Match Rating: 5/10
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Game 1 - Lost Temple
Cross positions, MarineKing at 1 and MC at 7
MarineKing walls in the bottom of his ramp
Standard opening for MC, command center on 20 for MarineKing, then first gas on 22
MC rallies stalkers to the natural choke where marines are defending
Stargate coming for MC
MarineKing out-micros MC and kills a stalker in the skirmishes, bunker up as well to help defend
Three gates and a void ray out for MC as well as a proxy pylon
MarineKing pushes out with his infantry but three zealots warp into his base with the void ray
The void ray charges on the barracks while the zealots fight marauders and SCVs
Marines finally make it back but more zealots are warped in
Void rays down to very low health but they pull back and let their shields recharge
MarineKing gets two turrets up by his command center but MC brings in void rays faster than marines can kill them
MC hits a critical mass where he can easily kill units as they are produced from MarineKing's buildings
MarineKing concedes
Very sharp rush by MC. When MarineKing didn't scout the proxy pylon he was always going to have trouble, but if MC hadn't masterfully kept his void rays alive as long as possible than the rush might have failed.
Game 2 - Delta Quadrant
Right positions, MarineKing at 2 and MC at 5
Proxy barracks in the center of the map by MarineKing with gas on 10, fast scout by MC arrives in the main however
MC goes to the watchtower and sees the barracks making a marauder, standard opening from MC albeit chronoboosting zealots
MarineKing puts a bunker at the bottom of the ramp while the first marauder engages the zealots
Probes force the marauders to retreat back to the watchtower where the last zealot manages to kill the last marauder
The scouting SCV finishes the bunker but the next marauder that comes doesn't have vision of the top of MC's ramp
MarineKing pulls back and builds two more barracks, MC adds another gateway and moves out with a small group of stalkers
MC's stalkers beat MarineKing's marauders with the help of a zealot and destroy the tech lab researching stim in the center of the map
MC moves into position outside MarineKing's base with a sentry and some stalkers, robotics finishes at his main
Two bunkers for MarineKing, nexus now for MC
MC uses a pylon to warp in some stalkers to the back of MarineKing's base
While MarineKing fights in the back of the base, MC moves up the ramp and engages the bunkers, but is repelled
Warp prism out for MC plus an immortal, MarineKing getting a starport and finally finishing stim
Robotics bay coming for MC, warp prism in place behind MarineKing's base
MarineKing sends his SCVs to help fight, colossus halfway done
MarineKing drives MC's forces back up the ramp and kills the nexus at the natural, then snipes the observer
Surviving SCVs go back to MarineKing's main, a zealot is warped in there and kills a few SCVs
Two vikings join MarineKing's army, MC loses his last stalker and only has sentries for anti-air
The vikings easily take out MC's two colossus while the infantry runs over MC's sentries and zealots
MC concedes
That probably wasn't how MarineKing planned out the game, but he didn't give up and managed to turn things around by attacking just before the first colossus was done for MC
Game 3 - Blistering Sands
MC puts his first pylon behind the minerals at MarineKing's natural, then his gateway
MarineKing's barracks is at the ramp, the first zealot arrives before the first marine is even finished
MarineKing tries to tank with SCVs, but his marines are being made on the other side of his base from the SCVs
The SCV count drops steadily as MarineKing can't manage to stabilize
MarineKing surrenders
MarineKing is famous for his marine micro but MC out-microed his marines and SCVs with his zealots, winning easily.
Game 4 - Jungle Basin
Standard opening for MC, gasless opening for MarineKing into expansion on 20 supply
Three more gateways for MC, a zealot and a stalker move up MarineKing's ramp to pressure
MC puts a proxy pylon near MarineKing's rocks, but not close enough to warp on to the other side of it
MarineKing walls in his main ramp, MC's stalkers start attacking the rocks
An SCV sees the attack on the ramp and MarineKing builds two bunkers
Forcefields prevent him from defending the bunkers, forcing him to lift his command center
MC moves up the ramp but SCVs block the units, a bunker at the top of the ramp with SCVs repairing repels
MarineKing loses many SCVs blocking the ramp, but MC finally pulls back and goes to expand himself
An SCV starts an engineering bay just before the nexus can be warped in
Twilight council coming for MC, stim researching for MarineKing
MC scouts MarineKing retaking his expansion and moves back with his stalker army
Dark shrine finishing as MC attacks the expansion, MarineKing repels the attack reasonably easily
The first DT arrives and is killed with a scan, the second comes in but gets too close to a turret and dies almost immediately
MC pushes in again, but MarineKing's marauders force him back
Another wave of warp ins pushes back into MarineKing's natural, but gets repelled again
Templar archives and zealot legs are done, blink and storm researching
MarineKing lands a factory in MC's expansion mineral line and builds a hellion, forcing some zealots to warp in
MC starts a nexus at an outside expansion but it's scouted and MC cancels it
MarineKing's army kills two pylons there and supply blocks MC, ghost academy done for MarineKing
MC starts another nexus at the center expansion, MC gets the templar energy upgrade
MarineKing moves out with a medium sized infantry army and several ghosts
MC perfectly storms the infantry ball, a back and forth storm and EMP battle ensues
MC ends up routing MarineKing's army, though a few marauders bypass MC's army and kill some probes
During the battle a probe built a pylon at MarineKing's expansion, allowing a few zealots to be warped in for harassment
MC takes a fourth base, MarineKing still on only two bases though they have similar supply levels
MarineKing floats an orbital to the center expansion but his defending forces take a beating from feedback and EMP
MC alternates between templars and blink stalkers forcing the command center to lift
MC adds two colossus to his composition and marches into MarineKing's main, crushing the few remaining defenders
MarineKing surrenders
MarineKing held off everything MC threw at him for most of the game, but in the late mid-game he had no answer for the templar tech. Ghosts are good but they weren't enough against energy-upgraded templar that could storm the moment they warp in.
Commentary: Both players were good, and MarineKing might have had the edge when it came to micro, but MC showed he has a far better understanding of the strategy of the matchup than MarineKing. It seemed like every one of his strategies worked very well, and even when MarineKing held out it was only by the skin of his teeth. I think it's safe to say TvP has got to be MarineKing's weakest matchup.
Cross positions, MarineKing at 1 and MC at 7
MarineKing walls in the bottom of his ramp
Standard opening for MC, command center on 20 for MarineKing, then first gas on 22
MC rallies stalkers to the natural choke where marines are defending
Stargate coming for MC
MarineKing out-micros MC and kills a stalker in the skirmishes, bunker up as well to help defend
Three gates and a void ray out for MC as well as a proxy pylon
MarineKing pushes out with his infantry but three zealots warp into his base with the void ray
The void ray charges on the barracks while the zealots fight marauders and SCVs
Marines finally make it back but more zealots are warped in
Void rays down to very low health but they pull back and let their shields recharge
MarineKing gets two turrets up by his command center but MC brings in void rays faster than marines can kill them
MC hits a critical mass where he can easily kill units as they are produced from MarineKing's buildings
MarineKing concedes
Very sharp rush by MC. When MarineKing didn't scout the proxy pylon he was always going to have trouble, but if MC hadn't masterfully kept his void rays alive as long as possible than the rush might have failed.
Game 2 - Delta Quadrant
Right positions, MarineKing at 2 and MC at 5
Proxy barracks in the center of the map by MarineKing with gas on 10, fast scout by MC arrives in the main however
MC goes to the watchtower and sees the barracks making a marauder, standard opening from MC albeit chronoboosting zealots
MarineKing puts a bunker at the bottom of the ramp while the first marauder engages the zealots
Probes force the marauders to retreat back to the watchtower where the last zealot manages to kill the last marauder
The scouting SCV finishes the bunker but the next marauder that comes doesn't have vision of the top of MC's ramp
MarineKing pulls back and builds two more barracks, MC adds another gateway and moves out with a small group of stalkers
MC's stalkers beat MarineKing's marauders with the help of a zealot and destroy the tech lab researching stim in the center of the map
MC moves into position outside MarineKing's base with a sentry and some stalkers, robotics finishes at his main
Two bunkers for MarineKing, nexus now for MC
MC uses a pylon to warp in some stalkers to the back of MarineKing's base
While MarineKing fights in the back of the base, MC moves up the ramp and engages the bunkers, but is repelled
Warp prism out for MC plus an immortal, MarineKing getting a starport and finally finishing stim
Robotics bay coming for MC, warp prism in place behind MarineKing's base
MarineKing sends his SCVs to help fight, colossus halfway done
MarineKing drives MC's forces back up the ramp and kills the nexus at the natural, then snipes the observer
Surviving SCVs go back to MarineKing's main, a zealot is warped in there and kills a few SCVs
Two vikings join MarineKing's army, MC loses his last stalker and only has sentries for anti-air
The vikings easily take out MC's two colossus while the infantry runs over MC's sentries and zealots
MC concedes
That probably wasn't how MarineKing planned out the game, but he didn't give up and managed to turn things around by attacking just before the first colossus was done for MC
Game 3 - Blistering Sands
MC puts his first pylon behind the minerals at MarineKing's natural, then his gateway
MarineKing's barracks is at the ramp, the first zealot arrives before the first marine is even finished
MarineKing tries to tank with SCVs, but his marines are being made on the other side of his base from the SCVs
The SCV count drops steadily as MarineKing can't manage to stabilize
MarineKing surrenders
MarineKing is famous for his marine micro but MC out-microed his marines and SCVs with his zealots, winning easily.
Game 4 - Jungle Basin
Standard opening for MC, gasless opening for MarineKing into expansion on 20 supply
Three more gateways for MC, a zealot and a stalker move up MarineKing's ramp to pressure
MC puts a proxy pylon near MarineKing's rocks, but not close enough to warp on to the other side of it
MarineKing walls in his main ramp, MC's stalkers start attacking the rocks
An SCV sees the attack on the ramp and MarineKing builds two bunkers
Forcefields prevent him from defending the bunkers, forcing him to lift his command center
MC moves up the ramp but SCVs block the units, a bunker at the top of the ramp with SCVs repairing repels
MarineKing loses many SCVs blocking the ramp, but MC finally pulls back and goes to expand himself
An SCV starts an engineering bay just before the nexus can be warped in
Twilight council coming for MC, stim researching for MarineKing
MC scouts MarineKing retaking his expansion and moves back with his stalker army
Dark shrine finishing as MC attacks the expansion, MarineKing repels the attack reasonably easily
The first DT arrives and is killed with a scan, the second comes in but gets too close to a turret and dies almost immediately
MC pushes in again, but MarineKing's marauders force him back
Another wave of warp ins pushes back into MarineKing's natural, but gets repelled again
Templar archives and zealot legs are done, blink and storm researching
MarineKing lands a factory in MC's expansion mineral line and builds a hellion, forcing some zealots to warp in
MC starts a nexus at an outside expansion but it's scouted and MC cancels it
MarineKing's army kills two pylons there and supply blocks MC, ghost academy done for MarineKing
MC starts another nexus at the center expansion, MC gets the templar energy upgrade
MarineKing moves out with a medium sized infantry army and several ghosts
MC perfectly storms the infantry ball, a back and forth storm and EMP battle ensues
MC ends up routing MarineKing's army, though a few marauders bypass MC's army and kill some probes
During the battle a probe built a pylon at MarineKing's expansion, allowing a few zealots to be warped in for harassment
MC takes a fourth base, MarineKing still on only two bases though they have similar supply levels
MarineKing floats an orbital to the center expansion but his defending forces take a beating from feedback and EMP
MC alternates between templars and blink stalkers forcing the command center to lift
MC adds two colossus to his composition and marches into MarineKing's main, crushing the few remaining defenders
MarineKing surrenders
MarineKing held off everything MC threw at him for most of the game, but in the late mid-game he had no answer for the templar tech. Ghosts are good but they weren't enough against energy-upgraded templar that could storm the moment they warp in.
Commentary: Both players were good, and MarineKing might have had the edge when it came to micro, but MC showed he has a far better understanding of the strategy of the matchup than MarineKing. It seemed like every one of his strategies worked very well, and even when MarineKing held out it was only by the skin of his teeth. I think it's safe to say TvP has got to be MarineKing's weakest matchup.
choyafOu (P) vs LiquidJinro (T)
Match Rating: 7/10
VOD Link
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Game 1 - Steppes of War
Standard openings for both players
choya steals Jinro's gas, so Jinro's marines start working on clearing it
Proxy factory for Jinro positioned to float into choya's main, bunker at the top of Jinro's ramp
Starport and another barracks coming for Jinro, his factory scouts and sees two more gateways coming for choya
Expansion and robotics start for choya, Jinro makes another barracks, a raven, and stim
Stargate coming as well for choya, banshee on the way for Jinro
Observer out for choya, phoenix coming from the stargate
The first banshee goes to harass, but stalkers and a phoenix kill it easily
Jinro moves out with about eight marauders, ten marines, a raven, and a banshee
Some SCVs coming with Jinro as well, forge coming from choya but it's not finished yet
Jinro tries to move up the ramp to choya's natural, but choya blocks him with force fields
The point defense drone is used up while the force fields are out, they get reestablished when the first group fades
Only a small number of Jinro's units were trapped in with the Protoss army by the force fields so there are plenty still waiting below
The sentries are out of energy and Jinro sweeps in with his army, cornering the outnumbered stalkers who remain
choya concedes
Very good build from Jinro. Other than the banshee caught out in the open by the phoenix, everything he did countered choya's composition perfectly.
Game 2 - Xel'Naga Caverns
Quick gas for choya then gateway on 15, finishing it up by stealing Jinro's gas again
Jinro gets a tech lab after two marines start working on choya's geyser, choya adds another gateway
Concussive shells and a marauder coming for Jinro, choya puts a pylon at his third and then starts a twilight council
Jinro adds two more barracks and scouts around the map with his SCV, dark shrine for choya
Jinro has a second orbital command making in his main, choya gets a nexus at his natural
Jinro floats his second command center to his natural and adds another barracks, two more gateways for choya
The dark shrine finishes, no proxy pylon for choya so his DTs warp in near his base
Engineering bay only half done as the DT arrives at the base, Jinro spots the blur and follows it with his infantry
The first DT is killed with a scan but two more DTs follow
Jinro gets a turret up at the mineral line his main, uses a scan to kill one at his expansion while he builds a turret there
All the DTs are cleared out, robotics finishing now for choya
Robotics bay and an immortal on the way for choya, starport coming for Jinro
Ghost academy building for Jinro, colossus and thermal lance start for choya
Medivac moves out with two marauders and four marines, heading for choya's main
Four stalkers are waiting for the dropship and force a hasty retreat, leaving behind a marine and a marauder
Second starport for Jinro and several more barracks, he also begins clearing the rocks leading to his third
Jinro's army moves to the gold and kills the rocks there, using EMP to kill a scouting DT there
Choya moves in and Jinro retreats, allows reinforcing vikings to arrive
choya pokes into the natural, but vikings flank the colossus army and force him to retreat
choya clears the rocks at his gold, starts zealot charge
Jinro starts a nexus at his gold, Jinro now with 12 vikings
Jinro starts his command center, choya moves in with army to try to stop it
Jinro flanks again with his colossus, stalkers move to intercept them but there are so many vikings they can't save the colossus
Without the colossus protecting them the marauders rout choya's army, then move up and kill the nexus at choya's gold
Jinro moves up to choya's natural but choya has rebuilt a large army
Seeing the army with a scan Jinro retreats, allowing choya to rebuild the nexus at his gold
While the two armies dance around the center, Jinro's vikings snipe a colossus
Jinro floats a command center to the gold and starts building a planetary fortress
Jinro moves up to choya's third but pulls back in the face of choya's army
The two armies engage, the vikings destroy the two colossus easily
choya has about a dozen sentries with his army but ghosts EMP all of them before force fields are deployed
With no force fields to split Jinro's army and no colossus, choya's army melts to Jinro's mass marauders
choya concedes
Very well played by Jinro. choya had a very tight DT build that got DTs to Jinro's base slightly before he was ready, but he stayed calm and held them off. choya was at a slight advantage, but Jinro outplayed him from there and ended up winning convincingly.
Game 3 - Lost Temple
Cross positions, Jinro at 9 and choya at 3
Tech lab after two marines for Jinro, choya hides a probe in his base but a marine finds it
Jinro gets a command center fairly quickly, choya gets a nexus early as well
Jinro adds barracks, choya adds gateways and a robotics that are all immediately scanned by Jinro
Immortal coming for choya, shields and then stim for Jinro
Factory now for Jinro, who has a small infantry force in the center of the map being watched by an observer
Jinro moves up to the natural, scans and kills the observer, then pulls back
Two starports for Jinro, robotics bay for choya
Colossus and thermal lance for choya, Jinro adds more barracks and tech labs while pumping vikings and medivacs
choya gets an observer into Jinro's main and sees what he's doing, makes a stargate
Ghost academy finishing for Jinro, phoenixes coming for choya
Jinro takes a third and builds a supply depot at choya's fourth
choya starts to move out, Jinro scans and kills his observer
choya is still on two bases, Jinro on three
choya attacks, the phenoxies distract the vikings while choya's larger ground army forces Jinro to retreat
The vikings get more out of position as Jinro's army retreats, allowing the zealots and colossus to clean up Jinro's infantry before the vikings get there
Most of the colossus die but there's far too much left for choya and nothing but vikings for Jinro
Jinro concedes
Very good attack by choya, timed to come right before Jinro's third bumped up Jinro's production.
Game 4 - Delta Quadrant
Right positions, choya at 1 and Jinro at 5
Standard openings for both players, but a factory after barracks for Jinro
Choya puts a proxy pylon at the 6 o'clock gold, Jinro scouting with his factory and adding a barracks
Raven for Jinro, robotics for choya
choya moves up Jinro's ramp with a group of stalkers, Jinro has two barracks at the top of his ramp
choya's stalkers bypass the bunkers and head into Jinro's main
Jinro walled off the back expansion so the stalkers end up getting trapped behind Jinro's minerals and cleaned up
Robotics bay for choya despite the fact he hasn't expanded, banshee out for Jinro
The banshee moves to the back of choya's main and kills four probes before stalkers drive it off
choya moves out with a pretty good army, gateway units and two colossus
choya moves up the ramp, one viking is out for Jinro plus a point defense drone
One colossus dies and choya retreats
Jinro takes his back expansion, themral lance coming for choya
choya starts a nexus at his front natural, kills the SCV there, then cancels it
Jinro starts a fight near the center of the map, killing one colossus but losing his viking and the rest of his vikings
choya puts a pylon in Jinro's front expansion and warps some zealots into Jinro's expansion, but Jinro handles it perfectly
choya now attacks Jinro's army in front of his ramp, he tries to retreat up the ramp but choya drops a force field and traps him outside
Jinro concedes
Another game where choya let Jinro expand and then attacked right before the economic advantage arrived. Very good timing, and the canceled nexus was a nice touch.
Game 5 - Lost Temple
Standard openings for both players
choya hides a probe in Jinro's base and this time the marine doesn't see it
Jinro getting another barracks, concussive shells, and a marauder
The probe scouts Jinro's base before getting killed
Reaper as well for Jinro, he moves out with a few marines and marauders
Twilight council on the way for choya, stim coming for Jinro
The reaper helps Jinro kill the spotter pylon at choya's rocks, choya gets supply blocked
Dark shrine now for choya, the reaper returns and gets killed almost immediately...but not before spotting the twilight council
Engineering bay for Jinro and a missile turret at the top of his ramp
Two DTs arrive at his ramp, one dies immediately
Choya expanding, Jinro getting a raven and banshee cloak
Jinro gets a banshee now as the raven finishes, no robotics yet for choya
Command center building on the low ground for Jinro, a DT tries to slip in but is spotted by the raven
Robotics starts for choya as the banshee enters his natural
The banshee cloaks and kills some sentries, then moves into the main to kill more probes
The first banshee is out of energy but a second banshee heads for the natural
Jinro moves in with infantry and a point defense drone, but choya has enough force fields to defeat it
Jinro falls back to his natural, making ghosts and vikings while choya starts his robotics bay
Immortal coming for choya in the meantime, Jinro keeps making infantry
Minor skirmishes in the center of the map, Jinro clears the rocks at his gold
Another banshee harasses probes in the main base
Command center at the gold for Jinro, zealot charge coming for choya
choya has plenty of colossus but no thermal lance...almost certainly a mistake
choya moves into the center of the map with his army and the two armies dance around each other
choya tries to engage but many EMPs land, forcing him to withdraw
Banshee in choya's main getting more probe kills
Both players maxed, Jinro with lots of resources banked, nexus coming at choya's gold though he has to be low on probes
A small group of marauders stop choya's nexus at his gold
choya pushes in and tries to engage, but gets repelled at Jinro's choke
choya takes down the rocks, Jinro takes a fourth base
choya moves into Jinro's main and attacks the supply depots, then pulls back when Jinro moves to counter
Finally there's an engagement, the vikings take down the colossus and Jinro's huge force of marauders routs choya's army
The marauders pursue choya's desperately retreating units, picking off the slower sentries
Jinro's economy keeps him maxed as they fight across the map, choya's supply drops dramatically
Last stand for choya's last surviving units outside his natural against marauders and landed vikings
choya surrenders
This is a tough loss for choya. Forgetting to research thermal lance--well, it happens to the best of us. choya played well anyway but seemed to crack under the pressure at the very end, attacking hopelessly into a superior position. Admittedly with Jinro up to four bases the game was close to being over anyway.
Commentary: When all things were equal, Jinro seemed like the stronger player. Rather than try to cheese, choya dealt with this by doing strong one and two base timing attacks to take advantage of Jinro's relatively (for a Terran) quick expansions. That worked well in games 3 and 4 as Jinro got caught off guard and trapped into losing battles, but in game 5 Jinro's agility moving his large army through the map architecture never left an opening that choya was able to exploit. The banshee harassment left him far too low in probes to stay with Jinro economically. Had he had thermal lance it's possible he might have broken Jinro when he attacked the natural choke and had enough units left over to handle reinforcements, but we'll never know for sure. A great victory for Jinro, the first foreigner ever to reach the GSL semifinals.
Standard openings for both players
choya steals Jinro's gas, so Jinro's marines start working on clearing it
Proxy factory for Jinro positioned to float into choya's main, bunker at the top of Jinro's ramp
Starport and another barracks coming for Jinro, his factory scouts and sees two more gateways coming for choya
Expansion and robotics start for choya, Jinro makes another barracks, a raven, and stim
Stargate coming as well for choya, banshee on the way for Jinro
Observer out for choya, phoenix coming from the stargate
The first banshee goes to harass, but stalkers and a phoenix kill it easily
Jinro moves out with about eight marauders, ten marines, a raven, and a banshee
Some SCVs coming with Jinro as well, forge coming from choya but it's not finished yet
Jinro tries to move up the ramp to choya's natural, but choya blocks him with force fields
The point defense drone is used up while the force fields are out, they get reestablished when the first group fades
Only a small number of Jinro's units were trapped in with the Protoss army by the force fields so there are plenty still waiting below
The sentries are out of energy and Jinro sweeps in with his army, cornering the outnumbered stalkers who remain
choya concedes
Very good build from Jinro. Other than the banshee caught out in the open by the phoenix, everything he did countered choya's composition perfectly.
Game 2 - Xel'Naga Caverns
Quick gas for choya then gateway on 15, finishing it up by stealing Jinro's gas again
Jinro gets a tech lab after two marines start working on choya's geyser, choya adds another gateway
Concussive shells and a marauder coming for Jinro, choya puts a pylon at his third and then starts a twilight council
Jinro adds two more barracks and scouts around the map with his SCV, dark shrine for choya
Jinro has a second orbital command making in his main, choya gets a nexus at his natural
Jinro floats his second command center to his natural and adds another barracks, two more gateways for choya
The dark shrine finishes, no proxy pylon for choya so his DTs warp in near his base
Engineering bay only half done as the DT arrives at the base, Jinro spots the blur and follows it with his infantry
The first DT is killed with a scan but two more DTs follow
Jinro gets a turret up at the mineral line his main, uses a scan to kill one at his expansion while he builds a turret there
All the DTs are cleared out, robotics finishing now for choya
Robotics bay and an immortal on the way for choya, starport coming for Jinro
Ghost academy building for Jinro, colossus and thermal lance start for choya
Medivac moves out with two marauders and four marines, heading for choya's main
Four stalkers are waiting for the dropship and force a hasty retreat, leaving behind a marine and a marauder
Second starport for Jinro and several more barracks, he also begins clearing the rocks leading to his third
Jinro's army moves to the gold and kills the rocks there, using EMP to kill a scouting DT there
Choya moves in and Jinro retreats, allows reinforcing vikings to arrive
choya pokes into the natural, but vikings flank the colossus army and force him to retreat
choya clears the rocks at his gold, starts zealot charge
Jinro starts a nexus at his gold, Jinro now with 12 vikings
Jinro starts his command center, choya moves in with army to try to stop it
Jinro flanks again with his colossus, stalkers move to intercept them but there are so many vikings they can't save the colossus
Without the colossus protecting them the marauders rout choya's army, then move up and kill the nexus at choya's gold
Jinro moves up to choya's natural but choya has rebuilt a large army
Seeing the army with a scan Jinro retreats, allowing choya to rebuild the nexus at his gold
While the two armies dance around the center, Jinro's vikings snipe a colossus
Jinro floats a command center to the gold and starts building a planetary fortress
Jinro moves up to choya's third but pulls back in the face of choya's army
The two armies engage, the vikings destroy the two colossus easily
choya has about a dozen sentries with his army but ghosts EMP all of them before force fields are deployed
With no force fields to split Jinro's army and no colossus, choya's army melts to Jinro's mass marauders
choya concedes
Very well played by Jinro. choya had a very tight DT build that got DTs to Jinro's base slightly before he was ready, but he stayed calm and held them off. choya was at a slight advantage, but Jinro outplayed him from there and ended up winning convincingly.
Game 3 - Lost Temple
Cross positions, Jinro at 9 and choya at 3
Tech lab after two marines for Jinro, choya hides a probe in his base but a marine finds it
Jinro gets a command center fairly quickly, choya gets a nexus early as well
Jinro adds barracks, choya adds gateways and a robotics that are all immediately scanned by Jinro
Immortal coming for choya, shields and then stim for Jinro
Factory now for Jinro, who has a small infantry force in the center of the map being watched by an observer
Jinro moves up to the natural, scans and kills the observer, then pulls back
Two starports for Jinro, robotics bay for choya
Colossus and thermal lance for choya, Jinro adds more barracks and tech labs while pumping vikings and medivacs
choya gets an observer into Jinro's main and sees what he's doing, makes a stargate
Ghost academy finishing for Jinro, phoenixes coming for choya
Jinro takes a third and builds a supply depot at choya's fourth
choya starts to move out, Jinro scans and kills his observer
choya is still on two bases, Jinro on three
choya attacks, the phenoxies distract the vikings while choya's larger ground army forces Jinro to retreat
The vikings get more out of position as Jinro's army retreats, allowing the zealots and colossus to clean up Jinro's infantry before the vikings get there
Most of the colossus die but there's far too much left for choya and nothing but vikings for Jinro
Jinro concedes
Very good attack by choya, timed to come right before Jinro's third bumped up Jinro's production.
Game 4 - Delta Quadrant
Right positions, choya at 1 and Jinro at 5
Standard openings for both players, but a factory after barracks for Jinro
Choya puts a proxy pylon at the 6 o'clock gold, Jinro scouting with his factory and adding a barracks
Raven for Jinro, robotics for choya
choya moves up Jinro's ramp with a group of stalkers, Jinro has two barracks at the top of his ramp
choya's stalkers bypass the bunkers and head into Jinro's main
Jinro walled off the back expansion so the stalkers end up getting trapped behind Jinro's minerals and cleaned up
Robotics bay for choya despite the fact he hasn't expanded, banshee out for Jinro
The banshee moves to the back of choya's main and kills four probes before stalkers drive it off
choya moves out with a pretty good army, gateway units and two colossus
choya moves up the ramp, one viking is out for Jinro plus a point defense drone
One colossus dies and choya retreats
Jinro takes his back expansion, themral lance coming for choya
choya starts a nexus at his front natural, kills the SCV there, then cancels it
Jinro starts a fight near the center of the map, killing one colossus but losing his viking and the rest of his vikings
choya puts a pylon in Jinro's front expansion and warps some zealots into Jinro's expansion, but Jinro handles it perfectly
choya now attacks Jinro's army in front of his ramp, he tries to retreat up the ramp but choya drops a force field and traps him outside
Jinro concedes
Another game where choya let Jinro expand and then attacked right before the economic advantage arrived. Very good timing, and the canceled nexus was a nice touch.
Game 5 - Lost Temple
Standard openings for both players
choya hides a probe in Jinro's base and this time the marine doesn't see it
Jinro getting another barracks, concussive shells, and a marauder
The probe scouts Jinro's base before getting killed
Reaper as well for Jinro, he moves out with a few marines and marauders
Twilight council on the way for choya, stim coming for Jinro
The reaper helps Jinro kill the spotter pylon at choya's rocks, choya gets supply blocked
Dark shrine now for choya, the reaper returns and gets killed almost immediately...but not before spotting the twilight council
Engineering bay for Jinro and a missile turret at the top of his ramp
Two DTs arrive at his ramp, one dies immediately
Choya expanding, Jinro getting a raven and banshee cloak
Jinro gets a banshee now as the raven finishes, no robotics yet for choya
Command center building on the low ground for Jinro, a DT tries to slip in but is spotted by the raven
Robotics starts for choya as the banshee enters his natural
The banshee cloaks and kills some sentries, then moves into the main to kill more probes
The first banshee is out of energy but a second banshee heads for the natural
Jinro moves in with infantry and a point defense drone, but choya has enough force fields to defeat it
Jinro falls back to his natural, making ghosts and vikings while choya starts his robotics bay
Immortal coming for choya in the meantime, Jinro keeps making infantry
Minor skirmishes in the center of the map, Jinro clears the rocks at his gold
Another banshee harasses probes in the main base
Command center at the gold for Jinro, zealot charge coming for choya
choya has plenty of colossus but no thermal lance...almost certainly a mistake
choya moves into the center of the map with his army and the two armies dance around each other
choya tries to engage but many EMPs land, forcing him to withdraw
Banshee in choya's main getting more probe kills
Both players maxed, Jinro with lots of resources banked, nexus coming at choya's gold though he has to be low on probes
A small group of marauders stop choya's nexus at his gold
choya pushes in and tries to engage, but gets repelled at Jinro's choke
choya takes down the rocks, Jinro takes a fourth base
choya moves into Jinro's main and attacks the supply depots, then pulls back when Jinro moves to counter
Finally there's an engagement, the vikings take down the colossus and Jinro's huge force of marauders routs choya's army
The marauders pursue choya's desperately retreating units, picking off the slower sentries
Jinro's economy keeps him maxed as they fight across the map, choya's supply drops dramatically
Last stand for choya's last surviving units outside his natural against marauders and landed vikings
choya surrenders
This is a tough loss for choya. Forgetting to research thermal lance--well, it happens to the best of us. choya played well anyway but seemed to crack under the pressure at the very end, attacking hopelessly into a superior position. Admittedly with Jinro up to four bases the game was close to being over anyway.
Commentary: When all things were equal, Jinro seemed like the stronger player. Rather than try to cheese, choya dealt with this by doing strong one and two base timing attacks to take advantage of Jinro's relatively (for a Terran) quick expansions. That worked well in games 3 and 4 as Jinro got caught off guard and trapped into losing battles, but in game 5 Jinro's agility moving his large army through the map architecture never left an opening that choya was able to exploit. The banshee harassment left him far too low in probes to stay with Jinro economically. Had he had thermal lance it's possible he might have broken Jinro when he attacked the natural choke and had enough units left over to handle reinforcements, but we'll never know for sure. A great victory for Jinro, the first foreigner ever to reach the GSL semifinals.
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