Banner by pachi. Screenshots from the GSL Round of 32.
GSL Season 3 Ro32 Foreigner Special: Liquid`Jinro and EG.IdrA
By Xxio, Lovedrop, and Hot_Bid
By Xxio, Lovedrop, and Hot_Bid
T12 Game 1 - Scrap Station Z2
+ Show Spoiler [Show Recap] +
Moon opened with a 10 extractor trick into fast expand while Jinro placed his first barracks at his choke and with an early gas, made a reaper as his first unit to poke around Moon's bases. Starting his 2nd gas at 15 food and expanding with 1 just unit as his factory finished, Jinro was looked to be in a very advantageous position, his barracks and factory creating a solid wall-in. As Jinro continued his build with a starport, Moon droned up and was well on his way to lair tech. However, Moon did put a halt to his drone production to make 16 zerglings, all of which were entirely useless in the early game.
A spire was made immediately after lair finished and 9 mutalisks popped. It looked like a bit of a scary situation for Jinro who was light on marines and reliant on his siege tanks to hold his choke, but of course, the Swedish Terran's timing was impeccable. Missile turrets at his main and natural finished right on time to repel the mutalisks, with not a second to spare.
Jinro had more than enough units to keep his defence tight when he took his third. At 140 food Jinro's macro game was starting to snowball out of control. Moon became increasingly frantic with his units, destroying the rocks between their bases and darting all over the place, trying to find an opening and catch Jinro out of position. At this point it was clear that Moon was unprepared for this steady, patient macro game. In what looked like a very panicked attack he barrelled his entire army down the narrow corridor between their bases. This was perhaps the worst attack angle he could have picked. All of Moon's ground units swarmed right into the reaches of Jinro's siege tanks and were munched up like m&ms. Jinro's entire marine force survived and Moon limped back to his side of the map. Though his mutalisk count was largely unharmed Moon lost over 40 food in the attack, opening the window for Jinro to siege push his way and down to the gold, giving his marines the cover they needed to attack the expansion. It was a hard fought back and forth battle, and though Moon had 4 bases to reinforce with, Jinro's macro was too steady and unwavering. Moon's food count jumped up and down as he rallied units to the south of the map but eventually the gold did fall.
As Jinro took his fourth he pushed across the middle of his map, always keeping his marines in the cover of his siege tanks, until Moon had no choice but to attack the Terran head-on with his remaining units. Upgraded siege tanks and marines shredded everything to a slimy goo and Moon, at 80 food, tapped out.
A spire was made immediately after lair finished and 9 mutalisks popped. It looked like a bit of a scary situation for Jinro who was light on marines and reliant on his siege tanks to hold his choke, but of course, the Swedish Terran's timing was impeccable. Missile turrets at his main and natural finished right on time to repel the mutalisks, with not a second to spare.
Jinro had more than enough units to keep his defence tight when he took his third. At 140 food Jinro's macro game was starting to snowball out of control. Moon became increasingly frantic with his units, destroying the rocks between their bases and darting all over the place, trying to find an opening and catch Jinro out of position. At this point it was clear that Moon was unprepared for this steady, patient macro game. In what looked like a very panicked attack he barrelled his entire army down the narrow corridor between their bases. This was perhaps the worst attack angle he could have picked. All of Moon's ground units swarmed right into the reaches of Jinro's siege tanks and were munched up like m&ms. Jinro's entire marine force survived and Moon limped back to his side of the map. Though his mutalisk count was largely unharmed Moon lost over 40 food in the attack, opening the window for Jinro to siege push his way and down to the gold, giving his marines the cover they needed to attack the expansion. It was a hard fought back and forth battle, and though Moon had 4 bases to reinforce with, Jinro's macro was too steady and unwavering. Moon's food count jumped up and down as he rallied units to the south of the map but eventually the gold did fall.
As Jinro took his fourth he pushed across the middle of his map, always keeping his marines in the cover of his siege tanks, until Moon had no choice but to attack the Terran head-on with his remaining units. Upgraded siege tanks and marines shredded everything to a slimy goo and Moon, at 80 food, tapped out.
Jinro constructs a wall at a more pivotal point on the map, a much smaller choke compared to the original ramp. A Protoss Blistering Sands logic, the two buildings block the front entrance to the base, making the base effectively larger and the only accessible entrance is via the rocks. Jinro breaks down his own natural rocks to make it more defendable, and the tanks on the ledge at his blocked front entrance are another key to a successful wall. The downside to this is a larger area he would have to cover.
Jinro's fortress.
With the reaper and early viking, small jabs at Moon’s attempt to maximize his economy slowed him down enough in order for Jinro to start producing units. Jinro utilizes the time perfectly to have tanks to fend off the zerglings, and a thor with well-placed turrets to deny any sort of mutalisk harass.
Zerglings denied at the front, mutalisks denied at the back.
As Moon breaks down the rocks, Jinro kept his units in the middle and fortify that entrance with bunkers and tanks, while staying on his toes for an attack on his newly placed third. The attack eventually comes from the rocks and the tanks deal a huge blow to the banelings.
Moon's bullheaded approach backfired.
Jinro is ready to break out of his shell and with all his marines intact. Jinro moves towards Moon’s gold, and the upgrades are paying off as marines are just plowing through roaches and mutas. Moon’s mistake to get upgrades for his mutas are coming back to haunt him. Moon lacks hive tech to deal with this massive Terran late-game army, and he could not overcome a maxed Terran army. Jinro took full advantage of Moon’s bad timing and judgment. A critical mass of mutas would’ve harassed more successfully against thors and stationary turrets, forcing Jinro to relocate. Jinro had no problem defending a head on attack, and each attack further pushed him into the lead and eventually takes the game with ease.
Seal the deal.
T7 Game 2 - Xel'Naga Caverns Z1
+ Show Spoiler [Show Recap] +
Moon 14 hatched once again, which would have been a great decision if Jinro was going for the same style of play as before, but in this case Moon's FE played right into Jinro's hands. Opening 1 barracks immediately followed by a factory, Jinro pumped marines until his first hellion finished. With four marines and a hellion Jinro took the Zerg by surprise, pushing right into Moon's natural and forcing him to make nothing but zerglings for over a minute, even supply capping the Zerg when he catching an overlord out in the open. Well over 20 zerglings were made, 10 of those killed by the hellion alone.
Back in Jinro's base, his 2nd command centre was already finished, reactors were being thrown up on his barracks, and a banshee was about to finish. To Moon's credit, he bounced back very quickly from such an economically devastating situation. It looked like Moon might have been planning a baneling bust, however, the aggression and map control that Moon's zerglings gave him was short lived. As soon as Jinro's banshee came out Moon was pushed back to his base, cooped up and ready to defend, exactly the passivity Jinro needed while securing his natural. As soon as Moon's mutalisks popped the 'ball', as Day[9] would say, shifted back into Moon's hands, his 9 mutalisks, as the banshee did, keeping his opponent back in their base.
Confident in his macro game, Jinro took a very fast third at his gold, positioning his army in the middle of the map and giving him a jump point to consolidate his army and attack the Zerg expansions. Drops, siege tank pushes, and counter attacks whittled away at Moon as he lost expansion after expansion to Jinro's insane macro and multitask. Though Jinro's fourth was counter attacked and killed off more than once, the base trading game went heavily in his favour. By the end of it, Moon was long distance mining with only a group of mutalisks to defend. It look one, final attack from Jinro to sweep the series 2-0 and secure his spot in the round of 16.
Back in Jinro's base, his 2nd command centre was already finished, reactors were being thrown up on his barracks, and a banshee was about to finish. To Moon's credit, he bounced back very quickly from such an economically devastating situation. It looked like Moon might have been planning a baneling bust, however, the aggression and map control that Moon's zerglings gave him was short lived. As soon as Jinro's banshee came out Moon was pushed back to his base, cooped up and ready to defend, exactly the passivity Jinro needed while securing his natural. As soon as Moon's mutalisks popped the 'ball', as Day[9] would say, shifted back into Moon's hands, his 9 mutalisks, as the banshee did, keeping his opponent back in their base.
Confident in his macro game, Jinro took a very fast third at his gold, positioning his army in the middle of the map and giving him a jump point to consolidate his army and attack the Zerg expansions. Drops, siege tank pushes, and counter attacks whittled away at Moon as he lost expansion after expansion to Jinro's insane macro and multitask. Though Jinro's fourth was counter attacked and killed off more than once, the base trading game went heavily in his favour. By the end of it, Moon was long distance mining with only a group of mutalisks to defend. It look one, final attack from Jinro to sweep the series 2-0 and secure his spot in the round of 16.
Instead of opting for two barracks play, Jinro attacked with the first hellion and four marines. Moon’s forced zerglings made him play catch up in a high econ build, and the five units of Jinro killed twice the amount of minerals he paid. Moon decides to go for a baneling attack, but against Jinro who has been teching, it wasn’t a wise choice. Absolutely nothing is going right for Moon, his banelings and hidden expansions are both discovered by the careful Jinro.
Peek-a-boo.
Jinro refuses to stay on two base and grab a quick third, a brilliant decision as he is far from any dangerous attack. Moon makes an absurd amount of mutalisks compared to the first game, but does not utilize them to harass very efficiently.
Heavy damage for just one thor.
Jinro made sure to not fall off the macro game with Moon, consistently keeping up with food count. Jinro begins the hunting down expansions, starting with the 4 o’clock while Moon attacks the front.
Trading blows.
Moon and Jinro consistently try to deny each other expansions, but Jinro does a better job at sending his marines everywhere. Moon’s mutalisks are scary in number, but Jinro knows that the army trade favors his less expensive units and continues dwindling down Moon’s mutalisks number.
Base trading clearly favors the Terran.
Moon cleverly sets up landmines to protect his expansions somewhat, but he cannot defend them as Jinro continuously shuts them down before they can get up and running. Jinro eventually starve Moon into submission.
Lonely banelings.
Jinrolled.
Check out the interview below with TLAF-Liquid`Jinro hours after he passed into the Ro16!
TLAF-Liquid`Jinro Ro32: The Aftermath
Hi Jonathan, congratulations on advancing! Can you let us know what was going through your head immediately after Moon GG'd in the second game?
Very little I think; after winning game 1 I had to stop myself from preparing winners interview answers already (I was so happy my gameplan worked so well), I think I was very blank for a while until I came off game mode. At which point I was obviously very happy =)
Describe your gameplans for Games 1 and 2. How did you prepare for Moon? Were you doing well in practice? Who helped you out the most among the guys in the oGs-Liquid house?
Hm, I really focused almost the full preparation time on Scrap Station. The first couple of days I was mostly helping Ret and Idra practice their maps, while thinking about all my maps and how to play them. I feel this still helped my mechanics a lot though, as the builds I was mostly playing against them were very straightforward 2 rax variations and what I did game 3 vs Drug. Then once their games were up, I switched to only playing my maps, focusing 99% of my games on Scrap, as I felt like winning in 2 was my best bet and this was the hardest map to overcome. The basic build I used is something I actually made before I went to korea, however back then the transition was into mech and it was just a bit too vulnerable as defending vs a combination of nydus, roach bust and fast muta AND doing ok vs eco builds was very hard with the limited scouting (no viking in that version).
You won on the Zerg favored map Scrap Station.
When I started considering what to do for Scrap Station, I realized that a viking would let me be safe vs a lot of things like nydus, and make the zergs scouting suffer. I was initially trying many different follow ups, for a while I tried to timing push, but I found I was getting too spread out when doing so and had problems vs main counters. Nazgul suggested I switch to a slower style, and in addition recommended I push towards gold instead of their central multi. I had initially felt that this would leave me too exposed, but after practice it turned out that it was actually the opposite, as the more protected road meant I didnt have to commit my full army at a single point.
I probably played a 100 games on Scrap, 5 games on Xelnaga and 1 game on Blistering sands in preparation (not sure about actual numbers, but the ratio is something like this anyway) - I decided that my best bet for XelNaga was to just recylce my Jungle Basin build. The map isnt completely ideal for it, but as long as I was more careful I decided it would be acceptable.
Were you excited about playing a War3 legend? Now that you know the results of the other matches, are you sad you won't be able to play Boxer? What are your thoughts on how you stack up against Polt?
Not really, its just another player - hes a legend yes, but when Im in game mode I think of it as just another game
Moon played well but aside from the late game burrow banelings in game 2, he mostly just played a very normal macro zerg game. The banelings game 2 I wasnt entirely sure if they were allin or not, as he did semi-allin on that map in the first round, but I wasnt surprised too much by them.
I'm fine with not playing BoxeR, it would have been a nice no-pressure match for me due to his huge legacy but playing someone underrated like Polt is fine as well.
You are now the only remaining foreigner in the tournament. What are your goals now?
To get code S. I always try to take it a game at a time, even though I set my goal as code S at the beginning of the tournament, I still approached it game by game. Once I'm code S, my next goal will be top 4, once I'm top 4, to get to the final, once Im in the final, to win it.
What made you put on the beanie? The fans were loving it. Is it a beanie of good luck now? You're 2-0 with it on.
My mother made it and sent it to me the other day. I didnt think I'd like the way I looked in a hat but I did, and Ret told me I should wear it so I did.
There are only 2 days before your Round of 16 match, how do you feel about that? Are you going to mass practice these days?
I wish there was more time of course, I'll just spend as much time as I can playing and watching Polts TvTs. I've played him before in the ladder, but it's been a long time now.
We wish you luck in the next round, hopefully you can achieve your goals. Any last shout outs or words to your fans, especially those that made you those awesome cheerfuls?
This one is awesome, and Crimson gave me the cheerful he made, the "Soju Day" one, so thanks for that. It's very nice. Thanks to everyone who helped me practice (Ret, Haypro, Luvsic, Luffy, Zenio, Losira, Jooktojung.... and anyone else I'm possibly forgetting). Thanks to Nazgul for helping me so much with the game plan for Scrap Station. He must have watched 50 replays or so of my games at least.
Thanks to The Little Appfactory for giving me the opportunity to be where I am now, thanks to everyone in oGs and Liquid for the support. Thanks to my mom for making the awesome beanie (it arrived literally 1 day before this game), and thanks to everyone watching and supporting! Oh and thanks to Ggoma for buying everyone pizza and just being an overall really nice guy =)!
Z7 Game 1 - Blistering Sands T1
+ Show Spoiler [Show Recap] +
IdrA vs. MVP, one of the biggest match ups so far in this season, began with a very aggressive build from MVP. The ex-BroodWar pro and top ranked player on the Korean ladder started with a 2 barracks marine push, but the map distance and a blind spine crawler kept IdrA's FE safe. Without missing a beat, MVP took his own expansion and began massing a bio ball for a second push.
Keeping his opponent in check with zergling scouts and overseers, IdrA safely droned up and teched, immediately researching baneling speed upon seeing the mass infantry play MVP was going for. A stim timing attack with a scary big group of marines and mauraders looked like it could have ended game, but IdrA, always skirting the edge of how many drones he can get away with, finished morphing his banelings just as MVPs units arrived at his choke. MVP lost a fair chunk of his army and was pushed back to his natural, but only to regroup. IdrA's 3rd, started as soon as MVP's attack had been repelled, was instantly scouted by MVP and he committed all of his units to making sure IdrA could not benefit from it.
His first small pushes were held off by a speedling/baneling combination but as soon as his first tank rolled out and sieged on the high ground, MVP's position could not be broken. IdrA scrapped together whatever units he could, macroing like crazy to keep MVP's bio at bay but the tank's splash killed too many banelings, giving MVP's marines the easy job of cleaning up the mutalisks and moving down to kill the hatchery. Knowing the game was over, IdrA gg'd.
IdrA does well to keep just enough defenses from holding off a possible two barracks push, while catching up in drone instantly. MVP’s first MM force pushing out with stim triggers banelings, but the engagement off-creep was a little disadvantageous for IdrA.
What happened.
Arguments can be thrown on either camp, as if IdrA had engaged on creep, the point of contact would’ve been near the choke, where a marauder line would simply stop the banelings in their tracks.
Worse: what could've happened.
MVP patiently pulls back after poking in the gold expansion, waiting for siege mode. IdrA placed an extra hatch at the gold, thinking to be able to reinforce much faster, but the hatch quickly becomes a liability as MMM begins raining down shells. IdrA made an ill-fated decision to move in, and the banelings get decimated by siege tank fire. Attacking from another angle would've been almost impossible, because IdrA would have to swing all units around up the ramp, a part where creep was nowhere to be seen. That attack effectively lost him the game.
Tough spot.
Z1 Game 2 - Steppes of War T7
+ Show Spoiler [Show Recap] +
Once again IdrA favoured a fast expansion. Of course, IdrA knew this was only welcoming a flood of early aggression, especially on Steppes. Indeed, despite a patrolling drone MVP was able to start two bunkers at the base of IdrA's ramp, walling in the first zerglings that popped. Despite what could have been a game ending situation IdrA kept his cool and with impeccable drone micro surrounded MVP's marines and scvs, trapping them for the rest of the zerglings in production. Quite quickly IdrA repelled this harass, his build barely holding out against MVP's 2 barracks aggression.
Like in game 1, as soon he saw his attack was going to be fended off MVP started an expansion of his own, however, unlike in the first game MVP built his factory at a more normal timing, opting to follow up his first attack with marines and blue flame hellions.
Two spine crawlers at his second ramp and a handful of speedlings and banelings were enough to push the Terran back for the second time and put IdrA in a position to take a 3rd. Despite losing a lot in the second attack MVP tried to keep map control with his hellions, but IdrA kept catching them with beautiful zergling surrounds.
Following up with mutalisks IdrA bottled MVP up in his bases, giving himself the breathing room needed to saturate his 3rd. Intense pressure from IdrA's mutalisks picked units off and forced more than one fruitless stim from MVP. At this point MVP hadn't touched IdrA's economy past the first couple minutes of the game, and his army was significantly smaller and weaker from his failed attacks and IdrA's mutalisk harass. IdrA was taking his 4th and MVP knew he had to do something. In an effort to take a piece of map control MVP pushed out to the middle of the map with a siege tank marine army. However, as soon as he stepped out of the security of his choke IdrA pounced. 40 food ahead of his opponent IdrA patiently waited, choosing the perfect positioning and timing before sending a wave of zerglings and banelings over MVP's army and picking the skeleton clean with his mutalisks.
IdrA looked seriously endangered when he was blocked in, but good focus attack on the bunker took it down.
A dangerous situation. Shows how much IdrA has been preparing for such a scenario.
MVP did well to deny IdrA the scout, forcing an extra spine crawler from him. The spine crawlers in turn however, help defended against the hellions, leaving IdrA’s economy to operate at maximum capacity. The hellions eventually stopped after the third wave, as each were surrounded and picked off by IdrA with minimal damage.
The zerglings made it impossible to steer left, and the banelings swooped in to surround the hellions.
MVP never looked to ever get back even on foot with IdrA again. Four bases to two, creep spread all over the map made it hard for Terran’s slow push to go unnoticed. IdrA positioned himself and threw two huge armies, the latter cracking MVP. The macro gods have not abandon IdrA.
Part 1: Attack from a huge arc. IdrA took some damage to his food.
Part 2: Magic box and eliminating all anti-air. IdrA took little damage to his food.
Part 3: Profit. IdrA took no damage to his food.
Z6 Game 3 - Metalopolis T3
+ Show Spoiler [Show Recap] +
Somehow, IdrA had managed to survive MVP's aggression on Steppes and take it to game 3 on Metalopolis, one of the best maps for a Zerg player. Lady luck was not on our Zerg hero's side however. Before scouting his opponent's position IdrA, for the third time, went hatchery first while MVP, also for the third time, geared up for a two barracks marine push.
In close positions it seemed impossible for IdrA to hold, but once again IdrA somehow managed to make the most of his drones and few zerglings, microing for his life to defend the natural while his spine crawler finished. Though initially held off, MVP was not about to give up on his attack. 10 marines quickly followed up the attack on IdrA's natural, only to once again be repelled.
Staved off, MVP took his expansion while, like in the first game, he continued to mass infantry for a stim timing push. Though banelings and zergling reinforcements were on the way, close positions on Metalopolis is not Blistering Sands, and IdrA simply did not have enough time to reinforce his army. It took a few seconds for MVP to reach IdrA's natural, and only a few more for IdrA to gg.
While the macro gods were in favor of IdrA, the positional gods have left him to out to die. IdrA looked to be in great shape after chasing away the marines long enough for the spine crawler to get up. Risky maneuver to uproot the spine crawler, but IdrA knew exactly what he was doing.
A bold move to reinforce his defense.
MVP is not done yet. A quick expansion into four rax, stim, and MVP is now ready for a timing push. The close expansion leaves IdrA little time to get banelings up. A quick scan and MVP marches in knowing how vulnerable IdrA is, and IdrA knowing how hopeless this situation is, taps out.
Great timing by MVP. IdrA curses Junnka's rotten box.
Once again Hot_Bid provides us with the post-game interview! See what EG.IdrA has to say about his games below.
EG.IdrA Ro32: The Aftermath
Hi Greg, thanks for sitting down with us. How did you see your series vs MVP? You took a win on an very hard ZvT map Steppes and but could not overcome the difficult positions on Metalopolis.
The Blistering game upsets me. I knew if I let it get to Meta it'd be a coinflip since vertical positions there are even worse than steppes. I was in a solid position on Blistering, had baneling speed up before he got aggressive and he was just going into a macro game, which is where I'm comfortable, but I engaged too quick vs his first mm force. Had I waited I could have crushed it. If I saved more of my banelings, it would've left me in better position later on. And all I really had to do was hold off his push at my gold, since if zerg secures their third on Blistering the game is pretty much over. Steppes I'm of course very happy with, I felt I really showed what I'm capable of there, and then meta is just stupid zvt. Two thirds chance of free win, one third of free loss.
You already secured a code-S rank, the first non-Korean to do so out of two possible (you and Jinro, if he makes Quarters). What are your goals for GSL4?
My goal is always to win, I even found it weird when the Koreans kept asking about Code S in interviews, and when Korean players said their goal was to get Code S. To me nothing matters short of winning. I could've gotten 2nd to Ret in the finals 3-4 and I would've still been pissed.
You lost to MVP, who is known for having the highest ladder rank and being an A-team BW pro. How far do you think he will go in this tournament? Who do you think will win this GSL?
Well everything's dependent on the maps with the new system. I think he'll probably make it to the semifinals vs either MC or Julyzerg, vs July would be completely based on the maps. Vs MC would be completely based on MC's nerves. I think the winner of that semifinal will be the favorite to win the whole thing.
Jinro mentioned in his post-game interview that you guys practiced together a bit. Do you find that non-Koreans tend to practice with each other and help each other out in Korea?
Ya the last week has just been me and Ret practicing with Jinro and Select, everyone taking turns and giving each other advice. We're all friends, so it's natural we want to help each other, but it's also more beneficial than practicing vs Koreans since it's easier for us to share ideas and give/get advice. Even though I lost I've already seen a massive improvement in my gameplay just from having other foreigners out here to really train with. It's gotten me very excited for the EG house and the future of foreigners here in Korea. I really expect a lot more from us as a group than I did in the past.
Do you feel the Koreans players treat you differently now that you have a higher status in these tournaments? Have you been approached by korean fans yet in the street?
No, the Korean players have always recognized that I'm one of the best and most of them don't like me very much. As far as I know that hasn't changed. I have been recognized a few times in public here, haven't noticed a marked increase in it lately. It's still pretty rare.
Speaking of the EG house, any new news on when that is going to happen and who is going to join you?
Nothing is concrete yet, besides that it's going to happen. We're looking at mid-February next year, but again it's still very up in the air. As for the players, definitely some of the current EG American players, and possibly a couple of new recruits. Nothing is set in stone for that either yet.
We wish you the best of luck in GSL4. Any last shout outs or words to your fans?
I'd like to thank all my fans for cheering for me, and sorry for losing so early in this GSL. Also huge thanks to EG for supporting me, everyone should check us out on www.myeg.net, I have a new series of instructional videos going up once a week on there. Thanks to all our sponsors who make all that possible, Intel, SteelSeries, MSI Notebook, Kingston HyperX, Bigfoot Networks, and Thermaltake.
Next: TLAF-Liquid`Jinro in the Ro16!
TLAF-Liquid`Jinro is the last foreigner left in Season 3 of the GSL. On December 3rd at 19:00 KST(GMT+9) he will be playing PoltPrime.WE, the man who defeated SlayerSBoxeR in the Ro32. If he wins, he will make in into the Ro8 and acquire S class status as the second foreigner to do so after IdrA. Be sure to watch his games and check back for recaps, analysis, and interviews in the next installment of TeamLiquid's GSL Foreigner Special