn't happen just a few seconds later
Shine switched his colossal economy over to hydralisk production and only hydralisk production. No queens nest, no third gas, no bases outside his initial three in his starting location, no evo chamber. Just an awful, awful lot of hydralisks. His scourge scouted that Bisu had no real production capacity. Bisu having just one gateway, and wasn't even on the same tech tree as the upgrades gateway units would need to fight against hydralisks. Bisu was playing a defensive macro opener, trying to take his mineral only quickly behind a shield of corsairs in the skies and reavers + cannons on the ground. Shine correctly identified that cannons can't move very quickly and that reavers take a long time to build, even though they're crazy cheap for how good they are, and that Bisu basically had a fortress in his natural expansion and nothing else.
After the loss of his first corsair Bisu didn't want to scout further without a critical mass that couldn't be killed by scourge. The loss of his third delayed that further and Bisu chose simply not to scout for 90 seconds. Therefore, this was the first indication that Shine had made some hydralisks.
imagine seeing that outside your base with just two zealots, two cannons, a reaver in a shuttle and a lot of corsairs
It was panic time. Bisu had assumed Shine planned to continue making drones and was preparing to harass with his corsairs and reaver. He'd built a second robo, a second stargate, shuttle speed, +1 air and a host of other things that would be really useful 15 minutes into a macro game, but 8 minutes in, and facing two control groups of hydralisks, he would have traded all of that for a control group of speedlots, six gateways, and psionic storm. Shine promptly made Bisu's day worse by bypassing his natural and the cannons there entirely.
Sairreaver abdicates map control and the ability to contest large groups of units for harassment and the ability to pick your engagements carefully. A deadly sword composed of speedshuttles + reavers and an unbreakable shield composed of cannons + reavers behind them. Unfortunately, when twenty hydralisks are dropped inside your main, you can no longer simply refuse to engage them and the sairreaver nightmare, engaging hydralisks with reavers in open terrain happened. To make matters worse, Bisu made a complete mess of the engagement. With absolutely no ground army to shield the reavers and keep the hydralisks from getting on top of them, Bisu could only really use them to defend his main, which had blocking buildings and his natural. However, Bisu threw his two reavers into a desperate attempt to hold his nexus at his mineral only third, bringing in a screen of probes far too late and wasting half of his scarab shots.
2nd, 4th and 6th scarab shots were complete duds, first reaver died, before probes even started screening
When two reavers are literally your entire ground army and two robos (which produce reavers at a glacial pace) are literally your entire ground army production capacity, you simply cannot trade units against a five hatch hydralisk Zerg. Bisu's third fell and the absence of reavers allowed Shine to promptly snipe one of the two robotics facilities, further compounding the Protoss nightmare. Bisu's corsairs finally shut down the overlord airlift operation, but Shine's hydralisks already inside Bisu's base went for the kill in Bisu's main.
Something extremely questionable then happened. Shine did not tell his hydralisks to kill the main nexus, instead allowing them to free fire.
Then Shine realized that he should probably kill Bisu's main nexus because, you know, winning games, and told the hydralisks to focus it down to 200hp (out of 1500) before deciding what he really needed to do was to run his hydralisks to where the reaver slowly crawling to save the nexus was.
Bisu's one robotics facility hadn't been able to build a shuttle to go with his desperate single reaver defense and was entirely reliant upon Shine moving his hydralisks to where the reaver was, rather than the other way around, but after Shine did exactly that, Bisu took the opportunity to get back into the game. Mining resumed as his main and his corsairs worked overtime to keep the drops out. With two stargates and +1, Bisu stabilized and with Shine still on just his starting bases and just two gas the game suddenly appeared salvageable. It shouldn't have been, had Shine killed the nexus and then just switched off hydralisk pressure into powering the game would have been over, but Shine continued to try to pressure with drops when all Bisu had was a fortress of cannons, reavers and corsairs.
when your Protoss opponent does this, maybe just let him keep those bases
Shine still had no queen's nest, no evo chamber, no third gas, nothing but hydralisks and drops, determined to try and win in literally the only way Bisu could defend against. Another three control groups of hydralisks were suicided and Shine finally decided to try a different route.
A wave of scourge were produced, followed by a wave of mutalisks and double expansions to the 9 and 1 bases. Bisu stayed on his old school sairreaver style, refusing to transition into a ground army supported by reavers with harassment style that is more commonly used in modern sairreaver games. However, without control of the air, he couldn't establish an island third base or contest Shine's two new expansions. His entire ground army was still just reavers in shuttles, without even a slow zealot screen to defend them against hydralisks. Shine was able to expand without needing sunkens, spores, lurkers, or even more than a dozen hydralisks scattered around the map, and the droning continued. Every tool that Bisu could have used to punish Shine's expansion (storm drops, dt drops, speedlots backed by reavers and corsairs, dt sair) had been declined by Bisu in favour of committing wholly to the sairreaver play.
Finally the time came for Bisu to do his sairreaver attack.
feels bad man
You don't really recover from that.
GG.
Bisu 1: Shine 1
editorial: Shine's build was just better. He correctly read that Bisu wasn't going for any kind of gateway pressure (guessed blindly, but he was right) and massed drones. Meanwhile Bisu, with all the information he could need, let Shine go pure drones while using an opening that couldn't punish it. Shine threw away the win a few times (kill the damn nexus man), but Bisu stuck with the outdated variant of sairreaver and refused to transition it into a modern hybrid gateway reaver style. Bisu simply deserved it less. His scarab micro was sloppy, his early corsair losses were totally avoidable, and his strategy was simply wrong. Shine came up with an opening that destroys defensive macro sairreaver builds on Andromeda and then destroyed one.
Game 3- Camelot:
Bisu (P) spawned at 5 in red on Camelot while Shine got 1 in white. Shine overpooled again while Bisu did another forge fast expansion, following his forge with a nexus, correctly identifying that Shine wasn't interested in making more than two lings. Shine threw down a quick third hatchery at the 12 gas expansion and picked up a gas, representing a standard 3 hatch lair 5 hatch opener.
Some sloppy probe control reduced Bisu's probe to 2hp and, either due to overconfidence or a refusal to deviate from his normal style just because he was playing Shine, Bisu declined to drill a second scout probe to the mineral line in Shine's main base. The probe was finished off and Bisu decided to send another, but because he hadn't drilled it Shine was able to deflect it with some nice micro.
An early pair of zealots got nothing done beyond forcing lings, thrown away in an attempt to scout a three hatch hydra that wasn't coming, and Shine got his spire, drones and five hatch down. For his part, Bisu scouted with a corsair, started building up a corsair count, upgrading +1 air and ground and heading towards archives. With just one gateway and early zealot losses, it was a defensive opener, building up tools for use in the midgame while ceding map control in the early game to Shine. Two corsairs were picked off by Shine who, realizing that he could take air control, pumped a wave of mutalisks. The one gateway zealots attempted to exercise any map control but were met by this nonsense.
Meanwhile, the mutalisks responded by hitting Bisu's main; mutas killing the cannon while scourge picked off the next three corsairs. Normally, zealot pressure can punish mutalisk aggression, delaying it until Protoss has five +1 corsairs. However, the combination of losing early zealots and two wasted corsairs left Bisu vulnerable and his third, fourth and fifth corsair were left to die. The correct play would have been to pull the corsairs and probes to the natural while trying to recover with high templar from the gateway covered by cannons in the natural morphing into an archon while the undefended gateways pumped dragoons.
The mutalisks couldn't have killed the nexus before Bisu would have been able to pressure them with the surviving corsairs and dragoons. By trying to fight mutalisk and scourge with just three corsairs, Bisu threw away his chance to hold the mutalisks, lost control of his main mineral line and had nothing but a rangeless dragoon to defend against muta harassment of the probes at his natural. Three corsairs in the natural, hitting the muta when the muta harassed and backing over the natural cannons when scourge pushed, would have saved him. But a single rangeless dragoon let Shine have a party.
Shine didn't even bother trying to do anything, but kill probes, ignoring the dragoons and Bisu's retaking of his main base. The economic damage was done. As the last mutalisk flew home, it scouted that Bisu was committing to dragoons and with a wave of mutalings Bisu's army was made impotent. He pushed out with dragoons, corsairs and an archon, but again mismicroed his corsairs which were picked off while stationary, far from archon support. The dragoons and the archon tried to make something happen, but without air support Shine simply focused the archon with mutalisks and lings, tanked a few archon hits on his mutalisks and then overran the dragoons with mutaling.
The constant losses prevented Bisu from ever making any kind of critical mass. His stargate had never stopped producing corsairs, but by this point in the game he'd lost around ten of them. Likewise, his four gateways had been working overtime, but his army had never been allowed to build up, his aggression being punished over and over. Bisu stopped attacking, went up to six gates, added a second archon and sheltered his corsairs until there were enough to be safe against muta. After 90 seconds of playing defensively and massing Protoss midgame units, he finally had an army he was confident pushing out onto the map with; a critical mass of corsairs, two archons for mutaling, +1 speedlots, a solid army off of two bases.
Unfortunately, Shine was still on three bases, still on three gas and had lurkers, so Bisu's brief moment of map control did absolutely nothing for him. Mutalisks and scourge threatened a stab at the main and Bisu wasn't confident he had enough corsair to defend against them without backing archons too. Two high templars were sniped by mutalisks which got out basically for free, despite corsair air cover and moving shots. However, 13 minutes into the game, Bisu finally had the air control he'd been struggling for since his first corsair. His ground army could move freely and any mutalisk backstabs could be punished with just corsairs. He could finally start harassing overlords and using the corsairs for map control.
Shine then attacked him with hydralisks and lurkers and killed him. He'd spent the entire game making awful trades in the hope that eventually he'd get a critical mass of corsairs and have air control and when the moment came to kill all the mutalisks and get ahead, Shine revealed that he wasn't playing that game anymore and what Bisu really needed were observers. The only thing Bisu's corsairs could do was keep overlords away from the hydra lurker push so that a single dt could clean it up. Unfortunately, Bisu didn't think of that and so the game was lost.
a dt, a dt, my kingdom for a dt
GG
Bisu 1: Shine 2
editorial: Bisu lost corsairs in the exact same way as game 2. His first corsair had no business trying to kill overlords with a completed spire out and his third wasn't cancelled after two scourge were allowed to sit above a stargate. He completely misplayed the defense against the mutalisks and suffered colossal economic damage to them. The dragoon archon corsair push could have worked against mutaling but again, the corsairs got thrown away. Over and over the weak link in Bisu's army was that he kept losing corsairs, before they achieved a critical mass, trading them very poorly and getting punished hard for it each time. By the time he finally had his goal, the game was over. Shine straight up outplayed him. He capitalized very well on Bisu's errors and at no point did it look like Bisu had the game under control.
+ Show Spoiler [how it went down] +
Game 4- Outsider:
Bisu (P) spawned at 9 in purple on Outsider while Shine got 1 in red. Bisu did a two gate in base zealot rush to Shine's 12 11 opener, scouting Shine first, a pretty ideal situation for him. Shine didn't scout with a drone, but he was lucky that his overlord went the right way, letting him know that Bisu was rushing him. Bisu sent two probes to block drones from making creep colonies and the micro wars were on. Zealot probe vs ling drone, zealot probe winning easily in a straight up fight, but drones having the ability to turn into sunkens and a second hatchery slowly tipping the unit production balance in Zerg's favour (while the nexus pumping probes tipped the economic balance in the opposite direction).
Micro wars went on with Bisu getting the better side of the trades and although the two hatchery ling production ultimately proved to be more than the zealots could deal with, Shine lost over a minute of mining time on four drones, only one of which returned to the mineral line. To make matters worse, Shine left drones mining gas the entire time they were microing at his natural rather than taking them off after he had 100 for speed. When the dust settled, this was Shine's economy.
around 9 drones, far too much gas, some zerglings with speed and a half hp sunken.
Bisu came out of the engagement with approximately 20 probes, five zealots, gas, and a core already started. Shine couldn't take Bisu's ramp with the zerglings and he was at a serious deficit in an eco war. He started lair and pumped a few more drones from his two hatcheries, but it was already pretty dire for him. Meanwhile, Bisu dropped a quick stargate and took a mineral only at 7. A hydralisk den completed in time with the lair, implying some kind of lurker rush, and Shine's overlord positioning over the map suggested he may try to slow drop them behind the mineral only at 8 (which he hadn't yet scouted), try to run them behind the main mineral line or at the very least, contain the ramp, forcing Bisu onto one base.
Bisu had again chosen to play completely blind until the corsair was out, despite the problems this caused him in games 1, 2 and 3. Speedlings made it impossible to slip a probe out, but a probe already placed on the map could have walked into Shine's natural and seen three drones, telling Bisu to spam cannons. A single cannon was placed at the top of his ramp behind the zealots, proof against a ling allin and, with a good enough probe drill, hydra allin. A robotics facility was started behind the cannon, Bisu covering his options.
The first corsair scouted Shine's natural and immediately saw that Shine had completely cut drones.
At this point, Bisu, who had a saturated mineral only and around twice Shine's 16 total workers (13 minerals, 3 gas), should have known literally the only way he could possibly lose the game is if he lost it in the next minute. There had been three minutes in which Shine hadn't been scouted. Bisu knew he had used that time to build up his economy into an unstoppable force that dwarfed Shine's, and he also knew that Shine had used that three minutes to do something completely different, something that involved making units that weren't drones, that involved lair tech, that involved a hydralisk den and that definitely didn't involve a spire.
So, armed with this information, Bisu continued to make corsairs, did not make an observatory, continued to make probes, did not make additional gateway units, made just one additional cannon and did not reinforce his ramp. This happened:
GG
Bisu 1: Shine 3
editorial: I know Artosis's rule is "when you're ahead, get more ahead" and given that Shine had no spire, no money to build a spire, slow overlords and very few hydra, I can see why Bisu thought that corsairs could win him the game. But if I might propose an alternative rule "when there is only one thing you can lose to, counter that thing". Bisu knew Shine was allin, he knew that even if he didn't develop his own tech, economy or army for the next few minutes, he'd still be ahead on all three if he could just not die to lurkers. And he knew it was lurkers coming. He added a second cannon after scouting all of that information and maybe he thought a second cannon was enough. But a third wouldn't have been so expensive. Not compared to losing the game. Not when his income was already over twice Shine's. Nor would a fourth. And after four cannons at the ramp were done, it wouldn't have been so expensive to put two on each mineral line either. Sure, if two cannons would have been fine, then that'd be 900 minerals wasted. But he had 900 minerals to waste.
Also it'd be so much easier for him if he just hid his 15th-ish probe on the map and then sent it to Shine's base at 5ish minutes. When you know you're playing an opponent who has a "bag of builds", it's worth losing a single worker's mining time to take a look inside that bag.
Bisu (P) spawned at 5 in orange on Circuit Breaker while Shine got 7 in white. Bisu scouted clockwise while Shine did a neat trick and send his overlord anticlockwise (rather than the usual route to the nearest nat at 10) and opted for 9 pool speed. There has been a recent trend of scouting for overlords to eliminate locations, because Zergs almost always scout in the direction of the closest Protoss natural when forced to choose between two equally close main bases and the weird overlord in combo with 9 pool speed could have given him a free win. In this instance though, Bisu was taking no chances and sent a second scout probe to Shine's base after starting his forge, wanting to ensure that there was no possibility of a third scouted 5 pool or similar.
Bisu scouted Shine's 9 pool gas build and responded with 2 cannons guaranteeing his safety against the threat of the six lings in eggs. After his probe went down the ramp to block a potential expansion, Shine made a further two lings and walled the ramp, preventing any more scouting of his main by Bisu. The first lings returned to drive the probe away from Shine's natural and both players expanded; Bisu having a significant economic lead, but Shine having the ability to deny scouting information if his speedlings were utilized effectively.
The speedlings picked off Bisu's scout probe and unfortunately, he had insufficient respect for Shine's style to have hidden a second probe on the map (a mistake which cost Best his first game vs Soulkey on Circuit Breaker). I think this was inexcusable hubris, Bisu was confident that his superior skills would easily be able to take care of Shine's "Bag of Builds" if only he knew what was coming but refused to adjust his play to scout more intensively. Four minutes into the game, literally, all Bisu knew was that Shine had at least 1 hatchery and at least eight speedlings. His probe wasn't able to check for a third at 9 or 10, nor even check for a natural expansion, didn't know lair timing, or if there was a hydra den. This is playing Shine on hard mode.
Shine went 2 hat lair with hydra den while Bisu blocked a ling runby that just wasn't coming and headed for stargate.
Refusing to modify his standard timings to adjust to his opponent, Bisu stayed on two cannons at his natural, took a fast second gas, started producing zealots and basically pretended that he was playing Jaedong (against whom small risks may be strategically swallowed to push timings to their limit). Shine's speedlings picked off a very optimistic scout probe that walked out under an overlord and Shine attacked Bisu's natural with range upgraded hydralisks, picking off the walling buildings and faking a hydra bust. The timing was a little early for a 3 hatch no lair hydra allin, but entirely believable for a 2 hatch hydra + ling allin play.
The build Shine was faking wouldn't simply run into the cannons and zealots hoping to win in a single attack the way 3 hat hydra does or do a runby the way speedlings do. 2 hat hydraling uses the hydralisks to destroy the gateway and break the wall (preventing any further zealot production) and then swarms through the gaps with lings to get on top of the cannons while the hydralisks shoot them from range. The existing cannons are destroyed and the flood of reinforcements theoretically prevent Protoss from stabilizing by killing new cannons before they finish. Bisu added three more cannons and prepared to hold his front.
Unfortunately for him, Shine's variant reduced the potency of the frontal attack he was threatening by adding a fast lair and fast drop upgrade with two overlords strategically placed ready for an elevator up to the main base of Bisu. Unfortunately for Shine, Bisu was extremely careful. Despite being in desperate need for information from Shine's main, immediately Bisu took two seconds to rule out an elevator.
There was an extremely tense few seconds as the first corsair did everything it could to kill the first overlord which had been left crucially undefended. Shine rushed his hydralisks over to protect it, but when the second corsair arrived it was sniped which was absolutely huge for the game. Bisu was facing off against a control group of hydralisks, eight speedlings with just two zealots, two corsairs and no cannons, but there was only one overlord available for elevator duty.
The elevator successfully established a foothold for Shine on the high ground, but again sloppy cover from hydralisks that were out of position allowed Bisu to pick it off. Shine had lings in Bisu's base and a corner that was covered by hydralisks on the low ground, but no overlords to follow up the initial success. Meanwhile, Bisu finally had a new gateway completed in his main and started adding cannons. With about three probes to every one of Shine's drones, Bisu could afford to engage inefficiently, all that mattered was that Shine wasn't able to kill him. Bisu's corsairs confirmed that Shine wasn't even mining his natural and he added more cannons and a robo, knowing that mass hydralisks and potentially lurker drops on mineral lines were basically his only lose conditions.
Shine did the only thing he could do, mass his overlords and prepare for one last epic drop. Overlord speed finished and Shine went for it, although he again neglected to cover his drop point with hydralisks on the low ground. The hydralisks established a secure corner of Bisu's base to drop into, but Bisu had a number of slow zealots, cannons dotted around his main and a reaver on the way. Shine's hydralisks did pretty well. He had made literally nothing, but hydralisks and overlords for six minutes and at this point, he had quite a few of them. It looked like Bisu might lose despite scouting it, punished for his hubris (he continued to mass sairs, get +1, make goons/probes etc rather than just make nothing, but cannons and wait for victory).
Then Shine started doing this for literally no reason.
Rather than use his massed hydralisks to destroy the robo bay (in the part of Bisu's base Shine now controlled) or forcing Bisu to stop mining or even just grouping all his hydralisks to overrun the gateways, Shine started feeding his hydralisks into a reaver, a few at a time. The critical mass of hydralisks was broken. Where previously Bisu could outproduce Shine but Shine could engage profitably due to his significantly greater force, now all Shine could do was trade.
GG
Bisu 1: Shine 0
editorial: Bisu played far more greedily than he needed to. His corsair game sense looking for that first overlord was nice, but had Shine been better prepared to defend or to replace it, Bisu still probably would have lost the game. Bisu had no defence against the drop beyond relying on Shine managing to throw away two overlords, both of which could have been defended by hydralisks. Even after getting extremely fortunate that Shine cocked up his opener, Bisu continued to play greedily, scouting that Shine was going mass hydra allin with just 10 drones on minerals total and not adjusting his play. Shine's build deserved to win but his poor execution and complete lack of a contingency plan in the event that both his first two overlords died threw the game. Meanwhile Bisu's weak scouting and weaker response to scouting information deserved to lose but were forgiven by his passable execution.
Game 2- Andromeda:
Bisu (P) spawned at 5 in white on Andromeda while Shine got 11 in purple. Andromeda, a classic macro map, really ought to favour Bisu although Shine pulled out an impressively prepared build vs Mong on this map in the Ro8. Shine opted for an overpool, the macro opening of players who want an economy but also don't want to let the Protoss scout probe scout them forever while Protoss confidently skips cannons. Bisu opened forge FE with just a single scout, holding off on choosing between nexus and cannons until he learned whether he'd find Shine at the second location he scouted. Finding Shine and the overpool Bisu correctly followed his forge with a nexus, cross positions on Andromeda being extremely forgiving.
Shine went for the standard hatchery at expo after overpool with Bisu refusing to contest it with his probe, instead watching the eggs and getting his advantage by delaying cannons and refusing to make more than he needed. As Shine didn't store up 3 larva and with drones steadily popping from the hatchery, Bisu went for a single late cannon, choosing probe production to match Shine's drones. Shine made two lings, one to scout for Bisu's location (although the probe scout timing strongly implied cross spots) while the other chased Bisu's probe, but this time around there was no expectation that Shine would actually deny Bisu scouting. At progamer levels, single slow zergling is intended more as an apm tax than for scout denial. In contrast to his normal style, Shine played with his cards face up, choosing to make extra drones and let Bisu see them rather than fewer drones inside a black box.
The game devolved into a classic macro game. Shine quickly dropping a third hatch at the mineral only and heading to lair in the most standard build of the current meta. As his lair neared completion Shine finally made four more zerglings and chased out the probe while Bisu neglected to drill a second probe to the main mineral line and honestly leaving earlier than he had to. The probe was successfully able to make it all the way home and contribute some valuable mining, but I'm pretty confident that scouting Shine's lair would have been worth the sacrifice. Meanwhile, Bisu took a fast second gas, made a stargate, started +1 air and dropped a robo in his nat, implying that he wished to go sairreaver.
Sairreaver is a very old school build, predating even the rise of the forge fast expansion and Bisu's revolution. It's over ten years old at this point and is generally considered to be inferior to the more common archives transitions from a fast expansion. Most viable on island maps although playable on Andromeda where control of the centre of the map isn't so important. It also has the advantage of offering rapid air control (safe vs muta), an early robo (safe vs lurkers) and reaver behind cannons (safe vs hydra break) making it a very stable opener.
Shine followed his spire with a fourth and fifth hatchery and ever more drones, declining to make the hydra den/evo wall normally considered necessary due to the threat of +1 speedlots, nor sunkens, nor hydralisks, nor even lings. At six minutes in, Shine had just five zerglings and drones, lots of drones. Bisu threw his first corsair away to scourge, hungrily chasing an overlord kill that really didn't mean much. Shine's third and fourth scourge scouted all of Bisu's base and picked off his third corsair which had been rallied to the main nexus and not to the cannons at his natural.
this shouldn't happen
this definitely shouldn't happen just a few seconds later
Shine switched his colossal economy over to hydralisk production and only hydralisk production. No queens nest, no third gas, no bases outside his initial three in his starting location, no evo chamber. Just an awful, awful lot of hydralisks. His scourge scouted that Bisu had no real production capacity. Bisu having just one gateway, and wasn't even on the same tech tree as the upgrades gateway units would need to fight against hydralisks. Bisu was playing a defensive macro opener, trying to take his mineral only quickly behind a shield of corsairs in the skies and reavers + cannons on the ground. Shine correctly identified that cannons can't move very quickly and that reavers take a long time to build, even though they're crazy cheap for how good they are, and that Bisu basically had a fortress in his natural expansion and nothing else.
After the loss of his first corsair Bisu didn't want to scout further without a critical mass that couldn't be killed by scourge. The loss of his third delayed that further and Bisu chose simply not to scout for 90 seconds. Therefore, this was the first indication that Shine had made some hydralisks.
imagine seeing that outside your base with just two zealots, two cannons, a reaver in a shuttle and a lot of corsairs
It was panic time. Bisu had assumed Shine planned to continue making drones and was preparing to harass with his corsairs and reaver. He'd built a second robo, a second stargate, shuttle speed, +1 air and a host of other things that would be really useful 15 minutes into a macro game, but 8 minutes in, and facing two control groups of hydralisks, he would have traded all of that for a control group of speedlots, six gateways, and psionic storm. Shine promptly made Bisu's day worse by bypassing his natural and the cannons there entirely.
Sairreaver abdicates map control and the ability to contest large groups of units for harassment and the ability to pick your engagements carefully. A deadly sword composed of speedshuttles + reavers and an unbreakable shield composed of cannons + reavers behind them. Unfortunately, when twenty hydralisks are dropped inside your main, you can no longer simply refuse to engage them and the sairreaver nightmare, engaging hydralisks with reavers in open terrain happened. To make matters worse, Bisu made a complete mess of the engagement. With absolutely no ground army to shield the reavers and keep the hydralisks from getting on top of them, Bisu could only really use them to defend his main, which had blocking buildings and his natural. However, Bisu threw his two reavers into a desperate attempt to hold his nexus at his mineral only third, bringing in a screen of probes far too late and wasting half of his scarab shots.
2nd, 4th and 6th scarab shots were complete duds, first reaver died, before probes even started screening
When two reavers are literally your entire ground army and two robos (which produce reavers at a glacial pace) are literally your entire ground army production capacity, you simply cannot trade units against a five hatch hydralisk Zerg. Bisu's third fell and the absence of reavers allowed Shine to promptly snipe one of the two robotics facilities, further compounding the Protoss nightmare. Bisu's corsairs finally shut down the overlord airlift operation, but Shine's hydralisks already inside Bisu's base went for the kill in Bisu's main.
Something extremely questionable then happened. Shine did not tell his hydralisks to kill the main nexus, instead allowing them to free fire.
Then Shine realized that he should probably kill Bisu's main nexus because, you know, winning games, and told the hydralisks to focus it down to 200hp (out of 1500) before deciding what he really needed to do was to run his hydralisks to where the reaver slowly crawling to save the nexus was.
Bisu's one robotics facility hadn't been able to build a shuttle to go with his desperate single reaver defense and was entirely reliant upon Shine moving his hydralisks to where the reaver was, rather than the other way around, but after Shine did exactly that, Bisu took the opportunity to get back into the game. Mining resumed as his main and his corsairs worked overtime to keep the drops out. With two stargates and +1, Bisu stabilized and with Shine still on just his starting bases and just two gas the game suddenly appeared salvageable. It shouldn't have been, had Shine killed the nexus and then just switched off hydralisk pressure into powering the game would have been over, but Shine continued to try to pressure with drops when all Bisu had was a fortress of cannons, reavers and corsairs.
when your Protoss opponent does this, maybe just let him keep those bases
Shine still had no queen's nest, no evo chamber, no third gas, nothing but hydralisks and drops, determined to try and win in literally the only way Bisu could defend against. Another three control groups of hydralisks were suicided and Shine finally decided to try a different route.
A wave of scourge were produced, followed by a wave of mutalisks and double expansions to the 9 and 1 bases. Bisu stayed on his old school sairreaver style, refusing to transition into a ground army supported by reavers with harassment style that is more commonly used in modern sairreaver games. However, without control of the air, he couldn't establish an island third base or contest Shine's two new expansions. His entire ground army was still just reavers in shuttles, without even a slow zealot screen to defend them against hydralisks. Shine was able to expand without needing sunkens, spores, lurkers, or even more than a dozen hydralisks scattered around the map, and the droning continued. Every tool that Bisu could have used to punish Shine's expansion (storm drops, dt drops, speedlots backed by reavers and corsairs, dt sair) had been declined by Bisu in favour of committing wholly to the sairreaver play.
Finally the time came for Bisu to do his sairreaver attack.
feels bad man
You don't really recover from that.
GG.
Bisu 1: Shine 1
editorial: Shine's build was just better. He correctly read that Bisu wasn't going for any kind of gateway pressure (guessed blindly, but he was right) and massed drones. Meanwhile Bisu, with all the information he could need, let Shine go pure drones while using an opening that couldn't punish it. Shine threw away the win a few times (kill the damn nexus man), but Bisu stuck with the outdated variant of sairreaver and refused to transition it into a modern hybrid gateway reaver style. Bisu simply deserved it less. His scarab micro was sloppy, his early corsair losses were totally avoidable, and his strategy was simply wrong. Shine came up with an opening that destroys defensive macro sairreaver builds on Andromeda and then destroyed one.
Game 3- Camelot:
Bisu (P) spawned at 5 in red on Camelot while Shine got 1 in white. Shine overpooled again while Bisu did another forge fast expansion, following his forge with a nexus, correctly identifying that Shine wasn't interested in making more than two lings. Shine threw down a quick third hatchery at the 12 gas expansion and picked up a gas, representing a standard 3 hatch lair 5 hatch opener.
Some sloppy probe control reduced Bisu's probe to 2hp and, either due to overconfidence or a refusal to deviate from his normal style just because he was playing Shine, Bisu declined to drill a second scout probe to the mineral line in Shine's main base. The probe was finished off and Bisu decided to send another, but because he hadn't drilled it Shine was able to deflect it with some nice micro.
An early pair of zealots got nothing done beyond forcing lings, thrown away in an attempt to scout a three hatch hydra that wasn't coming, and Shine got his spire, drones and five hatch down. For his part, Bisu scouted with a corsair, started building up a corsair count, upgrading +1 air and ground and heading towards archives. With just one gateway and early zealot losses, it was a defensive opener, building up tools for use in the midgame while ceding map control in the early game to Shine. Two corsairs were picked off by Shine who, realizing that he could take air control, pumped a wave of mutalisks. The one gateway zealots attempted to exercise any map control but were met by this nonsense.
Meanwhile, the mutalisks responded by hitting Bisu's main; mutas killing the cannon while scourge picked off the next three corsairs. Normally, zealot pressure can punish mutalisk aggression, delaying it until Protoss has five +1 corsairs. However, the combination of losing early zealots and two wasted corsairs left Bisu vulnerable and his third, fourth and fifth corsair were left to die. The correct play would have been to pull the corsairs and probes to the natural while trying to recover with high templar from the gateway covered by cannons in the natural morphing into an archon while the undefended gateways pumped dragoons.
The mutalisks couldn't have killed the nexus before Bisu would have been able to pressure them with the surviving corsairs and dragoons. By trying to fight mutalisk and scourge with just three corsairs, Bisu threw away his chance to hold the mutalisks, lost control of his main mineral line and had nothing but a rangeless dragoon to defend against muta harassment of the probes at his natural. Three corsairs in the natural, hitting the muta when the muta harassed and backing over the natural cannons when scourge pushed, would have saved him. But a single rangeless dragoon let Shine have a party.
Shine didn't even bother trying to do anything, but kill probes, ignoring the dragoons and Bisu's retaking of his main base. The economic damage was done. As the last mutalisk flew home, it scouted that Bisu was committing to dragoons and with a wave of mutalings Bisu's army was made impotent. He pushed out with dragoons, corsairs and an archon, but again mismicroed his corsairs which were picked off while stationary, far from archon support. The dragoons and the archon tried to make something happen, but without air support Shine simply focused the archon with mutalisks and lings, tanked a few archon hits on his mutalisks and then overran the dragoons with mutaling.
The constant losses prevented Bisu from ever making any kind of critical mass. His stargate had never stopped producing corsairs, but by this point in the game he'd lost around ten of them. Likewise, his four gateways had been working overtime, but his army had never been allowed to build up, his aggression being punished over and over. Bisu stopped attacking, went up to six gates, added a second archon and sheltered his corsairs until there were enough to be safe against muta. After 90 seconds of playing defensively and massing Protoss midgame units, he finally had an army he was confident pushing out onto the map with; a critical mass of corsairs, two archons for mutaling, +1 speedlots, a solid army off of two bases.
Unfortunately, Shine was still on three bases, still on three gas and had lurkers, so Bisu's brief moment of map control did absolutely nothing for him. Mutalisks and scourge threatened a stab at the main and Bisu wasn't confident he had enough corsair to defend against them without backing archons too. Two high templars were sniped by mutalisks which got out basically for free, despite corsair air cover and moving shots. However, 13 minutes into the game, Bisu finally had the air control he'd been struggling for since his first corsair. His ground army could move freely and any mutalisk backstabs could be punished with just corsairs. He could finally start harassing overlords and using the corsairs for map control.
Shine then attacked him with hydralisks and lurkers and killed him. He'd spent the entire game making awful trades in the hope that eventually he'd get a critical mass of corsairs and have air control and when the moment came to kill all the mutalisks and get ahead, Shine revealed that he wasn't playing that game anymore and what Bisu really needed were observers. The only thing Bisu's corsairs could do was keep overlords away from the hydra lurker push so that a single dt could clean it up. Unfortunately, Bisu didn't think of that and so the game was lost.
a dt, a dt, my kingdom for a dt
GG
Bisu 1: Shine 2
editorial: Bisu lost corsairs in the exact same way as game 2. His first corsair had no business trying to kill overlords with a completed spire out and his third wasn't cancelled after two scourge were allowed to sit above a stargate. He completely misplayed the defense against the mutalisks and suffered colossal economic damage to them. The dragoon archon corsair push could have worked against mutaling but again, the corsairs got thrown away. Over and over the weak link in Bisu's army was that he kept losing corsairs, before they achieved a critical mass, trading them very poorly and getting punished hard for it each time. By the time he finally had his goal, the game was over. Shine straight up outplayed him. He capitalized very well on Bisu's errors and at no point did it look like Bisu had the game under control.
+ Show Spoiler [how it went down] +
Bisu: Is two corsairs enough to have?
Shine: No, now you have zero corsairs.
Bisu: Is three corsairs enough to have?
Shine: No, now you have zero corsairs again and also ten less probes.
Bisu: Is five corsairs enough to have?
Shine: No, now you have one corsair and I killed your entire dragoon/archon army.
Bisu: Is seven corsairs enough to have?
Shine: Maybe, but I'm gonna pick off your high templar anyway.
Bisu: Is nine corsairs enough to have?
Shine: I'm actually super into lurkers and hydralisks now. How many observers and high templar do you have?
Shine: No, now you have zero corsairs.
Bisu: Is three corsairs enough to have?
Shine: No, now you have zero corsairs again and also ten less probes.
Bisu: Is five corsairs enough to have?
Shine: No, now you have one corsair and I killed your entire dragoon/archon army.
Bisu: Is seven corsairs enough to have?
Shine: Maybe, but I'm gonna pick off your high templar anyway.
Bisu: Is nine corsairs enough to have?
Shine: I'm actually super into lurkers and hydralisks now. How many observers and high templar do you have?
Game 4- Outsider:
Bisu (P) spawned at 9 in purple on Outsider while Shine got 1 in red. Bisu did a two gate in base zealot rush to Shine's 12 11 opener, scouting Shine first, a pretty ideal situation for him. Shine didn't scout with a drone, but he was lucky that his overlord went the right way, letting him know that Bisu was rushing him. Bisu sent two probes to block drones from making creep colonies and the micro wars were on. Zealot probe vs ling drone, zealot probe winning easily in a straight up fight, but drones having the ability to turn into sunkens and a second hatchery slowly tipping the unit production balance in Zerg's favour (while the nexus pumping probes tipped the economic balance in the opposite direction).
Micro wars went on with Bisu getting the better side of the trades and although the two hatchery ling production ultimately proved to be more than the zealots could deal with, Shine lost over a minute of mining time on four drones, only one of which returned to the mineral line. To make matters worse, Shine left drones mining gas the entire time they were microing at his natural rather than taking them off after he had 100 for speed. When the dust settled, this was Shine's economy.
around 9 drones, far too much gas, some zerglings with speed and a half hp sunken.
Bisu came out of the engagement with approximately 20 probes, five zealots, gas, and a core already started. Shine couldn't take Bisu's ramp with the zerglings and he was at a serious deficit in an eco war. He started lair and pumped a few more drones from his two hatcheries, but it was already pretty dire for him. Meanwhile, Bisu dropped a quick stargate and took a mineral only at 7. A hydralisk den completed in time with the lair, implying some kind of lurker rush, and Shine's overlord positioning over the map suggested he may try to slow drop them behind the mineral only at 8 (which he hadn't yet scouted), try to run them behind the main mineral line or at the very least, contain the ramp, forcing Bisu onto one base.
Bisu had again chosen to play completely blind until the corsair was out, despite the problems this caused him in games 1, 2 and 3. Speedlings made it impossible to slip a probe out, but a probe already placed on the map could have walked into Shine's natural and seen three drones, telling Bisu to spam cannons. A single cannon was placed at the top of his ramp behind the zealots, proof against a ling allin and, with a good enough probe drill, hydra allin. A robotics facility was started behind the cannon, Bisu covering his options.
The first corsair scouted Shine's natural and immediately saw that Shine had completely cut drones.
At this point, Bisu, who had a saturated mineral only and around twice Shine's 16 total workers (13 minerals, 3 gas), should have known literally the only way he could possibly lose the game is if he lost it in the next minute. There had been three minutes in which Shine hadn't been scouted. Bisu knew he had used that time to build up his economy into an unstoppable force that dwarfed Shine's, and he also knew that Shine had used that three minutes to do something completely different, something that involved making units that weren't drones, that involved lair tech, that involved a hydralisk den and that definitely didn't involve a spire.
So, armed with this information, Bisu continued to make corsairs, did not make an observatory, continued to make probes, did not make additional gateway units, made just one additional cannon and did not reinforce his ramp. This happened:
GG
Bisu 1: Shine 3
editorial: I know Artosis's rule is "when you're ahead, get more ahead" and given that Shine had no spire, no money to build a spire, slow overlords and very few hydra, I can see why Bisu thought that corsairs could win him the game. But if I might propose an alternative rule "when there is only one thing you can lose to, counter that thing". Bisu knew Shine was allin, he knew that even if he didn't develop his own tech, economy or army for the next few minutes, he'd still be ahead on all three if he could just not die to lurkers. And he knew it was lurkers coming. He added a second cannon after scouting all of that information and maybe he thought a second cannon was enough. But a third wouldn't have been so expensive. Not compared to losing the game. Not when his income was already over twice Shine's. Nor would a fourth. And after four cannons at the ramp were done, it wouldn't have been so expensive to put two on each mineral line either. Sure, if two cannons would have been fine, then that'd be 900 minerals wasted. But he had 900 minerals to waste.
Also it'd be so much easier for him if he just hid his 15th-ish probe on the map and then sent it to Shine's base at 5ish minutes. When you know you're playing an opponent who has a "bag of builds", it's worth losing a single worker's mining time to take a look inside that bag.
FlaSh versus SoulKey is one of the few matches I've seen live that left my thoughts in a state of 'what could have been.' It was an exciting and nailbiting series. The games were filled with resonating cheers. Five games showcasing full long games and cheese.
Game 1- Circuit Breaker:
The first game was a cross position game with FlaSh appearing at eleven o'clock and SoulKey appeared at the five o'clock spot. Cross position games are usually associated with long macro games and rightfully so, but this one was a different game. Initially, a combination of skill and circumstance gave SoulKey a lot of room to breath in the early game. He opened with 9-pool zergling and neutralized FlaSh's forward 8-barracks opener; trading five lings for four marines.
Lings are very cost-effective I heard.
Afterwards, they both went their own ways. FlaSh added a natural and added four more barracks for his formidable 5-barracks midgame while SoulKey completed his 3-hatchery muta. As is usual with this midgame, mutas had a hard time swaying the large mass of mnm away from making their way to deny the zerg third. Only due to the muta-ling force finding a hole in the bio line and lurkers coming into play in the nick of time did Soulkey manage to save his third.
But, then the observer reveals FlaSh's plan and it was ingenious. Instead of adding bases left and right, in line with the standard meta, FlaSh planned to exploit SoulKey's lack of defense at two points. While a massive bio force gathered at the mouth of SoulKey's natural base, two dropships took flight and went off to ferry over another two squads to the third base. The beginning of the end was signaled by the marines' attack at the natural. With only a single sunken, a few leftover mutas and a couple of lurkers, the natural was overrun quite quickly. And as that happened, death rained from the sky and before the drop can even do it's work, SoulKey abruptly GG'd.
Overwhelming firepower. Precision. Surprise. A very deadly combination.
Game 2- Camelot:
I told you this series was complete with cheese, right? Enter the 4-pool game. A comment from the LR thread I want to echo is that 4-pool doesn't always work against a player of FlaSh's caliber. In this game, FlaSh's opening was completely detrimental to the prospect of winning game two. Against the 4-pool, FlaSh opened barracks first and proxied it at his third base spot and then he added a depot and another barracks at the standard location. But, it wasn't like he just rolled the dice and keeled over.
Nice catch.
SoulKey's scouting overlord was able to discover the proxy as the lings were in transit and so reacted accordingly. With the discovery, FlaSh's defeat was almost complete. Only after the actual, brief fight between the marine (note: the singular marine), the SCV blob and the zerglings, did FlaSh give in.
FlaSh couldn't understand this thing called losing.
Game 3- Outsider:
After SoulKey's battering at the hands of BeSt, I'm hesitant to call Outsider his haven map. He wasn't really pressured well in that game and yet he could not stop the dragoon-reaver march from squashing him. On the other hand, I was quite curious to see what FlaSh's treatment of the map will look like this time.
The early game was initially pretty normal for the map with the standard mineral hop shenanigans until once again, FlaSh spotted an opening. His marines raced down to SoulKey's natural and initiated a bunker rush. Despite getting a bunker up, good drone and zergling micro forced the marines back with heavy casualties until some literal firebat heroes came in to stem the advance and take the fight back to the natural. Before the scrappy skirmish was over, SoulKey ended up behind due to the number of drones he lost.
The unremarkable midgame was only a bridge to the real plays the players had in mind. FlaSh floated his factory and trotted out SK Terran while SoulKey went for a fast 4-gas build intended for a quick mass ultra-ling-defiler lategame. This gave Terran complete map control which SoulKey was willing to give in exchange for his preferred lategame.
Attention to detail.
Then it became weird. I normally don't see FlaSh as a brute force type, but he rolled out a huge ball of bio and tried to break the sunken fortress that was formerly known as SoulKey's natural base. Perhaps he was confident of how ahead he was or how easy he foresaw it was to punish SoulKey's position. While I can't read minds, as the play developed, I can see that either thought could have been right.
The sequence started by the massive frontal attack on the natural defenses signaled the beginning of the end; almost like the first game, but instead of coordinated simultaneous attacks, this time it was a step by step demolition. The frontal attack wasn't successful. It almost got there, but intervention of the mutas saved the natural. But even with the heavy losses, FlaSh was still pumping like crazy. Before SoulKey could bring out his tech, two dropships began transit, with the destination being the double gas semi-island base. After a brief encounter with the poorly controlled drop-prevention unit, the fireworks show was on. And this time too, firebats played a critical role in frying anything under the dark swarm. FlaSh exited and was one game away from the finals.
Look mom, fireworks!
Game 4- Andromeda:
To look into the mind of SoulKey at this stage is to think about what to do when the best player of our day is only a game away from taking me out. Every time he won, it was with some nasty precision strike. But there is a reason why SoulKey has been everywhere recently. This long game is where he showed his fortitude.
Now, where do I start? The early to midgame phase was textbook and unremarkable, simply put. SoulKey had three bases while probing FlaSh's two bases with mutas. With that said, we skip to the juicy parts. Concurrent to getting mutas, SoulKey also researched the drop upgrade for overlords in order to take the top island base (he was at eleven, FlaSh was at seven). FlaSh meanwhile did not try to use drop tactics to deny the said island base. I haven't watched the FPV, but I felt the position of the island and the threat of interception made it really difficult to infiltrate. Couple that with other vectors for pressure essentially sealed off by SoulKey, FlaSh did the natural thing which was to expand.
The only way FlaSh found to disturb SoulKey.
The funny thing I found was up until SoulKey let his forces loose, the game resembled a TvP. SoulKey played as the Terran player; turtling, establishing a strong economy and teching while FlaSh whose signature was playing like the former was the Protoss, who was running around with little groups of units around the map but with SK Terran. SoulKey went for the build he wanted to execute in the previous game, a fast ultra-defiler-ling composition with fast upgrades.
When he was all set, the Zerg forces came out like a whirlwind, whipping Terran units on either side of the map. If the terran main and natural was denied, they'd hop to the other side of the map. And then we see some interesting stuff too. On at least one occasion, FlaSh killed quite a few of his own marines with an eraser in the middle of the map. Irradiated ultras also erased several retreating marines.
SoulKey trying to get six o'clock, but FlaSh denied with drops.
The vessels' trail of death.
And finally there was the factory. Despite the complete absence of mech, the factory completing the wall-off in the natural helped seal off zerg units quite a few times.
Whether it was on the ground or floating, it made hard life for attackers.
The struggle lasted for several minutes with mnm, firebats, ultras, cracklings, mutas, vessels, scourge all running and fighting around the map. In the 'chaos', SoulKey was able to keep FlaSh's expansions at five o'clock in check while taking one of his own at one o'clock. With no new bases, FlaSh started to succumb to starvation and when he ran out of money, it was game five.
It took a while to break FlaSh down but SoulKey did with endless attacks like this.
Game 5- Circuit Breaker:
It's been some time since FlaSh became one game away from dropping out of a league, but in the end of the day, FlaSh showed why he's the top player today and advanced to take on the Bag of Builds.
FlaSh started at eleven while SoulKey started at seven. Both players' natural expansions were delayed as a result of more aggressive openings. SoulKey opened with pool first and produced a lot of zerglings which forced FlaSh to add a second barracks before starting his command center. After setting his CC on his natural, he tried a Sparks Terran push that failed.
This time, FlaSh wasn't able to transition to 5-barracks. Instead, he went for a similar build in the first game with double starports. It was after he got vessels that a scan sounded. While the observer didn't see the location, a second scan that landed right on SoulKey's not-so-secret morphing guardians leads me to believe the first scan was on SoulKey's main (a look at Flash's FPVOD revealed he scanned the mutas ahead of his push going somewhere 'suspicious'. With the information, FlaSh's everything dashed towards the spot behind the natural and the nine o'clock base and liquidated the cocoons. Then in what I could say was the game ending move, FlaSh raided SoulKey's vulnerable third with four un-upgraded vultures he pumped out earlier. With the guardian build revealed, FlaSh sensed blood in the water. He knew that the guardians wouldn't be able to follow even the slow vultures towards the bottom right corner. With no gas to support a renewed attack, FlaSh was able to hold (if barely) and won the game and series, 3-2!
FlaSh's maphack revealed!
The Stand
Do you know FlaSh wasn't breathing in the last minute? Apparently, neither did he
Your Finalists, FlaSh versus the Bag of Builds!
Game 1- Circuit Breaker:
The first game was a cross position game with FlaSh appearing at eleven o'clock and SoulKey appeared at the five o'clock spot. Cross position games are usually associated with long macro games and rightfully so, but this one was a different game. Initially, a combination of skill and circumstance gave SoulKey a lot of room to breath in the early game. He opened with 9-pool zergling and neutralized FlaSh's forward 8-barracks opener; trading five lings for four marines.
Lings are very cost-effective I heard.
Afterwards, they both went their own ways. FlaSh added a natural and added four more barracks for his formidable 5-barracks midgame while SoulKey completed his 3-hatchery muta. As is usual with this midgame, mutas had a hard time swaying the large mass of mnm away from making their way to deny the zerg third. Only due to the muta-ling force finding a hole in the bio line and lurkers coming into play in the nick of time did Soulkey manage to save his third.
But, then the observer reveals FlaSh's plan and it was ingenious. Instead of adding bases left and right, in line with the standard meta, FlaSh planned to exploit SoulKey's lack of defense at two points. While a massive bio force gathered at the mouth of SoulKey's natural base, two dropships took flight and went off to ferry over another two squads to the third base. The beginning of the end was signaled by the marines' attack at the natural. With only a single sunken, a few leftover mutas and a couple of lurkers, the natural was overrun quite quickly. And as that happened, death rained from the sky and before the drop can even do it's work, SoulKey abruptly GG'd.
Overwhelming firepower. Precision. Surprise. A very deadly combination.
Game 2- Camelot:
I told you this series was complete with cheese, right? Enter the 4-pool game. A comment from the LR thread I want to echo is that 4-pool doesn't always work against a player of FlaSh's caliber. In this game, FlaSh's opening was completely detrimental to the prospect of winning game two. Against the 4-pool, FlaSh opened barracks first and proxied it at his third base spot and then he added a depot and another barracks at the standard location. But, it wasn't like he just rolled the dice and keeled over.
Nice catch.
SoulKey's scouting overlord was able to discover the proxy as the lings were in transit and so reacted accordingly. With the discovery, FlaSh's defeat was almost complete. Only after the actual, brief fight between the marine (note: the singular marine), the SCV blob and the zerglings, did FlaSh give in.
FlaSh couldn't understand this thing called losing.
Game 3- Outsider:
After SoulKey's battering at the hands of BeSt, I'm hesitant to call Outsider his haven map. He wasn't really pressured well in that game and yet he could not stop the dragoon-reaver march from squashing him. On the other hand, I was quite curious to see what FlaSh's treatment of the map will look like this time.
The early game was initially pretty normal for the map with the standard mineral hop shenanigans until once again, FlaSh spotted an opening. His marines raced down to SoulKey's natural and initiated a bunker rush. Despite getting a bunker up, good drone and zergling micro forced the marines back with heavy casualties until some literal firebat heroes came in to stem the advance and take the fight back to the natural. Before the scrappy skirmish was over, SoulKey ended up behind due to the number of drones he lost.
The unremarkable midgame was only a bridge to the real plays the players had in mind. FlaSh floated his factory and trotted out SK Terran while SoulKey went for a fast 4-gas build intended for a quick mass ultra-ling-defiler lategame. This gave Terran complete map control which SoulKey was willing to give in exchange for his preferred lategame.
Attention to detail.
Then it became weird. I normally don't see FlaSh as a brute force type, but he rolled out a huge ball of bio and tried to break the sunken fortress that was formerly known as SoulKey's natural base. Perhaps he was confident of how ahead he was or how easy he foresaw it was to punish SoulKey's position. While I can't read minds, as the play developed, I can see that either thought could have been right.
The sequence started by the massive frontal attack on the natural defenses signaled the beginning of the end; almost like the first game, but instead of coordinated simultaneous attacks, this time it was a step by step demolition. The frontal attack wasn't successful. It almost got there, but intervention of the mutas saved the natural. But even with the heavy losses, FlaSh was still pumping like crazy. Before SoulKey could bring out his tech, two dropships began transit, with the destination being the double gas semi-island base. After a brief encounter with the poorly controlled drop-prevention unit, the fireworks show was on. And this time too, firebats played a critical role in frying anything under the dark swarm. FlaSh exited and was one game away from the finals.
Look mom, fireworks!
Game 4- Andromeda:
To look into the mind of SoulKey at this stage is to think about what to do when the best player of our day is only a game away from taking me out. Every time he won, it was with some nasty precision strike. But there is a reason why SoulKey has been everywhere recently. This long game is where he showed his fortitude.
Now, where do I start? The early to midgame phase was textbook and unremarkable, simply put. SoulKey had three bases while probing FlaSh's two bases with mutas. With that said, we skip to the juicy parts. Concurrent to getting mutas, SoulKey also researched the drop upgrade for overlords in order to take the top island base (he was at eleven, FlaSh was at seven). FlaSh meanwhile did not try to use drop tactics to deny the said island base. I haven't watched the FPV, but I felt the position of the island and the threat of interception made it really difficult to infiltrate. Couple that with other vectors for pressure essentially sealed off by SoulKey, FlaSh did the natural thing which was to expand.
The only way FlaSh found to disturb SoulKey.
The funny thing I found was up until SoulKey let his forces loose, the game resembled a TvP. SoulKey played as the Terran player; turtling, establishing a strong economy and teching while FlaSh whose signature was playing like the former was the Protoss, who was running around with little groups of units around the map but with SK Terran. SoulKey went for the build he wanted to execute in the previous game, a fast ultra-defiler-ling composition with fast upgrades.
When he was all set, the Zerg forces came out like a whirlwind, whipping Terran units on either side of the map. If the terran main and natural was denied, they'd hop to the other side of the map. And then we see some interesting stuff too. On at least one occasion, FlaSh killed quite a few of his own marines with an eraser in the middle of the map. Irradiated ultras also erased several retreating marines.
SoulKey trying to get six o'clock, but FlaSh denied with drops.
The vessels' trail of death.
And finally there was the factory. Despite the complete absence of mech, the factory completing the wall-off in the natural helped seal off zerg units quite a few times.
Whether it was on the ground or floating, it made hard life for attackers.
The struggle lasted for several minutes with mnm, firebats, ultras, cracklings, mutas, vessels, scourge all running and fighting around the map. In the 'chaos', SoulKey was able to keep FlaSh's expansions at five o'clock in check while taking one of his own at one o'clock. With no new bases, FlaSh started to succumb to starvation and when he ran out of money, it was game five.
It took a while to break FlaSh down but SoulKey did with endless attacks like this.
Game 5- Circuit Breaker:
It's been some time since FlaSh became one game away from dropping out of a league, but in the end of the day, FlaSh showed why he's the top player today and advanced to take on the Bag of Builds.
FlaSh started at eleven while SoulKey started at seven. Both players' natural expansions were delayed as a result of more aggressive openings. SoulKey opened with pool first and produced a lot of zerglings which forced FlaSh to add a second barracks before starting his command center. After setting his CC on his natural, he tried a Sparks Terran push that failed.
This time, FlaSh wasn't able to transition to 5-barracks. Instead, he went for a similar build in the first game with double starports. It was after he got vessels that a scan sounded. While the observer didn't see the location, a second scan that landed right on SoulKey's not-so-secret morphing guardians leads me to believe the first scan was on SoulKey's main (a look at Flash's FPVOD revealed he scanned the mutas ahead of his push going somewhere 'suspicious'. With the information, FlaSh's everything dashed towards the spot behind the natural and the nine o'clock base and liquidated the cocoons. Then in what I could say was the game ending move, FlaSh raided SoulKey's vulnerable third with four un-upgraded vultures he pumped out earlier. With the guardian build revealed, FlaSh sensed blood in the water. He knew that the guardians wouldn't be able to follow even the slow vultures towards the bottom right corner. With no gas to support a renewed attack, FlaSh was able to hold (if barely) and won the game and series, 3-2!
FlaSh's maphack revealed!
The Stand
Do you know FlaSh wasn't breathing in the last minute? Apparently, neither did he
Your Finalists, FlaSh versus the Bag of Builds!
An Ascension to Immortality
In his season of revenge, he has toppled an adapting computer, the man who ended his career with a 9pool, and even his current opponent on the way to the finals. He is ruthless, a Terminator, and above all else, God. The man has won 3 OSLs, including one at the age of 14, 3 MSLs including one right after he had his surgery on his arm, and now he’s back chasing after another 3-peat. He already won last season’s ASL2 where he destroyed foe after foe, killing the Tyrant on his path to his first post-KeSPA offline win. And now, he returns, thirsty for revenge, eyes set on his throne that he so badly wants to sit atop again.
No one is safe from me.
Twitch mode engaged.
Still, his micro is still on point with fantastic marine control and his vessel control has also improved considerably. His game-sense is still the best, as seen from his incredible scan in game 5 to find the crucial guardian cocoons to snipe them. He is calm, cool, and collected, so he is impervious to trickery that Shine might throw at him, but still must remain cautious about what Shine is ready to throw at him. His game-sense is especially on full display in his games vs Zerg players with their trickery like stopped lurkers or in a previous game against Shine, burrowed Zerglings.
FlaSh’s game sense laughs at your bag of builds
This map is the most standard in the map pool and obviously plays towards the tendencies of the standard metagame. We saw him dismantle SoulKey with the standard +1 5 Rax build in Game 1 which had everyone sighing and thinking that series was going to be another stomp. If he stays the course and goes for this build, Shine cannot afford to play standard. Luckily for him, he knows Shine won’t. The most similar map and game I can expect FlaSh to carefully watch is his Game 1 vs Jaedong in the ASL2 semifinals, where Jaedong went for a slow lurker drop into FlaSh’s main on Eye of the Storm. Circuit Breakers has a similar area to the edges of the main that are susceptible to slow overlord drops. FlaSh will want to keep a careful eye on it, but expect his standard 5 rax with a mech transition.
Camelot:
Let’s hope FlaSh doesn’t proxy 8 rax again, because he’ll learn his lesson from his embarrassing loss to SoulKey’s 4 pool (FlaSh really likes losing to 4pools in Game 2, see Jaedong vs FlaSh on Polaris Rhapsody G2 Korean Air OSL S2). Another good drop map, FlaSh must be careful for Shine’s drop play again which he attempted against him in their Ro16 group stage match. The Guardian/Hydra/Lurker style might also make another return, but FlaSh should be able to scan properly and play against the style better than Mong did.
Outsider:
With drop play being such a great feature on this map, and all the little tricks that can be done like glitching marines into the minerals lines, this will be a very interesting game. FlaSh might try some 2 rax aggression that nearly destroyed SoulKey in the early game for their Game 3. Otherwise, fast dropships or even fast vultures are a possibility on this map, or else we’ll be seeing the standard double starport dropship play from FlaSh. Knowing Shine, he might go for a proxy nydus on this map by proxying a hatchery in a random location towards FlaSh’s side of the map.
Andromeda:
FlaSh needs to be look around and find the 4th base on this map. If the game prolongs, Shine will play his Typhoon style where he tries to storm the terran forces. FlaSh must cautiously review his game again SoulKey on this map to figure out why he lost, and more drop play is necessary to stop Zergs from securing the islands while attempting to secure them himself. A mineral heavy map, expect more double starport play with heavy MnM usage, but FlaSh needs to be able to take more map control. Otherwise, he will be consumed by the swarm!
In closing, FlaSh’s goal is to evade the cheese that will be Shine, and if he can force Shine to play his game, his mechanics will overwhelm the Typhoon Zerg. Lee Young Ho HWAITING!
I’ll be first to admit, I really didn’t think someone I placed so low in the Power Rank two months ago would actually make it to the finals. Yet, here we are watching Shine in the finals of the Afreeca Starleague with some of the best and unexpected showings we’ve seen in a long time, going up against Flash. Winning the finals will just be the culmination of everything Shine has gone through in his career.
Shine would rather go for lurker opening than mutas, choosing to switch into them later and focus on getting a bigger lair tech hydra lurker ling army before transitioning into hive and defilers. Obviously, this would mean that he would be taking the closer third gas, like the 6 or 12 base which would make early game engagements come down to how many scans Shine can force Flash to waste on his lurkers while shine is going to keep them alive. Reason is that if shine manages to hold on to lurkers before vessels come out but Flash has no scan, he won't attack.
Andromeda:
Shine is going to have a much easier time on Andromeda, especially knowing that Flash is unlikely to go for late mech as this map isn't the best for it, making him for the most part stick to bio. It means that his scourge control needs to be on point. If Shine can shut down the concept of drops from Flash, he pretty much has this game in the bag. The island bases become free money for him.
Camelot:
I can see Shine doing something more similar to what he did against Flash in the Ro16 going for lurker drops in the main while simultaneously trying to hit the front. There's no point in a fake drop on a map like Camelot where there is no ramp to move and choke through for units to get stuck at making them easier to bo between main and natural. I'd expect we'll see a more refined version of this play, especially when it's been improved on during the Ro8. We’ll have to see how much more it's been improved.
Outsider:
Another map that seems good for zergs. We can expect that play from the Ro8 with guardians, hydralisks and lurkers to come into play better here. The map's outer ring can be easy pickings for air units making scourge control and usage even more critical in keeping those science vessels under control while Shine techs up to a greater spire for guardians and will be backed with hydra lurk ground army.
All in all, Shine has some strategies and good thinking, but is very likely to be just straight up outmacroed by Flash, leaving him to throw Flash off hard enough to even himself out. This might force him to abandon elaborate builds and try to go for more adaptable openings like the standard ones tend to be.
No one is safe from me.
The Road to the Finals
Flash’s journey started off as an interesting one, where he was seeded into the Round of 16 from his victory last season. To the surprise of many, FlaSh immediately decided to draft himself an easy group by first picking HyuN and ultimately landed himself into a TvZ only group. There, he defeated both HyuN and Shine after they both went for unique builds on Andromeda and Camelot respectively. His journey into bracket play faced him off against Last, AKA AlphaGo. FlaSh only had one thing in mind, revenge for ASL1’s humiliating defeat. And he got his revenge, crushing Last into a pulp after his shocking 3-0 clinic. From there, FlaSh set his sights on the man who stopped FlaSh’s team league championship run in the ace match, Soulkey. While many believed it to be a one-sided slaughter, especially after his dominating performance over Last, FlaSh thought the series would be a tight one, and it was indeed. From his standard +1 5 Rax all the way to losing to a 4 pool, FlaSh eeked out a win in the closing 5th set, securing his place in the finals, and etching another historical run to his legacy.Twitch mode engaged.
Exterminating the Swarm
FlaSh modernized the TvZ style with his build that Zergs still have yet to figure out how to counter it in standard play. His +1 5 rax is the epitome of the TvZ metagame and his build is still being refined today. I could go on and on, but everyone already knows how good this build is. Continuing, FlaSh’s ability to adapt to the situation has gotten considerably better compared to his days back in KeSPA, where he would stubbornly stay on 2 base Terran for as long as possible. His patented mech switch has also been seen taking a backseat to the older SK Terran style, which has been very effective for FlaSh on maps like Outsider and Andromeda. Furthermore, his vulture+mines set up in the mid-game has begun to get solved by most Zergs, and he’s been needing to find a new way to perfect that strategy. Still, his micro is still on point with fantastic marine control and his vessel control has also improved considerably. His game-sense is still the best, as seen from his incredible scan in game 5 to find the crucial guardian cocoons to snipe them. He is calm, cool, and collected, so he is impervious to trickery that Shine might throw at him, but still must remain cautious about what Shine is ready to throw at him. His game-sense is especially on full display in his games vs Zerg players with their trickery like stopped lurkers or in a previous game against Shine, burrowed Zerglings.
FlaSh’s game sense laughs at your bag of builds
Map Pool
Circuit Breaker:This map is the most standard in the map pool and obviously plays towards the tendencies of the standard metagame. We saw him dismantle SoulKey with the standard +1 5 Rax build in Game 1 which had everyone sighing and thinking that series was going to be another stomp. If he stays the course and goes for this build, Shine cannot afford to play standard. Luckily for him, he knows Shine won’t. The most similar map and game I can expect FlaSh to carefully watch is his Game 1 vs Jaedong in the ASL2 semifinals, where Jaedong went for a slow lurker drop into FlaSh’s main on Eye of the Storm. Circuit Breakers has a similar area to the edges of the main that are susceptible to slow overlord drops. FlaSh will want to keep a careful eye on it, but expect his standard 5 rax with a mech transition.
Camelot:
Let’s hope FlaSh doesn’t proxy 8 rax again, because he’ll learn his lesson from his embarrassing loss to SoulKey’s 4 pool (FlaSh really likes losing to 4pools in Game 2, see Jaedong vs FlaSh on Polaris Rhapsody G2 Korean Air OSL S2). Another good drop map, FlaSh must be careful for Shine’s drop play again which he attempted against him in their Ro16 group stage match. The Guardian/Hydra/Lurker style might also make another return, but FlaSh should be able to scan properly and play against the style better than Mong did.
Outsider:
With drop play being such a great feature on this map, and all the little tricks that can be done like glitching marines into the minerals lines, this will be a very interesting game. FlaSh might try some 2 rax aggression that nearly destroyed SoulKey in the early game for their Game 3. Otherwise, fast dropships or even fast vultures are a possibility on this map, or else we’ll be seeing the standard double starport dropship play from FlaSh. Knowing Shine, he might go for a proxy nydus on this map by proxying a hatchery in a random location towards FlaSh’s side of the map.
Andromeda:
FlaSh needs to be look around and find the 4th base on this map. If the game prolongs, Shine will play his Typhoon style where he tries to storm the terran forces. FlaSh must cautiously review his game again SoulKey on this map to figure out why he lost, and more drop play is necessary to stop Zergs from securing the islands while attempting to secure them himself. A mineral heavy map, expect more double starport play with heavy MnM usage, but FlaSh needs to be able to take more map control. Otherwise, he will be consumed by the swarm!
In closing, FlaSh’s goal is to evade the cheese that will be Shine, and if he can force Shine to play his game, his mechanics will overwhelm the Typhoon Zerg. Lee Young Ho HWAITING!
Royal Roader?
I’ll be first to admit, I really didn’t think someone I placed so low in the Power Rank two months ago would actually make it to the finals. Yet, here we are watching Shine in the finals of the Afreeca Starleague with some of the best and unexpected showings we’ve seen in a long time, going up against Flash. Winning the finals will just be the culmination of everything Shine has gone through in his career.
The Road to the Finals
Shine’s road to the finals has been entertaining to say the least, advancing 2nd in his group in the Ro24 after beating free fairly easily after capitalizing on a failed zealot attack, losing to EffOrt, but not before trying to make the game interesting by trying to tech to hive and having his defenses tested against Snow. In the Ro16, he went up against our other finalist Flash and fellow zergs, HyuN and ggaemo. After a quick and dirty game against Ggaemo, Shine dropped to Flash after committing too much to drop play and a simultaneous attack to Flash’s front which failed to do sufficient damage. He faced HyuN in the final game to advance in 2nd place again. Of course, everyone remembers his amazing Ro8 series against Mong where he finally unveiled the bag of builds by pulling off some amazing old school strats like hydralurk guardians and proxy nydus. His semifinals against Bisu can only be summed up as Dohsairs (scroll up if you want to read about that).Overcome All
Shine’s bag of builds relies on the enemy having less information or rather Shine would want to do his best to show his opponents exactly what he wants them to see, which does not work well against someone like Flash. Shine might instead want to take the approach of throwing Flash off of his own builds as quickly as possible which is going to be just as hard as Flash's map awareness is pretty much off the charts all the time. On top of which, going up against Shine means that he's going to be extra careful about this. Of course, this could also work as a mind game against Flash who will be constantly expecting something out of the ordinary forcing him to overcompensate for something completely standard given scouting is denied by Shine. All in all, this is going to be very hard. Luckily though, maps aren't so bad for zerg against terran this season compared to most of the time.Maps
Circuit Breaker:Shine would rather go for lurker opening than mutas, choosing to switch into them later and focus on getting a bigger lair tech hydra lurker ling army before transitioning into hive and defilers. Obviously, this would mean that he would be taking the closer third gas, like the 6 or 12 base which would make early game engagements come down to how many scans Shine can force Flash to waste on his lurkers while shine is going to keep them alive. Reason is that if shine manages to hold on to lurkers before vessels come out but Flash has no scan, he won't attack.
Andromeda:
Shine is going to have a much easier time on Andromeda, especially knowing that Flash is unlikely to go for late mech as this map isn't the best for it, making him for the most part stick to bio. It means that his scourge control needs to be on point. If Shine can shut down the concept of drops from Flash, he pretty much has this game in the bag. The island bases become free money for him.
Camelot:
I can see Shine doing something more similar to what he did against Flash in the Ro16 going for lurker drops in the main while simultaneously trying to hit the front. There's no point in a fake drop on a map like Camelot where there is no ramp to move and choke through for units to get stuck at making them easier to bo between main and natural. I'd expect we'll see a more refined version of this play, especially when it's been improved on during the Ro8. We’ll have to see how much more it's been improved.
Outsider:
Another map that seems good for zergs. We can expect that play from the Ro8 with guardians, hydralisks and lurkers to come into play better here. The map's outer ring can be easy pickings for air units making scourge control and usage even more critical in keeping those science vessels under control while Shine techs up to a greater spire for guardians and will be backed with hydra lurk ground army.
All in all, Shine has some strategies and good thinking, but is very likely to be just straight up outmacroed by Flash, leaving him to throw Flash off hard enough to even himself out. This might force him to abandon elaborate builds and try to go for more adaptable openings like the standard ones tend to be.
FlaSh vs Shine |
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FlaShFTW (FlaSh 3-2) |
BigFan (Shine 3-2) |
KwarK (FlaSh 3-0) |
v1 (Shine 3-2) |
c3rberUs (FlaSh 5-0) |
EsportsJohn (FlaSh 3-1) |
BLinD-RawR (FlaSh 3-1) |