GSL Code S Group H Foreigner Special: Liquid`Jinro, EG.IdrA
By TrueRedemption and Hot_Bid
By TrueRedemption and Hot_Bid
11 LiquidJinro vs EGIdrA 5 @ Jungle Basin
+ Show Spoiler [Recap] +
Idra unexpectedly opened pool first only to be matched by Jinro’s 2 rax marine opening. Neither opted for any early aggression, content instead to establish their naturals. Idra began wearing down the rocks to Jinros natural, but a supply depot and marines kept it from getting too far. As Jinro’s natural began to kick in he added two more barracks, a factory, and a starport. Idra’s baneling nest finished simultaneously with his lair, allowing baneling speed to start soon thereafter. Jinro made the first significant move, poking out as stim finished to check for a quick third as Idra started his spire. Having not found a hatch and aware his stim timing no longer held the advantage, Jinro retreated back home just as Idra began his side third. Continuous scouting with a single stimmed marine spotted the hatch not long after, but it did not trigger a Swedish push. As Idra’s flock of mutas took control of the map they were met by a thor volley and well placed turrets, preventing any harass. Jinro made the next move, pushing out with marine medivac tank just to the center expansion, defensively sieging up to safely establish his own third.
Both players on 3 bases, 160+ supply. Total units lost = 4 zerglings, a marine, and an overseer.
With pressure back on Idra and little to no harass success, Idra opted to take Jinro’s side expansion. At the same time, Idra’s muta pack finally found a hole, slipping in behind the terran natural, but Jinro's response was game changing. He defended the mutas with a nearby thor and some marines from the main while a marine tank force from his 3rd pushed towards Idras 4th to force a cancel and simultaneously dropping Idra’s 3rd and killing a number of drones.
Jinro's impressive multi-tasking not only earned him a considerable edge on Idra, it was even too much for the new observer to follow.
Unable to harass or assault Jinro’s position, Idra needed to make something happen and attempted to expand to the center, but a small drone transfer to his third was caught by Jinro who had begun crawling in that direction. This triggered Idra to attack, his army taking out only half the marines but most of Jinro’s siege tanks while preserving the muta flock. Jinro seized the moment and very briefly exposed his third, pushing forward with the surviving marines and forcing Idra to cancel his 4th yet again.
Jinro was so excited for his next move he nearly left before Idra had even canceled the hatch.
Idra quickly replaced his zergling baneling force just in time to defend another push headed to his third, again taking out the majority of the terran army, but still Idra was unable to break the terran front.
Sooooo Mannny Muuutaas
With minimal drones at his third and without a 4th, Jinro’s transition to marine thor tank was too resilient for Idra to damage the Gorilla terran’s economy. Running dry and without the army to make something happen Idra GGed out.
Jinro's position was simply too strong for Idra to break.
Both players on 3 bases, 160+ supply. Total units lost = 4 zerglings, a marine, and an overseer.
With pressure back on Idra and little to no harass success, Idra opted to take Jinro’s side expansion. At the same time, Idra’s muta pack finally found a hole, slipping in behind the terran natural, but Jinro's response was game changing. He defended the mutas with a nearby thor and some marines from the main while a marine tank force from his 3rd pushed towards Idras 4th to force a cancel and simultaneously dropping Idra’s 3rd and killing a number of drones.
Jinro's impressive multi-tasking not only earned him a considerable edge on Idra, it was even too much for the new observer to follow.
Unable to harass or assault Jinro’s position, Idra needed to make something happen and attempted to expand to the center, but a small drone transfer to his third was caught by Jinro who had begun crawling in that direction. This triggered Idra to attack, his army taking out only half the marines but most of Jinro’s siege tanks while preserving the muta flock. Jinro seized the moment and very briefly exposed his third, pushing forward with the surviving marines and forcing Idra to cancel his 4th yet again.
Jinro was so excited for his next move he nearly left before Idra had even canceled the hatch.
Idra quickly replaced his zergling baneling force just in time to defend another push headed to his third, again taking out the majority of the terran army, but still Idra was unable to break the terran front.
Sooooo Mannny Muuutaas
With minimal drones at his third and without a 4th, Jinro’s transition to marine thor tank was too resilient for Idra to damage the Gorilla terran’s economy. Running dry and without the army to make something happen Idra GGed out.
Jinro's position was simply too strong for Idra to break.
1 EGIdra vs oGsEnsnare 7 @ Xel Naga Caverns
+ Show Spoiler [Recap] +
Even Ensnare’s computer could feel the tension in the air after the Jinro vs Idra match, and mere seconds after the game started a mouse error forced an early pause. When things resumed Ensnare opened reactor before rax into an immediate factory for two super early hellions. Idra opened hatch first and scouted the factory at the front and immediately started a roach warren. Four roaches hatched for Idra just as the hellions reached his natural, preventing them from doing any damage. Ensnare started a command center behind the hellions, which allowing Idra to harass the terran wall until a tank completed and chased them off. Ensnare moved out in sync with his blue flame upgrade, a small marine, tank, and hellion push managing to snipe a few drones, before retreating from the roach army. Idra’s spire and baneling nest finished and while his initial mutas were deflected at the main, he was able to snipe a siege tank and force a big stim, Ensnare having not even started a starport for medivacs nor begun a third CC. Ensnare began to push out with a marine marauder siege tank push, but Idra’s muta control allowed him to slow it down and force yet another stim.
Without Medivacs forced stims had doomed this push before it even reached Idra's 3rd.
Just outside the zerg third, Idra engaged and easily cleaned up the terran force with units to spare as his 4th and 5th hatch were building. Ensnare was years behind after the failed timing push, but he was able to set up a planetary at the gold expansion as Idra chose to invest his advantage into an even larger economic lead. A now massive gaggle of mutas returned to terrorizing the terran natural and main, sniping a few turrets and SCVs but losing a comparable number of mutas in the process. The muta harass continued, Idra using his economic advantage to keep Ensnare constantly on the back foot and delay his 4th as the 5 zerg expansions mined untouched and a hatch finished at the last remaining expansion. Resilient to the constant pressure, Ensnare became maxed himself just as a few broodlords finished morphing. Ensnare attempted to harass the side expansions as Idra's broodlords above the middle cavern attempted to bait out Ensnares vikings, failing a couple times before a well placed fungal growth caught all the vikings and gave his broodlords room to work. Aware of the danger, Ensnare sent a small bio force to Idra's third, pulling back the zerg army and minimizing the momentum as he scrambled to replace his vikings. Idra was confident in the damage the broodlords had done however, he moved in and wiped out Ensnare’s nearly mined out gold and both armies were wiped out.
Honestly I was surprised the planetary fortress didn't survive.
Idra used this opportunity to tech switch hard to 19 ultras, absolutely trampling the moderate terran force as it was moving out to attack Idra’s 6th. It turns out little can stop that many raging ultralisks, they continued on to Ensnare’s natural, finally cashing in on the massive macro advantage Idra had held all game in a convincing win.
Reminiscent of Nestea vs Maka g2 of GSL3, Broodlord into re-maxing with Ultras is one of the strongest finishing moves in the game.
Without Medivacs forced stims had doomed this push before it even reached Idra's 3rd.
Just outside the zerg third, Idra engaged and easily cleaned up the terran force with units to spare as his 4th and 5th hatch were building. Ensnare was years behind after the failed timing push, but he was able to set up a planetary at the gold expansion as Idra chose to invest his advantage into an even larger economic lead. A now massive gaggle of mutas returned to terrorizing the terran natural and main, sniping a few turrets and SCVs but losing a comparable number of mutas in the process. The muta harass continued, Idra using his economic advantage to keep Ensnare constantly on the back foot and delay his 4th as the 5 zerg expansions mined untouched and a hatch finished at the last remaining expansion. Resilient to the constant pressure, Ensnare became maxed himself just as a few broodlords finished morphing. Ensnare attempted to harass the side expansions as Idra's broodlords above the middle cavern attempted to bait out Ensnares vikings, failing a couple times before a well placed fungal growth caught all the vikings and gave his broodlords room to work. Aware of the danger, Ensnare sent a small bio force to Idra's third, pulling back the zerg army and minimizing the momentum as he scrambled to replace his vikings. Idra was confident in the damage the broodlords had done however, he moved in and wiped out Ensnare’s nearly mined out gold and both armies were wiped out.
Honestly I was surprised the planetary fortress didn't survive.
Idra used this opportunity to tech switch hard to 19 ultras, absolutely trampling the moderate terran force as it was moving out to attack Idra’s 6th. It turns out little can stop that many raging ultralisks, they continued on to Ensnare’s natural, finally cashing in on the massive macro advantage Idra had held all game in a convincing win.
Reminiscent of Nestea vs Maka g2 of GSL3, Broodlord into re-maxing with Ultras is one of the strongest finishing moves in the game.
11 LiquidJinro vs CheckPrime.WE 5 @ Jungle Basin
+ Show Spoiler [Recap] +
Jinro opened with marine hellion pressure against Check's hatch first, managing to catch an overlord and a couple early zerglings before even reaching Check’s main. Some fantastic micro put Jinro even further ahead, managing to kill off more zerglings and a queen.
It's difficult to show how big a lead Jinro had right here. Leading minds in the field could only describe it as "really big, like even bigger than his chin big".
The push was cleaned up as zergling speed finished, and Check ran his remaining speedlings to the Terran main. Jinro thought he secured his wall with a factory, but mistakenly left a tiny gap. Check's lings wrecked havoc, killing numerous SCVs and scouting Jinro’s transition, putting Jinro well behind in harvester count. A banshee finished and finally cleaned up the zerglings but the damage was done, both players stabilized and macroed for a bit.
Remember how crushed you were when Tasteless spoiled that Santa isn't real? This must have felt like that, times a hundred.
Check tried to take his side third, but the banshee scouted it and with some marine support Jinro was able to force a cancel just as mutas raced over. Check was determined to establish a third however, he double expanded to the side expansions, but his attempt to muta harass was met firmly by a thor. Jinro made the next move, sending marine squads to each side expansion. He was able to snipe the hatchery on his side, but Check defended the other with ease. Slowly clawing his way back into the game, Jinro moved out to try and take a center third but Check was pushing with a large roach force and overlords loaded with banelings. Unable to hold, Jinro was pushed back into his main, wisely deciding to grow his advantage rather than attempt to end it right there. Desperate for a third, Jinro used a marine drop in the zerg main to pull Check’s entire army back and allow the terran army to set up at the middle expansion. For a brief moment a dream comeback seemed possible, but Check would have none of it, intelligently splitting his army for a massive flank that crashed through Jinro’s position.
With the flank and using overlord drops Check minimized the splash and therefore the strength of Jinro's defensive position.
Almost entirely starved, Jinro mounted one final attempt to take a third, but Check’s roaches were far too much. Out of resources and units, Jinro’s only option was to type out.
We have all lost games like this, but few have in a situation like this, and only a champion could shake it off, turn around, and play their best in a career changing final game 5 minutes later.
It's difficult to show how big a lead Jinro had right here. Leading minds in the field could only describe it as "really big, like even bigger than his chin big".
The push was cleaned up as zergling speed finished, and Check ran his remaining speedlings to the Terran main. Jinro thought he secured his wall with a factory, but mistakenly left a tiny gap. Check's lings wrecked havoc, killing numerous SCVs and scouting Jinro’s transition, putting Jinro well behind in harvester count. A banshee finished and finally cleaned up the zerglings but the damage was done, both players stabilized and macroed for a bit.
Remember how crushed you were when Tasteless spoiled that Santa isn't real? This must have felt like that, times a hundred.
Check tried to take his side third, but the banshee scouted it and with some marine support Jinro was able to force a cancel just as mutas raced over. Check was determined to establish a third however, he double expanded to the side expansions, but his attempt to muta harass was met firmly by a thor. Jinro made the next move, sending marine squads to each side expansion. He was able to snipe the hatchery on his side, but Check defended the other with ease. Slowly clawing his way back into the game, Jinro moved out to try and take a center third but Check was pushing with a large roach force and overlords loaded with banelings. Unable to hold, Jinro was pushed back into his main, wisely deciding to grow his advantage rather than attempt to end it right there. Desperate for a third, Jinro used a marine drop in the zerg main to pull Check’s entire army back and allow the terran army to set up at the middle expansion. For a brief moment a dream comeback seemed possible, but Check would have none of it, intelligently splitting his army for a massive flank that crashed through Jinro’s position.
With the flank and using overlord drops Check minimized the splash and therefore the strength of Jinro's defensive position.
Almost entirely starved, Jinro mounted one final attempt to take a third, but Check’s roaches were far too much. Out of resources and units, Jinro’s only option was to type out.
We have all lost games like this, but few have in a situation like this, and only a champion could shake it off, turn around, and play their best in a career changing final game 5 minutes later.
8 LiquidJinro vs oGsEnsnare 6 @ Lost Temple
+ Show Spoiler [Recap] +
Both players open standard. Ensnare opted for a reaper to scout, but Jinro was well prepared and denied scouting at the cost of a marine. Jinro opted for a blue flame hellion drop, but Ensnare’s own marine marauder drop hit first, Jinro being in perfect position to defend it. After getting a couple free marine kills, Jinro followed through with his drop - a couple of hellions and marines dropped in the back and a hellion at the front, but despite some incredible medivac micro, Jinro was unable to do economic damage. After a brief macro period Ensnare made the next move, a large 3 medivac bio drop including a siege tank, Jinro immediately pulled his main's SCVs to help defend, but he lost most of them in the process putting Ensnare up 37 to 18 SCVs.
Charging all the SCVs in to soak damage can be great, but losing half your workers and winning a war of attrition 40 minutes later is usually not quite how it goes.
Jinro’s cloaked banshee managed a few kills but not near enough before being scanned and killed. Aware of his lead, Ensnare broke down his rocks looking to expand, but a very successful hellion drop at the natural suddenly turned everything around, giving Jinro a 6 harvester lead. Both players turreted up and established their thirds, Ensnare again making the next move pairing a 16 marine drop while moving the rest of his army forward. Jinro was in position to punish the advancing army, costing Ensnare much of his tanks and bio, but the marine drop was doing a lot of damage to the natural. Jinro immediately counter dropped into Ensnares main, taking out an armory and couple of production buildings, but cost him most of the SCVs at his natural. Both players took their 4th bases. A couple more well defended drops gave Jinro momentum, but in an attempted counter drop Jinro did equally little damage as both players settled in to fully splitting the map. Jinro made the next move, pushing just slightly into the middle in an attempt to draw Ensnare in, but instead Ensnare tested Jinro's awareness by swinging his army over to siege up below the main, and although a portion of Jinro's army was unprepared, Jinro ultimately did more damage than he took.
Macro phases were broken up by intense complex army engagements, both players pushing dropping retreating and trapping with different parts of their army at the same time.
Ensnare was far from done however, swinging back to the far side and punching a temporary hole in Jinro’s defense and keeping the armies close. Ensnare had a momentary lapse shortly after, losing a fair number of units unnecessarily, giving Jinro a bit of momentum. Ensnare continued dropping in slightly unfavorable trades until a small drop snuck into Jinro’s 5th as Jinro was moving forward, bringing the game back to a standstill. Ensnare next massed a group of vikings and momentarily took air dominance from Jinro, but was unable to capitalize before Jinro reclaimed his viking count lead. As the game continued on towards mining out, Jinro got a fusion core. Ensnare moved again towards the cliff of Jinro’s main, but Jinro again blocked, killing off a large portion of Ensnare’s ground army and pulling further ahead in Vikings which he used to harass Ensnare’s main, doing damage but ultimately losing most of his vikings. These were quickly replaced however as the first battlecruisers joined the battle.
Jinro's trusty Battlecruiser Tank Viking composition transition at the 47th minute.
As Jinros army moved towards Ensnare’s 5th, Ensnare countered right down the middle, catching a portion of Jinros army. Jinro landed the vikings to hold the bio, but this allowed Ensnare to easily focus-fire down the battlecruisers. Ensnare couldn’t handle Jinro’s vikings as they returned to the air however, and suddenly Ensnare found himself mined out while Jinro still had two mining bases. As Ensnare’s last troops rallied to the front and Jinro started destroying whatever he could get his hands on, Ensnare realized his blood sweat and tears were not enough this game, and typed out in what was easily the most epic TvTs in SC2 thus far.
After 6 bases worth of resources and 50 minutes, this was Ensnares last desperate defense to keep from getting Jinrolled. Not good enough.
Charging all the SCVs in to soak damage can be great, but losing half your workers and winning a war of attrition 40 minutes later is usually not quite how it goes.
Jinro’s cloaked banshee managed a few kills but not near enough before being scanned and killed. Aware of his lead, Ensnare broke down his rocks looking to expand, but a very successful hellion drop at the natural suddenly turned everything around, giving Jinro a 6 harvester lead. Both players turreted up and established their thirds, Ensnare again making the next move pairing a 16 marine drop while moving the rest of his army forward. Jinro was in position to punish the advancing army, costing Ensnare much of his tanks and bio, but the marine drop was doing a lot of damage to the natural. Jinro immediately counter dropped into Ensnares main, taking out an armory and couple of production buildings, but cost him most of the SCVs at his natural. Both players took their 4th bases. A couple more well defended drops gave Jinro momentum, but in an attempted counter drop Jinro did equally little damage as both players settled in to fully splitting the map. Jinro made the next move, pushing just slightly into the middle in an attempt to draw Ensnare in, but instead Ensnare tested Jinro's awareness by swinging his army over to siege up below the main, and although a portion of Jinro's army was unprepared, Jinro ultimately did more damage than he took.
Macro phases were broken up by intense complex army engagements, both players pushing dropping retreating and trapping with different parts of their army at the same time.
Ensnare was far from done however, swinging back to the far side and punching a temporary hole in Jinro’s defense and keeping the armies close. Ensnare had a momentary lapse shortly after, losing a fair number of units unnecessarily, giving Jinro a bit of momentum. Ensnare continued dropping in slightly unfavorable trades until a small drop snuck into Jinro’s 5th as Jinro was moving forward, bringing the game back to a standstill. Ensnare next massed a group of vikings and momentarily took air dominance from Jinro, but was unable to capitalize before Jinro reclaimed his viking count lead. As the game continued on towards mining out, Jinro got a fusion core. Ensnare moved again towards the cliff of Jinro’s main, but Jinro again blocked, killing off a large portion of Ensnare’s ground army and pulling further ahead in Vikings which he used to harass Ensnare’s main, doing damage but ultimately losing most of his vikings. These were quickly replaced however as the first battlecruisers joined the battle.
Jinro's trusty Battlecruiser Tank Viking composition transition at the 47th minute.
As Jinros army moved towards Ensnare’s 5th, Ensnare countered right down the middle, catching a portion of Jinros army. Jinro landed the vikings to hold the bio, but this allowed Ensnare to easily focus-fire down the battlecruisers. Ensnare couldn’t handle Jinro’s vikings as they returned to the air however, and suddenly Ensnare found himself mined out while Jinro still had two mining bases. As Ensnare’s last troops rallied to the front and Jinro started destroying whatever he could get his hands on, Ensnare realized his blood sweat and tears were not enough this game, and typed out in what was easily the most epic TvTs in SC2 thus far.
After 6 bases worth of resources and 50 minutes, this was Ensnares last desperate defense to keep from getting Jinrolled. Not good enough.
11 EGIdra vs CheckPrime.WE 5 @ Jungle Basin
+ Show Spoiler [Recap] +
Idra opted for hatch first into a quick roach warren, Check alternately going pool first with slight zergling pressure, Idra relying on good zergling positioning and his queen to hold his ramp. Check began a baneling nest, but when his lings caught sight of a roach he immediately canceled the nest to get a roach warren of his own. Both players macro up, Idra getting his evo chamber first and starting +1 ranged, meanwhile Check used his zergling advantage to mostly break down Idra’s backdoor rocks as both players teched to lair. Idra's overseer caught sight of Check’s building spire, allowing him to get hydras and 4 spore crawlers pre-emptively. Check started a hatchery at Idra’s side expo, and by pulling Idras army with his mutas the backdoor lings were able to finish breaking down the rocks and get a few drone kills before being chased off. Idra moved out, using his superior roach hydra army to take out Check’s third. On the way a roach flank caught Idra’s hydras in bad positioning, but Check’s quick decision to retreat cost him his mutalisks, giving Idra the green light to start a hatch at his center expansion and push towards Check’s main.
The decision seems easy from this perspective, but Check's decision to retreat right here may have cost him a spot in the Ro16.
Check’s large roach force led Idra’s army around in a circle, allowing him to force Idra to cancel his third but costing him a few roaches thanks to Idra’s pursuing army.
Check caught in a game of Grack and mouse.
As the merry-go-round once again came to Check’s main, Idra stopped chasing and moved into Checks main. Check’s massive roach army put up quite a fight, but Idra managed to prevail thanks to a set of reinforcements that streamed into Check’s base, clinching a victory for the Gracken.
These reinforcing roaches show that in the end it came down to what Idra trusts most, Macro Prevails.
The decision seems easy from this perspective, but Check's decision to retreat right here may have cost him a spot in the Ro16.
Check’s large roach force led Idra’s army around in a circle, allowing him to force Idra to cancel his third but costing him a few roaches thanks to Idra’s pursuing army.
Check caught in a game of Grack and mouse.
As the merry-go-round once again came to Check’s main, Idra stopped chasing and moved into Checks main. Check’s massive roach army put up quite a fight, but Idra managed to prevail thanks to a set of reinforcements that streamed into Check’s base, clinching a victory for the Gracken.
These reinforcing roaches show that in the end it came down to what Idra trusts most, Macro Prevails.
TLAF-LiquidJinro Ro32: The Aftermath
Congratulations!
The last time we interviewed you it was after your loss to MC in the GSL3 semis, but now we're back to a winner's interview. This group was a roller coaster of emotions for you.
Yeaaaaaaaaaaaaaaaaah. That second game, god damn. I feel both great and terrible. Great because I passed the group, terrible because my misplaced factory wall in game 2 cost Ensnare a very good chance at advancing, as he'd have had Lost Temple TvZ the last game......
Did you talk to your teammate Ensnare talk after the games?
A little yeah, I just said I'm sorry for screwing up game 2. But he took it well as always, hes a great guy, and we talked during dinner.
Let's go through the games. You played Idra first. Do you have a lot of experience against his style?
I think IdrA plays kinda similar to Ret, and the oGs guys all know how to play lots of styles... so yeah, I'm reasonably familiar with it. Jungle is a very methodical map for terran tho so I felt like I could follow the same blue print against almost everything. Once you get center you are extremely hard to stop.
Given Idra and oGsZenio's rivalry, was he particularly happy to help you practice?
Haha, I don't know, I'm sure he was extra eager for me to win tho :D
Your second game against Check started off well for you but ended in disaster. What happened?
I just placed my factory one spot to the right too far. I played only the build I used vs Idra for the past 3-4 days because the oGs guys thought it would be better vs his style, so I sort of had to stop to think about how to wall with the other build, which led to mistakes. Oh well, still almost won after losing like half my SCVs. =_=
What was going through your head when the lings got through?
"$&*# ! I promised Naz I wouldn't lose to this" Usually when I mess up early game, I start taking silly risks because I figure, "whatever, it's not worth playing if I can't get this addon up etc, like switching add ons with speedlings running around below my ramp. Nazgul said "do that in GSL and I kill you!! "
So Victor (Nazgul) is very involved in your practice?
I send him all my practice games, he's like a full coach. So many small refinements bear the Nazgul mark in my builds.
That's cool, how is his analysis compared to your teammates in the oGs-Liquid house?
It's different. He's not a terran player so his advice tends to be more small details or ideas and less match up specific advice. He's not like, busting out TvZ theory, but he asks good questions and based on them suggests strong refinements and just things like how the build is faring against other builds.
So it was his idea to leave a gap in your wall right?
Yeah, it was a mind game, didn't pay off haha
We can laugh about it now, but what were you thinking between the Check and Ensnare games? You made a frustrated post on the forums.
I needed to de-tilt, so slamming out some "dsuidghfdasdf"s on TL seemed like a good idea.
It seemed to work, as you played quite well against Ensnare. How did you calm yourself for that set?
Nothing specific, just tried to focus on the game once it started -- it usually works pretty good, I only had to catch myself from reminiscing about what could have been once or twice while scouting. It's a very good thing I didn't have to wait long between sets.
Do you play Ensnare often in practice? Are all the games like that? Many fans are saying it's one of the best TvTs they've seen.
I haven't played him in a while, I haven't had to play any TvTs for anything so it just never came up. We've had some cool games, but I think one was the coolest. I know he has had some even more insane ones though, like vs TOP during Blizzcon qualifiers way back when, also on LT. Now THAT game was insane.
The game was very back and forth, did you have a late game plan? When did you know you had the game?
No plan outside of the normal TvT late game of getting BCs and vikings once it gets too heavy on the ground and your eco can support the switch. I knew I had it when he GG'd.
You seemed quite happy after the win. You're now going to stay Code S. Did you feel the pressure during these games?
It was mostly to do with the game being so insane really. I'm sure the rest played a part, but a lot of the pressure is just wanting to prove it wasn't a fluke last season, more pride really.
You are in the same Round of 16 group as oGsMC, who eliminated you 4-0 in the semifinals of GSL3. How do you feel about facing him again?
Good and bad, mostly bad because it makes it less likely we both advance to the next round. Win or lose I'd like to have a better game vs him tho, and hopefully me and him can battle it out of this group together.
Any last words? Good luck in the next round, hopefully we'll do another winners' interview.
Thanks to Zenio, JookToJung, Luvsic, Cezanne, Junwi, LeenockfOu, Crystal[inca], Ret, and anyone else I might be forgetting, for all the help in practicing for this. Thanks to Nazgul for reviewing all my games as always and refining all my builds. Sorry to Ensnare for not winning game 2 =[. Thanks to everyone for watching, I hope the next interview will be for as happy a reason as this one!
Next Up: Ro16 Group Stage!
No fan of starcraft could deny Group H was anything less than amazing to watch, but this is only the first round for our foreigner heroes, the GSL is now in full swing as the top 16 will continue to duke it out and ultimately crown a champion. Is this the season the Gorilla Terran or the Gracken rise above the rest? Despite their thrilling and exhausting victories today theres no rest for the handsome as the saying goes. Be sure to check out Jinro as he takes on MarineKingPrime.WE and EGIdrA as he faces TSL_Clide in Groups D and C this Friday and Saturday!