My oh my how the time flew by.
It's the semifinals of ASL6, the time is nigh.
The third quarterfinals had sparks flying,
as a mad scientist and a protoss player kept vying.
In the end, the scientist admitted defeat,
much to the dismay of his fans, and his colleagues.
The fourth quarterfinals was much more of a stomp.
A 3-0 win by Flash, a Terran scum.
Never doubt Flash, he was truly great.
He always brings hope to a doomed race.
Hope you all learned your lesson, I did too.
Now read our recaps, I know you want too!
The semifinals promise to be good, or at least they should.
Last vs EffOrt, fantastic Terran vs great Zerg.
Will EffOrt rise to the task, or will he despair?
Flash vs Shuttle, a match of titans.
Can Shuttle bring the hurt, or will he be sent home frightened?
Truly a great time to be a BW fan so witness the games, and be there!
It's the semifinals of ASL6, the time is nigh.
The third quarterfinals had sparks flying,
as a mad scientist and a protoss player kept vying.
In the end, the scientist admitted defeat,
much to the dismay of his fans, and his colleagues.
The fourth quarterfinals was much more of a stomp.
A 3-0 win by Flash, a Terran scum.
Never doubt Flash, he was truly great.
He always brings hope to a doomed race.
Hope you all learned your lesson, I did too.
Now read our recaps, I know you want too!
The semifinals promise to be good, or at least they should.
Last vs EffOrt, fantastic Terran vs great Zerg.
Will EffOrt rise to the task, or will he despair?
Flash vs Shuttle, a match of titans.
Can Shuttle bring the hurt, or will he be sent home frightened?
Truly a great time to be a BW fan so witness the games, and be there!
Dryer Setting: Tumble Dry
Game 1 on Sylphid:
Action makes the exotic choice of fast mutas versus Shuttle's equally exquisite double stargate. The tension in the air was thick with strife between the two fleets waging for supremacy of the skies. However, before the two could even trade a single blow, Action was the first to turn his starry ambitions against himself. Based on the assumption that Shuttle would do the usual speed zealots and 1 stargate, Action had prioritized three fast gases and sunken colonies. His aims were held high - to make a single decisive move to overwhelm Shuttle's main base while holding off a ground attack.
Due to the tragic misread of Shuttle's play, Action had effectively handicapped his own economy. In fact, Shuttle had gone for the perfect antithesis to what Action could have done. Action's remaining tactic was to backstab after Shuttle's inevitable corsair push, but had few resources to defend overlords back home.
While in the aftermath Action won favorable engagements, his economy was far behind while Shuttle gladly massed units off of 2 bases. That eventually snowballed to losing his third, and despite Action's best efforts to stem the rushing flow of Protoss, he was overwhelmed.
Action's closing moments
Game 2 on Neo Transistor:
Action claimed victory from the outset, opening 9 pool versus Shuttle's fast nexus into delayed gateway. Employing sharp mind games, Action bargained Shuttle wouldn't expect him to take a risk while down in the first game. This was a pivotal turning point in a series for Action, to not go down 0-2.
Game 3 on Autobahn:
Action revealed his penchant for specialized strategies, opening 9 pool into 1 base mutas. Action's mutas made it barely in time to take care of Shuttle's warping-in cannons. Leveling Shuttle's main base, Action was far ahead until Shuttle had amassed enough corsairs at his natural to take a decisive victory in the air. Regaining control of his main, Shuttle's corsair reaver strategy finally had legs to stand on. Subsequent attempts were thwarted though by Action's now bustling economy. Going on for several more sprints, Shuttle was eventually worn down by Action's now thriving 5 bases worth of lurkers, lings, hydras, and defilers.
Mutas molded by cheese
Game 4 on Circuit Breaker:
Action once again threw another curveball, going 3 hatch hydra, but proxying the 3rd hatch at Shuttle's mineral only. A carefully crafted build, Action's third was meant to be scouted by Shuttle and cause an overreaction of cannons. Meanwhile, back at home, Action merrily droned and took his own mineral only third. He even began to mine from Shuttle's mineral only from the proxy hatchery. More clever than practical though, Action was slightly behind as the privy Shuttle had cancelled two cannons upon scouting with the corsair. To make matters worse, a DT had slipped by Action's front line of hydras. The DT went on to do great things, killing several more drones at Action's mineral only, and 9 o'clock base, setting up Shuttle's main army to land the killing blow.
Game 5 on Sylphid:
Shuttle's 1 gate expand aggression was dealt with by Action in a tense micro exchange. The situation became dicey when in a moment of weakness, Action retreated all of his lings to his natural to defend a DT. However, the DT instead went to Action's third, delaying mining. Then, in another heart stopping moment, Shuttle lost several of his corsairs to scourge.
For Shuttle though, the story had not ended with the departure of his air fleet. It had only begun. Marching onwards from underneath their fallen comrades, Shuttle's zealot army struck quickly and decisively. Action had just barely gotten mutas out, hampered by taking his mineral only as his third. He microed the best he could with what mutas and hydras were left, but with no sunkens to strengthen his flimsy defenses, the situation looked grim. The turning point of the game finally yielded to Shuttle's uproarious charge, stealing victory from the jaws of defeat.
Domination
Coming into this series as the undergod, many hoped that Mini would be able to beat Flash, or at the minimum, take a game or two to make it a close series. Alas, Flash is flash and for good reason. Mini played subpar, aside from some moments or two, and the end result was a 3-0 win by Flash.
Game 1 on Sylphid:
Mini spawning at 4 o'clock decided to open with 12 nexus, adding 2 gates and gas shortly after while Flash spawning at 12 went for a 1 rax fac expand. Upon scouting, Flash went on the offensive with a 7 SCVs, 4 marine+1 vulture push. A tussle took place at Mini's expansion, where Mini mismicroed, and Flash managed to plant a bunker and take down the nexus. From there, Mini tried dark templars, and held against Flash's first push, but the game was already over with the next large push from Flash.
"You trying this against me?"
Game 2 on Circuit Breaker:
Spawning in close positions, flash went for 1 rax FE while Mini went for 1 gate core into reavers, planting the nexus shortly before the reaver came out. With the reaver and 4 goons, Mini broke Flash's bunker, and killed lots of workers, but due to a reaver bug, the reaver was unable to kill the last tank. From there, Mini saturated his expansion, added stargates for carriers, and positioned himself at Flash's third. Unfortunately for him, Flash scouted the stargates, and when he moved out, he sniped both reavers and the shuttle.
Only Flash can come back from this
This put things back in Flash's favour as Flash mentioned in his post-game interview. From there, Flash kept pushing until he sieged Mini's main. Mini tried to hold on by targeting goliaths with his reaver, and going for a small counter, but the counter was denied, and his carrier+interceptor count was still low. Flash bulldozed his way up into the main, taking out structures then probes before Mini tapped out.
Game 3 on Neo Transistor:
Both players decided to go for an expansion with Mini going for 12 nexus while Flash opened with 14 cc. While Flash went for 2 fac, and added a starport, Mini opted for a robo, but added 2 stargates aiming for carriers. A drop from Flash netted some probe kills, and helped him scout the incoming carriers. The rest of the match was Flash getting a third then fourth easily, Mini defending a drop while trying to increase his carrier count, and then an engagement on the high ground outside Mini's new third base.
From there, Mini's third was denied (he does try to take it at another place), and he eventually went for a counter as Flash sieged his main from the low ground. Flash had more than enough to defend the counterattack while Mini lost his main, then the game shorty after.
The End
Thoughts: Another 3-0 for Flash. Dominating fashion as we've come to expect. Mini did not play his usual style, and aside from a great start to game 2, he looked really shaky in his games, so maybe something was off. Ironically, the current meta favours his style, but maybe that's why he mixed it up as well? A bit sad to see considering he's one of the big three Protoss at the moment, and he can be really good. Hopefully, this doesn't affect his mentality when he plays in KSL2 otherwise he might see an early exit there.
Game 1 on Sylphid:
Mini spawning at 4 o'clock decided to open with 12 nexus, adding 2 gates and gas shortly after while Flash spawning at 12 went for a 1 rax fac expand. Upon scouting, Flash went on the offensive with a 7 SCVs, 4 marine+1 vulture push. A tussle took place at Mini's expansion, where Mini mismicroed, and Flash managed to plant a bunker and take down the nexus. From there, Mini tried dark templars, and held against Flash's first push, but the game was already over with the next large push from Flash.
"You trying this against me?"
Game 2 on Circuit Breaker:
Spawning in close positions, flash went for 1 rax FE while Mini went for 1 gate core into reavers, planting the nexus shortly before the reaver came out. With the reaver and 4 goons, Mini broke Flash's bunker, and killed lots of workers, but due to a reaver bug, the reaver was unable to kill the last tank. From there, Mini saturated his expansion, added stargates for carriers, and positioned himself at Flash's third. Unfortunately for him, Flash scouted the stargates, and when he moved out, he sniped both reavers and the shuttle.
Only Flash can come back from this
This put things back in Flash's favour as Flash mentioned in his post-game interview. From there, Flash kept pushing until he sieged Mini's main. Mini tried to hold on by targeting goliaths with his reaver, and going for a small counter, but the counter was denied, and his carrier+interceptor count was still low. Flash bulldozed his way up into the main, taking out structures then probes before Mini tapped out.
Game 3 on Neo Transistor:
Both players decided to go for an expansion with Mini going for 12 nexus while Flash opened with 14 cc. While Flash went for 2 fac, and added a starport, Mini opted for a robo, but added 2 stargates aiming for carriers. A drop from Flash netted some probe kills, and helped him scout the incoming carriers. The rest of the match was Flash getting a third then fourth easily, Mini defending a drop while trying to increase his carrier count, and then an engagement on the high ground outside Mini's new third base.
From there, Mini's third was denied (he does try to take it at another place), and he eventually went for a counter as Flash sieged his main from the low ground. Flash had more than enough to defend the counterattack while Mini lost his main, then the game shorty after.
The End
Thoughts: Another 3-0 for Flash. Dominating fashion as we've come to expect. Mini did not play his usual style, and aside from a great start to game 2, he looked really shaky in his games, so maybe something was off. Ironically, the current meta favours his style, but maybe that's why he mixed it up as well? A bit sad to see considering he's one of the big three Protoss at the moment, and he can be really good. Hopefully, this doesn't affect his mentality when he plays in KSL2 otherwise he might see an early exit there.
From the Shadows he Lurks
Last has recently made headlines with his 4-0 KSL grand final victory, and a renewed reputation as a feared competitor. In a path paved on his sheer perseverance, he dominated Best 2-0 in the group stages, dropped a game to Mini, and tore through Sharp in a one-sided 3-0 in the quarterfinals. What lies ahead though is a figure covered in the shadows of legacy and mystique. He is EffOrt, champion of the last StarCraft tournament, SSL Classic, before remastered came out. Perhaps that alone is the one statistic needed to define his prevalence in tournaments so far.
EffOrt didn't participate in either KSL1 or 2, and has repeatedly failed to make it through the dreaded Ro16 group stages of the ASL. Now, finally he has broken through to new heights, tearing down Rain in a hard fought 3-1 to reach the semifinals. Jokingly, people say that the advent of Flash's 1-1-1 knocked EffOrt into playing endless 2v2 UMS and team games. In that regard, EffOrt has been known to not be the most hardworking or even the most competitive recently, but that trend is starting to shift. Pulling back the curtain, EffOrt's mechanics and competitive drive resemble the top tier Zerg Effort once was.
Despite all of EffOrt's merits, he'll have a hard time punching through Last's steady-handed and flawless play. He is, after all, playing in Last's single best matchup, which is aching to showcase itself again since dismantling Jaedong. EffOrt's best chances of winning will be in his realm of the chaotic and multitask intensive late game. In addition, EffOrt's mind games might be the key to throwing off Last, who himself has shown a penchant for great mind games himself. Any juvenile or even premature attempts at Shine or Action levels of trickery might just fall spectacularly on its face. In the end, I see EffOrt making the confident plays that attempt to win in mechanics, going for the late game. Last meanwhile will opt mainly for the more technical plays of the 1-1-1.
As much as I like EffOrt, and how great from a storyline perspective it'd be for him to win, I feel Last is just too solid to lose at the moment in his best matchup.
Prediction: Last 3-0 EffOrt
Last to advance to the grand final!
EffOrt didn't participate in either KSL1 or 2, and has repeatedly failed to make it through the dreaded Ro16 group stages of the ASL. Now, finally he has broken through to new heights, tearing down Rain in a hard fought 3-1 to reach the semifinals. Jokingly, people say that the advent of Flash's 1-1-1 knocked EffOrt into playing endless 2v2 UMS and team games. In that regard, EffOrt has been known to not be the most hardworking or even the most competitive recently, but that trend is starting to shift. Pulling back the curtain, EffOrt's mechanics and competitive drive resemble the top tier Zerg Effort once was.
Despite all of EffOrt's merits, he'll have a hard time punching through Last's steady-handed and flawless play. He is, after all, playing in Last's single best matchup, which is aching to showcase itself again since dismantling Jaedong. EffOrt's best chances of winning will be in his realm of the chaotic and multitask intensive late game. In addition, EffOrt's mind games might be the key to throwing off Last, who himself has shown a penchant for great mind games himself. Any juvenile or even premature attempts at Shine or Action levels of trickery might just fall spectacularly on its face. In the end, I see EffOrt making the confident plays that attempt to win in mechanics, going for the late game. Last meanwhile will opt mainly for the more technical plays of the 1-1-1.
As much as I like EffOrt, and how great from a storyline perspective it'd be for him to win, I feel Last is just too solid to lose at the moment in his best matchup.
Prediction: Last 3-0 EffOrt
Last to advance to the grand final!
Back to the Top?
With both players sitting out the ongoing season of the KSL, albeit for different reasons, performing well in the ASL is without a shadow of a doubt the only thing on their minds. Flash gave the Korea StarCraft League a miss, citing the need to focus solely on reclaiming the mantle of ASL champion after an unexpected Round of 8 defeat at the hands of Snow in the previous iteration of the tournament. With three OSL and three MSL championships under his belt during the KeSPA era, Flash, having returned from competitive StarCraft II, has already made a major splash during the Kongdoo/Afreeca era, claiming three ASL titles in a row.
Despite being an unprecedented feat of strength that’s not likely to be matched by anyone, Flash’s exploits have somewhat warped our definition of success and distorted the idea of a ‘realistic’ expectation. God Young Ho failing to emerge victorious in every single tournament is somehow an upset (not like it happens all too often, mind you). And the matter of predictability bears with it the inherent threat of a competitive environment becoming stale, with the same players winning over and over again to the point of tedium. I’d rather avoid bringing up the old ‘we need new blood’ discussion for the n-th time, so to cut to the chase - although I’m a massive Flash fanboy, I was well chuffed when he got eliminated from ASL5.
As far as Shuttle is concerned, per contra, the matter of relevance comes to mind. Losing to an amateur in the KSL qualifiers, however un-dignifying, seems to have given him the boost he needed. Shuttle’s ASL1 victory was promptly followed by a major slump, seeing him eliminated from the following season without picking up a single map. Things only seemed to be getting worse, as the Protoss failed to make it out of the Round of 24 in ASL3. Shuttle finally managed to step up his game in ASL5, where he got through to the Round of 8 (where his tournament run also came to a halt), having taken down the likes of Larva and EffOrt in the process.
It goes without saying that reaching the semi-finals of the current season of the ASL is by and large the best result Shuttle has had in a long time. Getting past Flash who's currently sitting at a 76% TvP winrate this month, and who has a winning record against him (Flash won 7 out of 10 games) will be a tall order. And as much as I’d like to see the champ of ASL1 perform well, I doubt he’ll manage to give the Ultimate Weapon a run for his money. No matter the result, though, Shuttle clearly did something right in ASL6. Fingers crossed he keeps it up.
Prediction: Flash 3-0 Shuttle
Flash to advance to the grand final!
Despite being an unprecedented feat of strength that’s not likely to be matched by anyone, Flash’s exploits have somewhat warped our definition of success and distorted the idea of a ‘realistic’ expectation. God Young Ho failing to emerge victorious in every single tournament is somehow an upset (not like it happens all too often, mind you). And the matter of predictability bears with it the inherent threat of a competitive environment becoming stale, with the same players winning over and over again to the point of tedium. I’d rather avoid bringing up the old ‘we need new blood’ discussion for the n-th time, so to cut to the chase - although I’m a massive Flash fanboy, I was well chuffed when he got eliminated from ASL5.
As far as Shuttle is concerned, per contra, the matter of relevance comes to mind. Losing to an amateur in the KSL qualifiers, however un-dignifying, seems to have given him the boost he needed. Shuttle’s ASL1 victory was promptly followed by a major slump, seeing him eliminated from the following season without picking up a single map. Things only seemed to be getting worse, as the Protoss failed to make it out of the Round of 24 in ASL3. Shuttle finally managed to step up his game in ASL5, where he got through to the Round of 8 (where his tournament run also came to a halt), having taken down the likes of Larva and EffOrt in the process.
It goes without saying that reaching the semi-finals of the current season of the ASL is by and large the best result Shuttle has had in a long time. Getting past Flash who's currently sitting at a 76% TvP winrate this month, and who has a winning record against him (Flash won 7 out of 10 games) will be a tall order. And as much as I’d like to see the champ of ASL1 perform well, I doubt he’ll manage to give the Ultimate Weapon a run for his money. No matter the result, though, Shuttle clearly did something right in ASL6. Fingers crossed he keeps it up.
Prediction: Flash 3-0 Shuttle
Flash to advance to the grand final!