MvP (MLG vs Proleague) Day Six
A round up of all the Starcraft II action from the sixth day of competition
Series Three - Flash T versus Crank P - In Depth Review
Game One
Flash dominates game one to such an extent he makes it seem like Crank is another class of player.
Flash just seemed to be on top of everything in this game, macro, upgrades, expansions and more. With a fast three command centre opening Flash was never at a time that he had to slow down his production to add his expansion unlike Crank.
The effectiveness of Flash’s build
Flash opens with a very greedy triple orbital command before adding any other significant tech structures.
This build is very greedy in the sense that it can be exploited very easily if the protoss decided to take a four gate route. Flash however builds his initial command centre on the high ground to counter and early aggression should it come.
With Flash taking his command centres first he doesn’t need to shell out money later on as his production is in full swing.
He is able to establish his third before Crank, continue on his macro, while taking the map control.
With Crank going colossus, with double upgrade and into a third base it leaves the protoss very exposed due to the lack of ground army. Crank gets out a good number of colossus but he is unable to pressure onto the map with a small army.
Abusing the terrain
The key to Flash’s success was how he was able to able to abuse the terrain and building placement from Crank on Daybreak.
Daybreak is well know for terrans to hit the third base rather than the natural due to the lack of a ramp for the protoss to defend on and the smaller choke the large protoss army has to move through.
Flash abuses this by making sure that his opponent cannot get out onto the map with his large colossus army and have to work with the little space he had.
The vikings were able to abuse the high ground, the bio could just keep stutter stepping and Flash just wore Crank into the ground.
Game Two
In an extremely strange game, both player attempt to out metagame each other but Crank gets the better of Flash.
Crank is able to beat Flash with a warp prism warp in from a proxy robo. With Flash anticipating heavy gateway pressure at his front door he builds his infrastructure to hold a ramp based attack.
With only two marauders to defend the four stalkers and zealots of Crank, Flash GGs
I heard you like metagame
Both players went to proxy their key buildings to try and outsmart their opponents.
Crank proxied his second gateway at Flash’s natural that is immediately scouted closing down his aggression.
Flash then proxies his starport for hellion drops north of Crank’s main, but this is also scouted forcing Flash to cancel closing down his aggression.
With both players showing their hands neither player would ever expect someone to try it once more, but Crank tries his luck once more with his proxy warp prism.
Flash is able to scout with his hellions that there is no expansion and instantly goes on mass defensive with extra barracks and a bunker.
However this time Flash is far too late to catch this, with hardly any time on his hands, only two marauders and no bunker Crank takes a quick win.The reason Crank was finally able to win was how fast a warp prism four gate can hit in the early game, Flash seems to be able to deflect anything perfectly when he has suficient time. With a proxy robo and warp prism finishing within two minutes and the terran only able to build a barracks and a marine in that time, Flash has nothing to defend such a sudden attack behind his expansion play.
Make sure to tune in tonight for Day Seven of the MvP Invitiational at www.majorleaguegaming.com/live at 7PM/EST