The good and the bad, the beautiful and the ugly

by confusedcrib

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Game One:



Puma > Ret



Puma two rax bunker rushes Ret, Ret mistangingly lets the first bunker finish. Puma even manages to get a second bunker up, is able to kill Ret's spine crawler and that's the game.



Ret: 1/5

Puma: 4/5





Game Two: - 2/5



Puma > Ret



Ret opens pool before hatch, most likely due to intimidation from the last game (those Koreans know how to two rax real good). Ret is unable to handle Puma's reactor hellions efficiently, meaning that the banshee follow up continues to do even more damage to Ret. Ret barely holds Puma's marine tank follow up, pulling drones in the process. After Puma shuts down Ret's counter attack, Puma is able to just 1a and take the game



Ret: 1/5

Puma: 4/5

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Game One: - 2/5



Squirtle > Sheth



Squirtle goes for a Nexus first and Sheth responds by grabbing a super fast third base. Both players macro up, with Sheth relying on roach ling and Squirtle going for a 6 gate robo all in. Sheth needs either hydralisks or superb positioning to hold that all in, and ended up with neither, forcing his gg.



Sheth: 2/5

Squirtle: 4/5



Game Two:



Squirtle > Sheth - 4/5



Squirtle one gate expands while Sheth does a standard speedling expand. Squirtle does a neat little poke against Sheth with four gateways and hallucinating stalkers to help soak up speedling damage. Sheth loses his hidden gold third base to the timing attack. Sheth barely holds that attack at all with reinforcement roaches, and the game goes on. Squirtle adds on gateways while grabbing his third base. Sheth transitions into a muta ling roach midgame while re expanding to the gold third base that he had lost earlier.



Sheth makes a great engagement against Squirtle's spread out army while getting infestors and banelings out. Squirtle survives and begins a dark templar transition. Sheth loses a lot of drones as well as his fourth base to some dark templar. Sheth is incentivized to attack upon spotting a fourth base. Sheth does some amazing army splitting to take out nearly all of Squirtle's economy, leaving only the army to deal with. Sheth goes for an engagement in a terrible position, losing everything to psionic storms. Sheth basically gave up his advantage with that engagement, both players arenow somewhat even. The final engagement begins 10 minutes later, and Sheth walks all of his infestors in to get hit by feedback. After that, the game is over.



Sheth: 3/5 – gave up his huge lead

Squirtle: 4/5 – comeback kid

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Game One: - 4/5



Morrow goes for a reactor hellion expand and it does some decent damage, but nothing too extravagent. July gets mutalisks out with perfect timing (right before turrets are up) and they do some great damage early on, allowing July to drone like crazy behind it. July goes for a huge bust as Morrow is securing his third. July is able to kill off the tanks in the bust, and only marines remain. This allows his follow up attack of 40 banelings to take out the gold base before it completes. A huge zergling run by is able to do even more economic damage to Morrow's natural. July is able to stall out Morrow's push long enough with his great muta harass to shut down his third base again while morphing broodlords. Morrow can't keep up with July economically at this point, and after July deals with the army of Morrow, Morrow is forced to gg



Morrow: 3/5



July: 4/5



Game Two: - 4/5



Morrow goes for a one barracks fast expand while July gears up for a two base baneling bust. July uses some great positioning to distract Morrow's marines while moving up his ramp with banelings. The banelings do some great damage but not enough to kill Morrow. A few minutes later, as morrow is deciding to move out, July gets a huge burrowed baneling hit off and kills a bunch of Morrow's marines. July decides to attack after that, but Morrow is able to easily hold with vastly superior positioning. July is able to to use counter attacks to stall until broodlord, infestor, zergling is out (yes he literally is capable of harassing so hard that he can stall a push until his tier three is out). With that composition out, July is able to easily take apart Morrow's low tech army for the victory.



Morrow: 3/5



July: 4/5

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Game One: - 3/5



HasuObs one gate expands while Moon prepares for a big army of +1 speedlings and roaches to hold his fast taking of the gold base. Moon is able to follow up with some roach hydra play to catch Obs out of position and kill a lot of sentries for free. Moon then gets a huge roach hydra surround, doing some major damage with awesome positioning. Moon is able to cripple Obs' economy enough to force the attack as Moon morphs over 100 banelings to defend. Banelings kill everything that is left of Obs' army and takes the game.

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Game One: - 2/5 - Sen found out how to abuse Zenio's build, and did so.



Zenio opens hatch first into ling baneling, taking a very small and temporary lead over Sen through superior micro. Zenio uses that small lead to go for a big two base speedling roach attack that Sen just can't quite hold after his early losses to banelings.





Sen: 2/5

Zenio: 3/5





Game Two: - 3/5



Zenio and Sen open speedling expand, but Zenio opens ling baneling into roach while Sen opens roach into ling baneling. Sen makes the smart decision to punish Zenio's ordering and does a two base roach speedling attack and takes the game.



Sen: 3/5



Zenio: 2/5



Game Three: - 3/5



Both players hatch first and drone like crazy due to the amount of scouting that close air positions allows for ZvZ. Zenio goes baneling while Sen goes roach. Sen is able to punish Zenio's delayed roaches again with the same timing as last game.



Sen: 3/5



Zenio: 2/5

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Game One: - 3/5



Darkforce holds Alive's two barracks expand, but it's nail bitingly close on multiple occasions. Alive follows up with some fantastic multi pronged attacks that are able to kill even more drones. Alive follows up with another push and ends the game after Darkforce has lost too many drones to Alive's multitasking.



Alive: 4/5



Darkforce: 2/5



Game Two: - 4/5



Alive opens with another bunker rush which Darkforce manages to shut down with near minimal losses. Darkforce barely gets enough zerglings and banelings out in time to crush Alive's follow up timing attack, regaining control of this game. Alive does do some good damage with another nice drop, but it doesn't make up for the number that DarkForce has shut down. Darkforce is able to shut down the rest of Alive's marine tank pushes. Alive gets an extremely late third base, desperate for income. At this point, neither player attacks, content to just macro up to their preferred late game compositions – Marine tank viking vs. infestor ling broodlord. Neither player can quite kill eachother, both trying counter attacks and drops, as well as straight up engagements. DarkForce finally wins the economic war, as Alive is mined out of all of his bases and forced to gg.



Alive: 4/5



DarkForce: 5/5



Game Three: - 5/5



Alive goes for a two factory reactor hellion into expand build. DarkForce loses a lot of drones and zerglings to the unusual build, putting Alive a little bit ahead. Darkforce goes for a small counter attack, but doesn't do much damage. Both players macro up to third bases, and Darkforce comes out with a brilliantly timed and controlled engagement, wiping out Alive's entire army. After the engagement, both players macro up just like last game, and Darkforce is able to continuously deny Alive's sixth base. Darkforce comes out ahead with better control.



Alive: 4/5



Darkforce: 5/5

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Game One: - 2/5



White-Ra goes for a very greedy dark templar rush, even getting a robotics while expanding. Select just goes for a two barracks expand, White-ra misses the essential forcefield, and Select is able to just take the game, using scans to take out warping in DT



Select: 4/5



White-ra: 2/5



Game Two: - 4/5



White-ra opens with some fast sentries and loses both for free putting due to some great micro from Select, putting White-ra behind. White-ra goes to take out Select's hidden gold base and the armies engage. White-ra engages with some poor forcefields that do more harm than good. After the engagement, Select is far ahead in army and economy. White-ra makes a smart decision to sneak around Select's army into his main, but Select has too many units and is able to demolish White-ra's army for the win.



Select: 4/5



White-ra: 3/5

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Game One: - 4/5 great micro from both players



MC, probably suspecting a two rax expand, decides to go for a three gate void ray attack. Boxer does indeed go for the two barracks expand, and MC uses some terrifyingly good micro to devestate Boxer's army and take the game.



Boxer: 4/5



MC: 4/5



Game Two: - 4/5 battle of macro vs. micro



MC goes for a one gate fast expand and Boxer goes for a one barracks fast expand. MC follows up with an interesting six warpgate, with charge zealots and dark templar. Despite Boxer's superior army composition of marine maurader ghost medivac against pure gateway, MC's macro is just better than Boxer's. Despite Boxer nearly winning for the final 5 minutes of the game, Boxer doesn’t quite have enough to keep up with MC and his superior economy, and in a few minutes, MC is able to attack and win.



MC: 4/5



Boxer: 4/5

Day Two:

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Game One: - 3/5



Puma goes for a one base marine tank push, pulling SCVs to make it all in. Squirtle has an expansion up, 4 gateways, and a robo. But in a critical mistake his immortal is stuck between gateways and his pylon. Puma controls the attack incredibly well, able to take the game from Squirtle.



Squirtle: 2/5



Puma: 4/5



Game Two: - 3/5



Puma one rax fast expands while Squirtle does a one gate fast expand. Squirtle goes for a six gate, with the proxy pylon barely being spotted by Puma, able to delay the attack. Puma is able to scout the six gate and gets four bunkers, but with a medivac full of marines busy dropping, Puma doesn't have enough to hold.



Squirtle: 2/5

Puma: 2/5



Game Three: - 5/5



Squirtle opens with a dark templar expand and Puma just does the perfect storm of mistakes to let the Dts in. A drop does some okay damage while the Dts rip apart Puma's main. Squirtle is way ahead after the opening but Puma executes a beautiful two pronged attack that does enough damage for Puma to pull ahead. Puma continues some great drop play to continue his advantage. Puma gets overzealous and goes for an attack too early, losing everything in some terrible positioning.



Puma uses some fantastic drop play to take a worker lead but loses everything at the front of his base and his natural to Squirtle's attack. Puma is able to make a brilliantly controlled hold as well as keep his essential third base up. After the attack fails, the drops leave Squirtle's economy in shambles, and after Puma beats Squirtle's final attack, he takes the game.



Puma: 5/5

Squirtle: 4/5

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Game One: - 3/5



July opens with a 10 pool while Moon goes for the standard 14 gas 14 pool. Moon is greedy, squeezing in and extra drone, and because of that loses his queen. July follows up with roaches while Moon follows up with banelings. Moon makes some nice attempts to hurt July's economy with banelings, but July takes almost no damage with amazing micro. July has enough roaches with +1 and moves cross map. Moon was very greedy with a huge drone count, and despite a huge baneling count, Moon can't hold July's push.



July: 4/5

Moon: 2/5



Game Two: - 3/5



Both players go hatch first and Moon goes baneling while July goes roaches. Moon does some okay damage but July holds with roaches...for now. July loses extra drones as banelings sneak into his main base. July has a tech advantage while Moon has a small economy advantage. Moon again over drones after the pressure is over, July hits the same timing as last game and takes the game.



July: 4/5

Moon: 2/5

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Game One: - 4/5



DarkForce goes for a 10 pool against the greediest possible opening of Sen, 15 hatch, 16 gas, 15 pool. Sen is forced to cancel the hatch and uses some nice drone control to hold. Darkforce follows up with banelings as does Sen, Sen's just a little later than DarkForce's. Sen uses double queens to hold his ramp while morphing banelings of his own. Darkforce goes for a big +1 weapon roach push, but Sen executes a brilliant hold, ending with higher drone count than his opponent as well as a third base. Sen executes his push brilliantly, taking out DarkForce.



Sen: 4/5

DarkForce: 3/5



Game Two: - 2/5



Both players go hatch first, with Sen's build being a little big more efficient than DarkForce's. DarkForce plants down a baneling nest. Sen goes for some speedling agression, and loses too many zerglings to one baneling to hold the baneling attack. The Queens are seconds late to block the ramp, forcing Sen to gg.



Sen: 2/5

DarkForce: 3/5



Game Three:



Missed it

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Game One: - 4/5



Select goes for a unique reaper into two barracks expand, and brilliantly detects that MC has something hidden by judging the small unit count at MC's front. Select holds MC's DT opening, taking no damage as both players expansions end up completing at about the same time. Select goes for a nice ghost medivac timing, that probably would have killed any lesser player but MC executes a fantastic hold. Select has built a third base behind his attack, meaning he's not out yet. MC goes and attacks the third base of Select, Select barely doesn't have enough units to hold the attack though and is forced to gg.



MC: 4/5 No idea how he held Select's timing

Select: 3/5



Game Two: - 4/5



Select goes for a one barracks double expand while MC is one gate expanding. Despite his fast third base, he's not able to use it too much as MC's macro proves to be superior. Select barely holds MC's big zealot phoenix attack (yes Zealot Phoenix) as MC follows up making more gateways and phoenixes. Select goes for another push and is on the edge of victory as a single good storm tips the scales. Select transitions into pure marine ghost, meaning that when a storm gets off, it hits hard. MC nearly wins, but Select again barely holds. Select continues barely holding on until eventually the pressure and economy of MC is too much, and he is forced to gg.



MC: 5/5

Select: 4/5

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Game One: - 4/5



Puma opens gas first and July hatch first. Puma's reactor hellions do some decent damage and Puma follows up with a banshee to keep map control while expanding. July uses some very nice control to hold a big hellion banshee timing while Puma expands and transitions into standard marine tank. July's counter attack does some nice damage while his spire and third base are under construction.



July does a great job holding Puma back while getting up to over 70 drones. July holds the attack at the front of his base while hitting a huge counter attack, forcing Puma to gg.



July: 5/5

Puma: 3/5



Game Two: - 2/5



July goes hatchery first while Puma goes two factory reactor and masses up hellions. July is completely unprepared, with only a few lings and a single spine crawler for defense. Puma is able to waltz in and easily take the game.



July: 3/5



Puma: 3/5



Game Three: - 4/5



July Zerg opens with a hatch first and Puma goes for blue flame hellions. The blue flames do some very nice damage (40 drones) despite July going roach. July does drone like fiend regardless, still pulling ahead in economy until Puma's huge tank count secures the gold base for him. July's food is too tied up in roaches, so July goes in to attack and Puma shuts it down well enough to force the gg from July.



July: 3/5



Puma: 5/5



Game Four: - 4/5



July scouts Puma's double 11 barracks opening and so makes the right decision to speedling expand. July makes a critical mistake trying to inch by Puma's early marines and ends up losing way too much as a result. Puma's opening does some great damage and puts July way behind . Puma moves cross map with a big number of marines off of three barracks as July's ling numbers explode just in time to clean up all of the marines, shifting the balance back in his favor.



Puma moves out with a big two base attack as July's mutas pop. July barely holds the attack with some great battle micro. July again barely holds Puma's attack, but the follow up reinforcements are more than July can deal with and he is forced to gg.



July: 3/5

Puma: 4/5

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