The Ro16 just started two weeks ago and Flash, the reigning champion has already shown some dominating performance in group A. However, his triumph isn't anything new and was expected. Rather, the story of this group was no doubt, Killer's great performance. Despite coming back to the scene just recently, he put up a great fight against Flash in his first game using extremely stellar muta micro and was forced to beat both Mong and Sharp to advance in second place. He may be rusty and needs more time to regain his form, but an in-form Killer could be a threat to all terrans, including Flash down the road. Only time will tell if the two will met up at some later point this ASL but this is one zerg that you don't want to take your eyes off!
Group B, the all zerg group consisting of Shine, Larva, EffOrt and hero had just as much surprises, if not more than group A. Despite playing his weakest matchup and having arguably the weakest ZvZ in the group, Larva overcame both Shine and EffOrt through smart strategies that confounded his opponents in order to advance in first place. At this point, it might be safe to say that Larva has overcome his offline curse. Both Shine and EffOrt were then eliminated at the hands of hero who used this opportunity to advance to the Ro8 which is his furthest advancement since ASL2. For more details, please read our Group A and B recaps by FlaShFTW and Ty2 respectively.
The third group of the Ro16, Group C features Bisu, Mind, sSak and Shuttle while Group D features Soulkey, Jaedong, Stork and Rain. Both of these groups will be hotly contested with each player having a potentially good chance of advancing through meticulous preparation and practice. Who will advance is anyone's guess at this point. Ziggy and BLinD-RawR previewed groups C and D respectively, so make sure to give them a quick read to see who they think will advance to the Ro8. Now, make sure to grab that popcorn and tune into Group C set to start in !
Group B, the all zerg group consisting of Shine, Larva, EffOrt and hero had just as much surprises, if not more than group A. Despite playing his weakest matchup and having arguably the weakest ZvZ in the group, Larva overcame both Shine and EffOrt through smart strategies that confounded his opponents in order to advance in first place. At this point, it might be safe to say that Larva has overcome his offline curse. Both Shine and EffOrt were then eliminated at the hands of hero who used this opportunity to advance to the Ro8 which is his furthest advancement since ASL2. For more details, please read our Group A and B recaps by FlaShFTW and Ty2 respectively.
The third group of the Ro16, Group C features Bisu, Mind, sSak and Shuttle while Group D features Soulkey, Jaedong, Stork and Rain. Both of these groups will be hotly contested with each player having a potentially good chance of advancing through meticulous preparation and practice. Who will advance is anyone's guess at this point. Ziggy and BLinD-RawR previewed groups C and D respectively, so make sure to give them a quick read to see who they think will advance to the Ro8. Now, make sure to grab that popcorn and tune into Group C set to start in !
Table of contents
Group A: God Smite Thee
Did you expect anything less? Not really. God put down his supreme verdict upon his group and crushed through his meager group, while the rest of the group scrapped it out for 2nd place. In the end, our valiant Zerg assassinated his Terran foes to claim his spot in the Round of 8.
Game 1: FlaSh < Crossing Field > Killer
Both players open up on this long rush distance map with fast expos, FlaSh with his patented 14CC vs Killer’s 12 hatch 13 pool. We jump right the mid game with FlaSh going for his +1 5rax build vs Killer’s mutalisk play. Killer’s micro left much to be desired as FlaSh confidently moved his units into the middle of the map to deny any potential 4th. He grabbed his own 3rd base and began the mech switch. Killer attempted to go secure his 4th with a sizeable count of lurkers, but then FlaSh expertly ran by with vultures to take the aggro from the lurker spines. The result was a one sided destruction.
God’s units fear no mortal.
It was all FlaSh from there, having control of the entire map. Killer tried a desperation guardian attack from FlaSh’s forward natural but a couple of vessels and mnm cleaned it up handily. He tried to make a forward attack with some lurker/ling but that was easily smashed by FlaSh’s mnm army. After some last desperate swarms for defense, Killer was smote.
FlaSh > Killer
Game 2: Sharp < Crossing Field > Mong
Terran vs Terran on this long map saw a very standard 1 rax fe from both players into 3 fact vultures. After grabbing all 3 expansions, we see both players begin to maneuver around the map in attempts of catching the opponent by surprise. A mini base-race ensued with both players sieging down the forward naturals.
Base race this early on in the game?
After both players slowly cleaned up the attacks, the game once again stalled out into a positional battle for the split map. Mong looked to be the aggressor by fanning out his tanks across the map but Sharp had other ideas. He grouped all of his units to break through the northern contain Mong had set up and crushed through the defenses.
Punching a hole through the defense.
Without many units behind the initial wall of tanks, Mong was forced to give up both the 12 and the 1 to Sharp’s deathball. He attempted to go for a counter drop at Sharp’s backdoor natural, but with all of his units stranded on the low ground and no chance to infiltrate the main, Mong had to look for other desperation drops. Sharp easily deflected drop after drop and systematically closed out the game.
Sharp > Mong
Winner’s Match: FlaSh < Gold Rush > Sharp
FlaSh vs Sharp on Gold Rush sees FlaSh opening with his trademark 1 rax FE against Sharp’s 1 fact proxy starport. Sharp went for fast dropship with 4 vultures and did some economic damage early on to FlaSh, but he responded with a fast starport of his own and went for some cloaked wraiths. With Sharp having gone for a faster tech build, he did not have the adequate detection to deal with FlaSh’s wraiths.
11 kill wraith.
FlaSh completely undid any early economic damage that Sharp accomplished with his initial vulture drop, and practically kills the entire main base mineral line with just 2 wraiths. With such an advantageous position, FlaSh just need to comfortably macro his way to a win. He was 20 supply up after the wraith harass which translated into expanding all over the map and ballooning to a 50 supply lead at one point. He was so far ahead that he could just walk his tanks into Sharp without any need to siege.
German Panzer vs USA Sherman in a nutshell
With the last finishing blow, Sharp was forced to concede.
Loser’s Match: Killer < Gold Rush > Mong
Gold Rush once again demonstrates the difficulties for Terrans in the early game on this map. Killer took the protected 3rd base with his 3rd hatch while Mong decided to go for 2 rax fast tech. With only 2 rax, Mong was trying to tech faster to get to starport tech earlier to circumvent the expected mass sunken line at Killer’s natural. Howevever, this left a big power sink in the early-mid game, as the 2 rax would produce a low marine count. Killer took advantage of this by using an early ling backstab to significantly neuter Mong’s marine count.
Not what you want as Terran.
The game progressed afterwards with Killer taking a hidden gas at the 12 by putting the hatchery on the left side of the gas instead of the standard position. We see Killer going for fast ultralisks, completely skipping defilers while Mong went into vessel/dropships and attempted to drop Killer’s bases. All the while, Killer utilized another muta/ling backstab and dealt significant damage to Mong’s main. Ultralisks popped out just in time to deal with Mong’s drop as well.
11 minute ultralisk drop defense
With fast ultralisks out early and +1/+2 finished on his cracklings and cows, Killer waltzed into Mong’s base and ended the game.
Final Match: Killer < Fighting Spirit > Sharp
Our final match was an interesting one coming from our Zerg player Killer. He opened up with a standard 3 hatch vs Sharp’s fast +1 5 rax. Killer came out with a faster hydralisk den into a slightly later spire. What this did was when Sharp scanned the den, he was preparing for early lurkers and was forced to retreat into his base, not wanting to get caught out by stopped lurker tricks. Instead, Killer opted for the mutalisks while grabbing his 3rd base. The tricky tech bait allowed Killer to safely grab his 3rd while by the time Sharp realized what had happened, he could no longer push up the ramp to kill the 3rd. Sharp tried to grab back the initiative in the game by executing a drop into Killer’s main, but that was easily stopped by a few lings and scourge.
Fantastic defense from Killer
Killer countered by utilizing guardians and sieged the natural of Sharp, all while taking his 4th base.
Not a happy day for Terrans
At this point, with Sharp’s back against the wall, he tried another desperation drop into Killer’s main. This one managed to accomplish a bit of damage to the drone count, but he failed to defend a ling runby into his 3rd base which effectively sealed the deal.
Say goodbye to your economy
Without an economy or significant standing army, Sharp gave a few last gasps of air before he was forced to tap out after seeing the cows.
Flash and Killer advance to the Round of 8!
Game 1: FlaSh < Crossing Field > Killer
Both players open up on this long rush distance map with fast expos, FlaSh with his patented 14CC vs Killer’s 12 hatch 13 pool. We jump right the mid game with FlaSh going for his +1 5rax build vs Killer’s mutalisk play. Killer’s micro left much to be desired as FlaSh confidently moved his units into the middle of the map to deny any potential 4th. He grabbed his own 3rd base and began the mech switch. Killer attempted to go secure his 4th with a sizeable count of lurkers, but then FlaSh expertly ran by with vultures to take the aggro from the lurker spines. The result was a one sided destruction.
God’s units fear no mortal.
It was all FlaSh from there, having control of the entire map. Killer tried a desperation guardian attack from FlaSh’s forward natural but a couple of vessels and mnm cleaned it up handily. He tried to make a forward attack with some lurker/ling but that was easily smashed by FlaSh’s mnm army. After some last desperate swarms for defense, Killer was smote.
FlaSh > Killer
Game 2: Sharp < Crossing Field > Mong
Terran vs Terran on this long map saw a very standard 1 rax fe from both players into 3 fact vultures. After grabbing all 3 expansions, we see both players begin to maneuver around the map in attempts of catching the opponent by surprise. A mini base-race ensued with both players sieging down the forward naturals.
Base race this early on in the game?
After both players slowly cleaned up the attacks, the game once again stalled out into a positional battle for the split map. Mong looked to be the aggressor by fanning out his tanks across the map but Sharp had other ideas. He grouped all of his units to break through the northern contain Mong had set up and crushed through the defenses.
Punching a hole through the defense.
Without many units behind the initial wall of tanks, Mong was forced to give up both the 12 and the 1 to Sharp’s deathball. He attempted to go for a counter drop at Sharp’s backdoor natural, but with all of his units stranded on the low ground and no chance to infiltrate the main, Mong had to look for other desperation drops. Sharp easily deflected drop after drop and systematically closed out the game.
Sharp > Mong
Winner’s Match: FlaSh < Gold Rush > Sharp
FlaSh vs Sharp on Gold Rush sees FlaSh opening with his trademark 1 rax FE against Sharp’s 1 fact proxy starport. Sharp went for fast dropship with 4 vultures and did some economic damage early on to FlaSh, but he responded with a fast starport of his own and went for some cloaked wraiths. With Sharp having gone for a faster tech build, he did not have the adequate detection to deal with FlaSh’s wraiths.
11 kill wraith.
FlaSh completely undid any early economic damage that Sharp accomplished with his initial vulture drop, and practically kills the entire main base mineral line with just 2 wraiths. With such an advantageous position, FlaSh just need to comfortably macro his way to a win. He was 20 supply up after the wraith harass which translated into expanding all over the map and ballooning to a 50 supply lead at one point. He was so far ahead that he could just walk his tanks into Sharp without any need to siege.
German Panzer vs USA Sherman in a nutshell
With the last finishing blow, Sharp was forced to concede.
Loser’s Match: Killer < Gold Rush > Mong
Gold Rush once again demonstrates the difficulties for Terrans in the early game on this map. Killer took the protected 3rd base with his 3rd hatch while Mong decided to go for 2 rax fast tech. With only 2 rax, Mong was trying to tech faster to get to starport tech earlier to circumvent the expected mass sunken line at Killer’s natural. Howevever, this left a big power sink in the early-mid game, as the 2 rax would produce a low marine count. Killer took advantage of this by using an early ling backstab to significantly neuter Mong’s marine count.
Not what you want as Terran.
The game progressed afterwards with Killer taking a hidden gas at the 12 by putting the hatchery on the left side of the gas instead of the standard position. We see Killer going for fast ultralisks, completely skipping defilers while Mong went into vessel/dropships and attempted to drop Killer’s bases. All the while, Killer utilized another muta/ling backstab and dealt significant damage to Mong’s main. Ultralisks popped out just in time to deal with Mong’s drop as well.
11 minute ultralisk drop defense
With fast ultralisks out early and +1/+2 finished on his cracklings and cows, Killer waltzed into Mong’s base and ended the game.
Final Match: Killer < Fighting Spirit > Sharp
Our final match was an interesting one coming from our Zerg player Killer. He opened up with a standard 3 hatch vs Sharp’s fast +1 5 rax. Killer came out with a faster hydralisk den into a slightly later spire. What this did was when Sharp scanned the den, he was preparing for early lurkers and was forced to retreat into his base, not wanting to get caught out by stopped lurker tricks. Instead, Killer opted for the mutalisks while grabbing his 3rd base. The tricky tech bait allowed Killer to safely grab his 3rd while by the time Sharp realized what had happened, he could no longer push up the ramp to kill the 3rd. Sharp tried to grab back the initiative in the game by executing a drop into Killer’s main, but that was easily stopped by a few lings and scourge.
Fantastic defense from Killer
Killer countered by utilizing guardians and sieged the natural of Sharp, all while taking his 4th base.
Not a happy day for Terrans
At this point, with Sharp’s back against the wall, he tried another desperation drop into Killer’s main. This one managed to accomplish a bit of damage to the drone count, but he failed to defend a ling runby into his 3rd base which effectively sealed the deal.
Say goodbye to your economy
Without an economy or significant standing army, Sharp gave a few last gasps of air before he was forced to tap out after seeing the cows.
Flash and Killer advance to the Round of 8!
Group B for Badass
Today's Group B players all have a tale to tell and even more to prove as long lived veterans of the scene. For a fate that was only decided last week, their destinies so soon cruelly unfold tonight. Their mental fortitude, arduous hours of practice, and perseverance are put to the test to break into the Ro8.
Shine starts the interview with remarks of confidence, only fearful of EffOrt's ZvZ. He treats Larva dismissively as a free ZvZ win, assuring his entrance of the group even if he loses the predicted winner's match versus EffOrt. He's eager to break his confident McGregor persona.
Larva on the other hand already denotes the difference in mindset. He only thinks of winning, the mentality of a true champion that Shine doesn't have apparently. As the transformed McGregor, Larva has taken an interesting route in training. Practicing against amateurs, he believes focusing on the fundamentals is important. Furthermore, upon receiving tips from Jaedong and being confident of winning, his prospects are as bright as his sunglasses.
The next player, EffOrt, for the first time in the tournament surprisingly cuts deep. Not afraid to break away from modesty, he says even though Larva is confident, he's clearly shaking. He says about hero, in typical flattery fashion right out the gate, that he's a better player than himself. He further raises hero on a pedestal, describing him as a solid, consistent zerg he's lost a lot to. For him, tonight's games will be his opportunity to overcome his ZvZ against hero.
Hero doesn't take any of that BS. He knows EffOrt regularly praises his opponents, but in the booth he's focused. He takes EffOrt's comments in stride as a mind game. Admitting to his weakness in ZvZ, he replies plainly that in order to overcome his ZvZ frailty, he's been practicing hard. He enters today's competition with fresh ideas to approach the matchup.
Shine vs. Larva:
In the first match to start the morning, Larva spawns to the right. Will he fall before the bracket stage like all of the times before? The opponent to decide spawns on the left. Shine, last season's finalist who seeks to redeem himself as a champion looks upon Larva as a mere stepping stone.
For a game whose top players successfully switch to and excel in poker, Larva and Shine would be no exception. ZvZ displays mental acuity, intense mind games, and gambles, all required to win in top competition. Do they go all in? Play safe? Fold? In the position of my opponent, what would I be thinking? Standing at the ready with their cards spread, an incredible mind game that in no other matchup would be as salient is shown.
Strategically, the precedent build for Crossing Fields is 12 hatch due to the long rush distance and the guaranteed first scout. For a player to 9 pool would be a huge gamble, but for both players to 9 pool? That's not where the show even begins to start. Larva with his poker face in an incredible display of reading minds thinks one step ahead. As Shine goes 9 pool, anticipating Larva would 12 hatch, Larva already predicts Shine's simple ruse. Larva delays his lings from moving forward in anticipation, toying with such a rare possibility.
For Larva, what he is doing requires an iron gut. Not only did he think of such an incredibly elaborate scenario of both players going for a risky build, he delayed his ling route; a move that would prove detrimental versus a 12 hatch. The delayed attack would've given Shine, had he 12 hatched, ample time to make lings and a sunken to defend efficiently. For Larva, his tactical maneuver would work in only one remotely possible situation. And by fate, the largest gamble made in the entire season pays off. As Shine slowly turns his cards to Larva, revealing his 9 pool lings, Larva can't help but smirk.
With an incredible setup, the only part left was Larva's execution. His lings go around the top and lie in wait for the decisive moment. Meanwhile, Shine's lings arrive to Larva's ramp to see four lings. Battle ensues as Shine attempts to go around the perimeter of Larva's base looking for an opening.
You've just activated my trap card!
Meanwhile, during this chaos, Larva's trap is sprung. Despite being seen by an overlord, Shine loses two lings carelessly milliseconds after both players' zergling speed finishes. Now, why would a top Zerg like Shine lose two lings so carelessly even when his overlord had vision of Larva's lings so clearly?
Make no mistake - losing the two lings was no blunder on Shine's part - that was calculated genius by Larva. From Shine's perspective from the very moment he entered Larva's ramp, he immediately assumed Larva went for a 12 pool. He also assumed Larva must've taken his backdoor expansion already. The only noticeable difference between a 9 pool and a 12 pool would've been the drone count. However, Shine already at a slight build order disadvantage and dealing with a micro intensive ling battle had his attention focused elsewhere. What would break the 12 pool illusion for Shine would be how fast Larva's speed upgrade completed. Larva, thinking swiftly enough made sure to use his backstabbing lings to kill off two reinforcing lings shortly after speed finished.
A class act of deception, multiple factors lead up to that moment: using the map's backdoor expansion strategically, having only four lings at the ramp to make his build look like a 12 pool, and sending in the backstabbing lings only when the zergling engagement occurred when Shine would be most distracted. Shine was simply too tunnel visioned and overtaxed, believing that Larva went for 12 pool, and focusing on the ling battle. There would be no remote reason to have to look at the minimap.
Shine with too few lings at home ends up losing several drones while Larva sits pretty with plenty of defending zerglings. In the muta followup, Shine is too far behind to contest Larva's superior economy. Through his genius, Larva shatters the confidence and image of mystique of Shine. In an incredibly brief game, Larva reigns victorious in the game of wits.
McGregor Pose
Hero vs. EffOrt:
Spawning to the left, the underdog, is hero. To the right spawns EffOrt, the Zerg who has yet to translate his online skills into tournament success.
Hero starts with a 12 pool, but curiously makes the spawning pool and gas at nearly the same time when he has 250 minerals. Typically, a zerg makes a spawning pool as soon as they have 200 minerals and an extractor 10 seconds later. His build emphasizes faster teching while EffOrt's 12 hatch has a mineral advantage. Hero's 12 pool timing is slightly un-optimal versus a 9 pool, but is still flexible enough to defend. Hero purposely went for the build with EffOrt going 12 hatch in mind. The reason why hero took his gas so quickly is made evident as the quiet early game quickly comes to pass. Hero has slightly faster tech to his name but less mineral income, falling behind EffOrt's 3rd base. Building up to mutas quickly, hero hurriedly makes two scourge and several mutas, flying over to EffOrt's base.
In an incredibly tense moment of the game, in a rehearsed timing from hero, his scourge arrive just as EffOrt's mutas spawn. Both scourge hit their targets as the situation quickly spirals into a sprawling chaos. Hero quickly kills off many of EffOrt's initial forces and a handful of drones. However, one of hero's scourge absentmindedly dives into an overlord and hero suffers a scourge hit by EffOrt. Hero's reinforcing scourge make the situation increasingly dicier. Unfortunately for hero, EffOrt's reinforcing units are enough to fend off hero's deadly offensive.
While killing off a few drones, EffOrt's much faster 3rd base and gas income quickly overtakes hero's 2 base offensive. Now, hero failing to do critical damage with his risky strategy is put in dire straits.
In EffOrt's counterattack, mediocre muta vs. scourge micro by hero and several overlords lost put hero behind. Barely surviving, the victory is costly as Hero's reinforcements barely hold off Effort's attack while Effort gets ahead more with his 3rd gas.
In the aftermath, EffOrt taking advantage of Hero's low muta count sends a horde of scourge in. Again, Hero displaying nerves fails to muta micro sufficiently losing all of his mutas.
Hero desperately attempts to catch up with his own 3rd gas just completed, but he lingers painfully far behind. In Effort's following second attack, he mercilessly hammers the last nail in Hero's coffin, a cape of scourge to suffocate Hero.
EffOrt vs. Larva:
EffOrt spawns to the center left of Gold Rush, meeting unexpectedly Larva, spawning in the bottom right.
Both players begin with a 12 hatch, but Larva's overlord scouts EffOrt first. Seeing EffOrt's second overlord and no lings coming, Larva feels safe to make only 4 lings and the rest drones. A two, then three drone advantage over EffOrt who plays safe with the first eight lings gives Larva a steady advantage. Taking advantage of EffOrt's lack of scouting at his natural, he slips by several lings ready to backstab. He also makes a creep colony unknown to EffOrt, expecting EffOrt to attack blindly in a huge risk.
Then, the moment Larva was waiting for finally comes. EffOrt runs his lings single file to Larva. Reinforcing lings, and a sunken colony at his natural and main are beginning to be built by Larva. Larva already predicts his natural to not hold completely as he goes all-in on a backstabbing maneuver. To make matters worse, EffOrt had made two additional drones instead of lings that could've been used to defend.
EffOrt's doom slithers past insidiously right under his nose
On the other side of the map, EffOrt desperately tries to blast through Larva's well prepared defense.
EffOrt's now decimated force is unable to break Larva's final wall of defense. The remainder of his forces are cleaned up as back home he's lost his spire, spawning pool, and several drones. Larva with the final blow defeats EffOrt with zerglings. An incredible balancing act by Larva pays off as he crushes the opposition.
McGregor Win
In the winner's interview, Larva mentions how because the matchup was a ZvZ, he heavily expected what build Shine was doing. In next level deception, Larva reveals that on stream, he purposely went for 12 hatch often to put his opponent at ease.
In preparation for EffOrt, Larva had studied several of EffOrt's videos. From that, Larva saw how EffOrt would saturate his natural with several drones, giving himself the comfort to drone generously.
Shine vs. Hero:
In the next game, hero spawns at the 12 o'clock and Shine spawns in the bottom right. Hero takes advantage of the unique terrain of the map, making his natural hatchery at the center right semi-island base with an overgas build. Shine going 12 hatch has curiously enough sent his first overlord clockwise as opposed to the standard counterclockwise direction.
Strangely enough, the scouting decision has unexpected rewards for Shine. Hero expecting Shine to scout normally assumed Shine spawned in the center left. Hero then takes his expansion in the direction that would've been farthest away from the center left. That happened to be uncomfortably close to Shine's main. Luckily for hero, an even more bizarre circumstance develops:
Shine's overlord en route to hero misses the semi-island expansion by a pixel. In an act of incredible genius or most likely dumb luck, hero gains a significant advantage.
Shine, assuming hero took the expansion farther away from him starts attacking the top left base's eggs.
Shine's moment of victory is on the edge of his fingertips as the last egg is finally knocked down. His lings hurriedly enter...only to find nothing. Shine in shock realizes the dire situation as he hastily makes spores for hero's faster mutalisks. Investing in lings heavily, Shine's economy is set back heavily as his supply teeters off. Hero's initial mutas picking off a few drone kills sets the snowball effect into play.
Eventually, hero mounts a large enough muta force to overwhelmingly take out Shine's main base defenses. Defeat a matter of time as hero is double Shine's supply, Shine concedes in a tragic loss.
Hero vs. EffOrt:
In the final game to end the night, on Fighting Spirit, hero spawns in the bottom left and EffOrt spawns in the bottom right.
Abruptly, the game ends just as it begins. EffOrt plays a greedy 12 hatch while hero in an antithesis plays the 9 pool. On a 4 player map, the increased risks of 9 pooling have lured EffOrt into a false sense of security. For any novice, this would mean immediate death, but even EffOrt has come back from similar situations versus hero online.
EffOrt attempts to drone drill, stalling for lings. However, hero with uncharacteristically good micro for once brushes off the drone defense. Several drones die and EffOrt's lings are left to waste. Hopelessly outmaneuvered and outnumbered by hero's lings, Effort takes another early exit. In an unexpected turn of events, favorites EffOrt and Shine have been defeated.
Larva and hero advance to the Ro8!
Group C, or (Don't) Sink the Bis(u)mark
The goal is to win the ASL. When faced with the task of selecting your opponents for the round of 16, do you take a page out of Flash's book and try to make life easy for yourself, or do you attempt to disprove the existence of Tesagi by selecting a Terran for your opening match on Crossing Field? Apparently, at least according to Bisu, the latter seems to be the way to go. And it's Mind we're talking about. When players such as sSak, Sharp, or even Mong are up for grabs, the former SKT Protoss goes for Mind. Mind. The winner of the first ever StarLeague in the KSL/ASL series. But Bisu's smart, right? No matter how confident one might feel in a particular matchup, there's no point tempting fate. No, I believe there's a different reason behind Bisu's logic. I think he's sending a message. A memo, with Flash's name on it, that says 'My turn to win the ASL'.
Or perhaps he actually feels more confident going up against a Terran in a best of 1 setting, rather than a best of 3, should he face one in the playoffs bracket. Either way, though I'd definitely say group D deserves the most attention, due to the caliber of the players involved, group C seems to have the highest upset potential. Bisu, obviously being the favourite to top the group, could actually meet his match in Mind or Shuttle. I'm not expecting that much from sSak, to be perfectly honest, but I wouldn't cross him off just yet. After all, I did say Best would have no trouble getting out of his round of 24 group, yet instead we got Mong advancing in first, and then
Rain beat his former teammate to eliminate him from the tournament all together. With a bunch of noteworthy names already out, no matter what a player might have achieved in the past - nobody is safe.
Except for Flash. Please.
But all jokes aside; if we assume Bisu gets out in first place - who gets second? As I've said before, I wouldn't be so quick as to cross sSak off all together. Him and Shuttle are set to play on Crossing Field, a map that, at least on paper, seems slightly Terran favoured for a number or reasons (refer to this map analysis article). Bisu, having beaten Mind in the opening game, crushes sSak on Gold Rush. Mind falls to Shuttle on the same map. A rematch between Shuttle and sSak. This time, though, with the battleground being Fighting Spirit, suddenly the matchup goes topsy-turvy and the Protoss gets access to an easy third. Shuttle, being the more seasoned player, at least in terms on achievements, should manage to beat the SSL10 winner, as the map specific features found on Crossing Field are not present on FS. So, to sum it all up, I'd expect this group to look more or less like this:
Bisu > Mind
Shuttle < sSak
Bisu > sSak
Shuttle > Mind
Shuttle > sSak
Bisu and Shuttle to advance to the round of 8!
Or perhaps he actually feels more confident going up against a Terran in a best of 1 setting, rather than a best of 3, should he face one in the playoffs bracket. Either way, though I'd definitely say group D deserves the most attention, due to the caliber of the players involved, group C seems to have the highest upset potential. Bisu, obviously being the favourite to top the group, could actually meet his match in Mind or Shuttle. I'm not expecting that much from sSak, to be perfectly honest, but I wouldn't cross him off just yet. After all, I did say Best would have no trouble getting out of his round of 24 group, yet instead we got Mong advancing in first, and then
Rain beat his former teammate to eliminate him from the tournament all together. With a bunch of noteworthy names already out, no matter what a player might have achieved in the past - nobody is safe.
Except for Flash. Please.
But all jokes aside; if we assume Bisu gets out in first place - who gets second? As I've said before, I wouldn't be so quick as to cross sSak off all together. Him and Shuttle are set to play on Crossing Field, a map that, at least on paper, seems slightly Terran favoured for a number or reasons (refer to this map analysis article). Bisu, having beaten Mind in the opening game, crushes sSak on Gold Rush. Mind falls to Shuttle on the same map. A rematch between Shuttle and sSak. This time, though, with the battleground being Fighting Spirit, suddenly the matchup goes topsy-turvy and the Protoss gets access to an easy third. Shuttle, being the more seasoned player, at least in terms on achievements, should manage to beat the SSL10 winner, as the map specific features found on Crossing Field are not present on FS. So, to sum it all up, I'd expect this group to look more or less like this:
Bisu > Mind
Shuttle < sSak
Bisu > sSak
Shuttle > Mind
Shuttle > sSak
Bisu and Shuttle to advance to the round of 8!
Group D: Generation Gap
For the last group in the Ro16, we have of course the ever popular Group of Death, starring Soulkey, Rain, Jaedong and Stork. On one hand, we have the absolute legends of BW and on the other hand, the rising stars who were taken in by the switch to SC2 and became the best of their time there only to come back to BW to prove that they can do the same.
The Last Generation:
When Professional Brood War ended, Jaedong and Stork were losing steam as players with Jaedong suffering in the unsponsored Team 8 and Stork pretty much going the way of the dinosaurs in terms of results. So to speak, they became the last generation of BW players unable to pass their legacy to their younger teammates.
Having just one member of TBLS is enough to draw a crowd, having two is a packed house with Afreeca needing that monitor on the hall for those unfortunate to even get standing room. But fanbase aside, Jaedong has been having quite a week in the sponmatch scene showing a strong 16-7 (69.6% winrate) against protoss (as of writing this preview) making him look very strong against Stork and about an even match for Rain especially on Crossing Field where he's 7-3. However, unlike the old days of JvZ, his ZvZ has been an exactly 50% and Soulkey hasn’t played a sponmatch ZvZ this week and only had a 44% winrate in September. The numbers favour Jaedong here (as far as this week is concerned).
Stork is also in a similar position as Jaedong holding an 18-13 (58% winrate) against zerg. He has been only practicing against zerg and most likely looking to avoid or toss any potential game against Rain, seeing as looking for protoss opponents itself isn’t of an interest to Stork. Unfortunately, it seems like the most likely outcome for him would be to face Rain in the losers' match.
The ‘Lost’ Generation:
Had Professional Brood War not ended in 2012, TBLS would have eventually been usurped by at least the trifecta of Rain, Soulkey and Bogus (Innovation), however the transition to SC2 still made them rise to stardom through it with all 3 of them being dominant players in their own time (for anyone interested, that time being now for Bogus/Innovation). However, with their transition back to BW and its subsequent rise over the last year, they now have a chance to carry on that legacy of the last generation.
Soulkey has been tearing up protoss this week alone going 22-7 (75.9% winrate) against protoss beating out players like best and horang2. He has a better chance than Jaedong does against Rain who is his opening opponent on Crossing Field which is a pretty good map for zergs as it is. Considering that Jaedong is likely to be in the winners' game, having not played a single sponmatch ZvZ this week, it makes it a hard to predict who will win, however, I would still put him over Stork or Rain should he meet him again.
Having used his BFFery with Flash, Rain landed in this group, despite his likelihood of being outmatched by Soulkey despite his 14-7 (66.7% winrate) against zerg. It does place him well against Jaedong and he's less subpar than Stork’s PvP. This puts him ahead of Stork too so despite the initial game setback, Rain looks to be primed to take the second place spot
My heart wants Jaedong and Soulkey to advance but head says it will be Soulkey and Rain. But, I will make a proper formal call and I'm going with my heart!
Soulkey > Rain
Stork < Jaedong
Soulkey < Jaedong
Rain > Stork
Soulkey > Rain
Jaedong and Soulkey to advance to the Ro8!
The Last Generation:
When Professional Brood War ended, Jaedong and Stork were losing steam as players with Jaedong suffering in the unsponsored Team 8 and Stork pretty much going the way of the dinosaurs in terms of results. So to speak, they became the last generation of BW players unable to pass their legacy to their younger teammates.
Having just one member of TBLS is enough to draw a crowd, having two is a packed house with Afreeca needing that monitor on the hall for those unfortunate to even get standing room. But fanbase aside, Jaedong has been having quite a week in the sponmatch scene showing a strong 16-7 (69.6% winrate) against protoss (as of writing this preview) making him look very strong against Stork and about an even match for Rain especially on Crossing Field where he's 7-3. However, unlike the old days of JvZ, his ZvZ has been an exactly 50% and Soulkey hasn’t played a sponmatch ZvZ this week and only had a 44% winrate in September. The numbers favour Jaedong here (as far as this week is concerned).
Stork is also in a similar position as Jaedong holding an 18-13 (58% winrate) against zerg. He has been only practicing against zerg and most likely looking to avoid or toss any potential game against Rain, seeing as looking for protoss opponents itself isn’t of an interest to Stork. Unfortunately, it seems like the most likely outcome for him would be to face Rain in the losers' match.
The ‘Lost’ Generation:
Had Professional Brood War not ended in 2012, TBLS would have eventually been usurped by at least the trifecta of Rain, Soulkey and Bogus (Innovation), however the transition to SC2 still made them rise to stardom through it with all 3 of them being dominant players in their own time (for anyone interested, that time being now for Bogus/Innovation). However, with their transition back to BW and its subsequent rise over the last year, they now have a chance to carry on that legacy of the last generation.
Soulkey has been tearing up protoss this week alone going 22-7 (75.9% winrate) against protoss beating out players like best and horang2. He has a better chance than Jaedong does against Rain who is his opening opponent on Crossing Field which is a pretty good map for zergs as it is. Considering that Jaedong is likely to be in the winners' game, having not played a single sponmatch ZvZ this week, it makes it a hard to predict who will win, however, I would still put him over Stork or Rain should he meet him again.
Having used his BFFery with Flash, Rain landed in this group, despite his likelihood of being outmatched by Soulkey despite his 14-7 (66.7% winrate) against zerg. It does place him well against Jaedong and he's less subpar than Stork’s PvP. This puts him ahead of Stork too so despite the initial game setback, Rain looks to be primed to take the second place spot
My heart wants Jaedong and Soulkey to advance but head says it will be Soulkey and Rain. But, I will make a proper formal call and I'm going with my heart!
Soulkey > Rain
Stork < Jaedong
Soulkey < Jaedong
Rain > Stork
Soulkey > Rain
Jaedong and Soulkey to advance to the Ro8!