@@jaynguyen8777 You either die a terran or live long enough to become the zerg, and then back to terran again, but then back to zerg again, maybe a little bit of xel naga
The one marine a few seconds earlier who got picked up and then kicked back out to stand alone against the swarm of zerglings, which then immediately retreat when he alone starts firing at them.
I really do feel like pro SC2 games are at their all-time highest skill level and viewer interest level, especially those TvZ bangers really elevate the game on a whole new level
Its so cool cuz most TvZ start off with terran hopelessly holding on and then turning the tides and hard slam the zerg. Like a literal movie about never giving up
Maru winning a game after being brought to the brink of defeat and then turning it around: "Another victory. Emotions felt: apathy. I will record this into my databank with mnemonic eye blinks."
Watching his play makes me think he is the best in the world. I know he doesn't always win everything and props to those who beat him but it seems like that it is different Zergs that knock him off and not one person that is consistently better. What he can get out of his army is so impressive.
He is the best in the world. Now Zerg is never easy to play who ever says they are doesn’t know S. But they tend to be better than Terran. You can tell because Terran tend to win based on skills. Ghost are great maybe the best unit on the whole game but it takes a lot of skill to make them work. Everything terra. Takes so much work.
@@lvluptoaverage52 that makes sense. Terran is a bit like a mobile glass cannon. One bad disruptor hit or zergling surround and Terran is in deep trouble. So it is a very unforgiving race to place but can do incredible things if in the right hands that can avoid disaster consistently.
@@LiveWell6 exactly I feel like at anytime you can get KOed. Like a skilled boxer that you know is better than the opponent but that at anytime one hit one mistake and he is out
There are few things i have never seen in a starcraft replay at this point. But "rapid reignition systems" being upgraded was something i had never seen before.
it improves medivac afterburn a lot and maru likes using his medivacs to dart in and out, but its still not good enough to be early in a build when you have other priorities.
Not too sure why Maru didn’t do this against Dark in the grand finals. Maybe he is too tired and doing another 3+ hours is not worth it. Cutting his shoulder some slack is a wise choice because he still has GSL to play.
Because Dark never let him play this style. Dark went straight into early double Evol, 3 macro hatch and start printing lingbane while keep smashing it into Maru base before he was ready for it. The only time they really go late game, which is map 4, Maru almost took Dark down but he was a bit short on army at the end of the push.
@@tigera6 not too sure what you are talking about. Ling banes early game are only good if you can surround or do run-by when your opponent is out of position, which is exactly what happened game 1 and 2 in the Dark vs Maru series. That wouldn’t happen if Maru just turtle up at home instead of trying too hard to look for drops. Once the Terran turtle, the Zerg need to fast expand instead of just making more lings banes with not enough worker since you need big money to break through Terran defense.
@@teddanville6996 Maru army composition wasnt able to turtle against the mass lingbane style from Dark, he would just hit Maru 4th and 3rd over and over again until he dried up while Dark slowly taking more base on the map. What Maru did "wrong" was that he had too many workers, not enough army, and he didnt put down the 2nd Factory to make Mines/Tanks non-stop. Maru instead still went for his usual build with Bio into Ghost, which is not good against Lingbane,
That moment 8 minutes in when Reynor first lost that attack was entirely upgrades. Bulk of the fight took place in the 10 second window where Marus 1-1 finished but only Reynors armor finished. Rough.
Maru's defense since more than a year ago has been absolutely insane. Never saw anyone better. If Clem learns Maru's defense, coupled with Clem's unparalleled offense, we'd have the strongest Terran ever. Maru of course is still very strong in offense too, but I think Clem bested Maru since at least a year ago.
@@krispywater I guess I should specify that I was thinking about TvZ. We all know Clem had always had issues with TvT and Maru has been the #1 T over the last few years. But I meant that the offense of Clem in TvZ is just unparalleled. Maru on the other hand is not as successful in TvZ offense, sometimes relying on impeccable defense to turn games around.
When Terran hits maxed ut ghost mech, its such an uphill battle for zerg. Winnable for sure but you have to use your infestors and vipers perfectly or you just end up butting your head into it until you are out of resources
well it's not like it easy for terran to control his army. Hellbats must be microed to be in the front of the army and defend the Thors, he has to use very expensive ghost when they can easily die from bannelings, snipershots must be microed as well. There is enough micromanagement that Terran must do nearly perfect to have the higher ground.
@@Cti4er was not trying to imply it is easy job for Terran. Ive seen plenty of infestors neural a ghost and emp the rest of the ghosts for the win. It does speak to the ghosts power that one of the best counters to it is itself tho
One thing I dont like about Maru is he's always taking the Overseers for granted. Lessens his ghosts capability by not blinding his enemy. Those overseers are snipe-worthy.
Near as I can tell, Ogre Zerg Gaming left Reynor way down in resources lost, and then once Maru 1) cleared most of the army and 2) got the mules on that top left base it was just doomed since Maru had the units to defend pure BLs (and they'd take a year and a half to get across the map so he probably felt pretty safe with that big army trade) Even so, idk how he actually does it. Too good.
I don't know how Maru can stay so cool during these long macro games. Just watch his face, there is almost no reaction to anything going on. Stay frosty brother.
1) they are very fragile 2) they're rather expensive 3) they're not particularly fast 4) only unlocked at lair tech, so that and being expensive means getting them is tied to the build 5) they don't seem to have a specialty except to morph into lurkers; defensive AA is queen/spore, dedicated offensive AA is corruptors That being said, they're a bit more present in the meta now than when this tournament aired. I hope it's not annoying that you're getting a reply 3 months after you posted lol
I dont think this is even a fair match up Z is so favored if the T is not played Maru it would stand zero chance Late game T is unplayable, but Maru somehow does it he's inhuman
have the fastest units in the game on top of creep & nydus, deploy a unit that can fly through a third of the map & dash short distances, still manage to always hit the only spot with 20 slow hellbats everytime, how can reynor misuse swarm hosts this poorly
Broodlords are op lmao, well zerg is, too many free units like swarmhosts etc. He may have lost but u need to be a korean freak to beat someone literallt pressign A lol
Just a very dynamic matchup. Protos versus terran is significantly less dynamic, just because of the way the tools each race has interact, kinda the same as protos versus zerg. Mirror matchups are then typically very boring and slow, just because of how thin the margins are when you're headbutting the same units together.
Reynor - "Hey Ghost/Thor has been wrecking my Infestor/Broodlord play, why don't I just keep doing the same thing over and over again I'm sure it will work." At least when Dark was using the same attack timing over and over again it was actually working lol. Just a bit silly from Reynor here.
I think Reynor try to make it a point that he can beat Maru in lategame. Serral also tried to do the same last year, but didnt work neither, so he changed his approach to beating Maru in mid-game which work pretty well in IEM.
Pros practiced strategy like 1000s times before they use it. It is not like they can do another build on the fly. Maybe he still have a few other cheesy build up his sleeves, but that doesnt work in pro levels.
@@Kingofredeyes yes, of course he should have practice more strategy beforehand. I just meant doing some on the fly will not work on this level because they need to do most of the stuff by muscle memory to keep up the apm and that need a lot of practice. We can only say Reynor doesn't practice enough
@@ML-oe3oy if we are honest Reynor hasn't spent 1000s of hours at the game only playing brood/infestor. He has used every possible combination of units and who knows how many strategies. There is no justifiable reason why he wouldn't be able to adapt or try something different. Edit: Of course thinking about what do you really do against Terrain in the late game as zerg. Thor's counter air/roach, Hellbats counter lings/bane, ghost counter ultra/infestor/viper. Terrain has perfect counters to zerg in late game so about all you can do is what Dark did to Maru, beat them early before Terrain get/s access to all those tools.
Late game TvZ is a joke. "Reynor needs a more high tech army" What do ghosts counter? Everything, and I cannot stress this enough, everything high tech. It is impossible to make too many ghosts and obnoxious to see a brood lord get domed from a full screen away
I know spellcasters require a lot of micro... But ghosts just seem straight broken in comparison to others right now. It just basically counters everything lategame, even able to snipe banes, which are supposed to get on top of them. If they nerfed queen because it did so much, they need to hit ghosts
it is not, one fungal and they are dead. Maru makes ghosts look so broken. Ghosts are not broken at all, look at all other Terran plays. You can even try to use them yourselves.
How ghost should be nerfed? My suggestion: each ghost should be dedicated to just one feature (EMP, Snipe, nuke), the first feature that the particular unit uses would be lock-in until the unit dies. It is just a change in flexibility.